Card game

By Kristina Igliukaite, 11 May, 2020
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ISBN
978-0-262-08356-0
Pages
85-89
License
MIT
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Abstract (in English)

Eric Lang (with Pat Harrigan) explains the advantages writers have in crafting adaptations of literary franchises into collectible card games. Lang maintains that, while attempting to remain true to the original, when turning narratives into games, one must "respect the medium."

The source is the essay-review on www.electronicbookreview.com written by Eric Lang

Pull Quotes

"There are a fair number of games in the hobby industry based on literary licenses. I've played most of them, and designed a certain number myself. For almost every license, there is a divergent theory about just how a design can capture the essence of the literary property while maintaining its integrity as a game."

"Mythos, the resolution of any individual tale is often reliant on whether the forces of humanity or the abyss get the upper hand (and there are plenty of examples of both in Lovecraftian fiction and Chaosium's RPG). Therefore the resolution of AGOT's plots is only a step on the road to victory, while the successful resolution of COC stories is an end in itself - in fact, it is the very way victory is achieved."

All quotes were directly rewritten from the essay.

By Kristina Igliukaite, 11 May, 2020
Author
Publication Type
Language
Year
Publisher
ISBN
978-0-262-08356-0
Pages
69-80
License
MIT
Record Status
Abstract (in English)

James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

The source is the essay-review on www.electronicbookreview.com written by James Wallis.

Pull Quotes

"In the ongoing debates about storytelling and narrative in games, the various commentators often overlook a key point: even in the most cutting-edge examples of the state of the art, it is not the players who tell the story, it is the game. Whether computer games with a narrative element, board games, card games, or face-to-face role-playing games, the essential plot and structure of the narrative is predetermined before the game begins, and cannot be altered."

"Human beings like stories. Our brains have a natural affinity not only for enjoying narratives and learning from them, but also for creating them. In the same way that your mind sees an abstract pattern and resolves it into a face, your imagination sees a pattern of events and resolves it into a story."

"the game's mechanics must take into consideration the rules of the genre that it is trying to create: not just the relevant icons and tropes, but the nature of a story from that genre. A fairy tale has a very different structure and set of requirements than a horror story or a soap opera, and a game must work to replicate that. "

"In most games, the structure is simply the way the game is played. In story-making games, it is also the principal way that the narrative shape of the story is formed (...)."

"Structure is not the same thing as rules. (...) That's how the game plays. It's not how the game works."

"The key to a successful story-making game, at least in the ones that have been released so far, is simplicity of design. (...) it does mean that rules have to be integrated with structure and genre to form a coherent package. I am a self-confessed proponent of "elegance through simplicity" in game design, and I realize that this doesn't fit every taste, or every style of game. "

All quotes were directly pulled out of the essay.

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Description (in English)

Poker Night 2 is a poker video game developed by Telltale Games. It is the sequel to Poker Night at the Inventory and, like its predecessor, features crossover characters from different franchises.

(Source: Wikipedia)

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Description (in English)

Poker Night at the Inventory is a poker video game developed by Telltale Games. It features four characters: Tycho from the Penny Arcade webcomic, Max from the Sam & Max franchise, the RED Heavy from Team Fortress 2, and Strong Bad from the Homestar Runner web series. The game was released on November 22, 2010.

(Source: Wikipedia)

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Description (in English)

Telltale Texas Hold'em is a poker video game released by Telltale Games. It is the only game by Telltale Games to use solely original characters rather than licensed ones. The game was hinted at by Telltale Games before release when they stated that they would release a mini game or two before the announcement of their first adventure game. Telltale Texas Hold'Em was released by Telltale to examine the benefits of digital distribution. The game would serve as the basis for Telltale's other poker games, Poker Night at the Inventory and Poker Night 2.

(Source: Wikipedia)

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