Rolling dice alone: Board games with remote friends

C3a4fc30c6f27aeee94dcdf03c689dd7?s=47 Tim Nugent
July 22, 2015
200

Rolling dice alone: Board games with remote friends

Board games are hard at the best of times – you have to find a bunch of friends who have the free time to play, find a game everyone is happy to play, and make sure the game can be played in the time you’ve all got free. When friends leave the state you live in and move elsewhere, things get even harder!

Last year, I presented “My Friends Keep Leaving and it is Ruining Board Games Day”, where I summarised the state of telepresence board gaming: highlighting the problems involved in it, and reporting on some of the efforts in progress to make it better.

This talk was presented at OSCON 2015

C3a4fc30c6f27aeee94dcdf03c689dd7?s=128

Tim Nugent

July 22, 2015
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Transcript

  1. Rolling dice alone: Board games with remote friends #roomservicequesadilla

  2. Demonstration!

  3. Who am I?

  4. None
  5. None
  6. None
  7. CC BY-SA 3.0 @chrisjrn

  8. Dev (mostly iOS) work

  9. None
  10. CC BY-SA 2.0 @chrisjrn

  11. I speak Australian

  12. I speak Australian, mate

  13. I LOVE Questions

  14. Games

  15. Video games

  16. Boardgames

  17. None
  18. None
  19. None
  20. I am opinionated and loud

  21. The Problem

  22. Tech has made the world seem small

  23. None
  24. None
  25. None
  26. Camaraderie

  27. The Solution?

  28. Digital Boardgames

  29. Dice Apps

  30. None
  31. None
  32. None
  33. None
  34. None
  35. Issues: i.e. everything sucks

  36. RNG sucks

  37. Interrupts suck

  38. Lack of tactile sucks

  39. Computer rule lawyers suck

  40. Play by email sucks

  41. Timezones suck

  42. Lack of presence sucks

  43. The noises and animations are great though

  44. We need something else

  45. Hybrid Boardgames!

  46. None
  47. None
  48. Why isn’t this more common?

  49. What do we hybridise?

  50. Not really sure…

  51. Back to the drawing board

  52. Time for some research

  53. Mechanics Dynamics Aesthetics Hunicke, LeBlanc, Zubek, 2004

  54. Hunicke, LeBlanc, Zubek, 2004 Mechanics Dynamics Aesthetics The rules and

    mechanisms
  55. Hunicke, LeBlanc, Zubek, 2004 Mechanics Dynamics Aesthetics The run-time behaviour

  56. Hunicke, LeBlanc, Zubek, 2004 Mechanics Dynamics Aesthetics The responses evoked

    in the players
  57. Aesthetics are the bit we care about Dynamics Aesthetics

  58. What does this mean?

  59. We need to keep the mechanics that players associate with

    feelings
  60. but… we are weird

  61. So with that in mind lets get some mechanics

  62. Cards

  63. Shuffling Cards

  64. Shared & Individual Decks

  65. Drawing & Drafting Cards

  66. Position & Movement

  67. Hidden vs Public Information

  68. Meatspace

  69. Bluffing & Lying

  70. Mistakes & Cheating

  71. Arguing & Rules Lawyering

  72. Asymmetric Players

  73. So what does this all mean?

  74. The next step

  75. So much of us is in our faces and bodies

  76. Basically lots of cameras

  77. Some way to point and get detail

  78. Applications to help maintain state

  79. Leave as much of the game ALONE as possible

  80. Hybrid Zombicide

  81. None
  82. What are the important bits?

  83. Position

  84. Maintaining player state

  85. Combat

  86. What did I do?

  87. Cameras

  88. Drones!

  89. None
  90. Maintaining state

  91. Dice

  92. None
  93. None
  94. None
  95. None
  96. None
  97. None
  98. So how is it shaping up?

  99. Cameras

  100. Player state

  101. Combat

  102. THE FUTURE!

  103. THE FUTURE!

  104. VoIP still sucks

  105. Needs waaaaaaay more cameras

  106. Remote players are still removed

  107. There really needs to be a community around this

  108. Questions?

  109. How Do I Game Design? Design games, understand people! Thursday

    1:40pm The Mün and back - a Kerbal tale Friday 11:10am Thanks
  110. Thanks lonely.coffee @the_mcjones