Connecting the Box
On Tabletop Games and Technology
Samuel Miller (@samtelegram)
Campus TLV, August 23, 2017
Physical to digital adaptation should not be straight forward
ADHD Card Game: Maria Vakolenko - Competitive Gameplay
A War for Peace Boardgame: Eliran Malka- Cooperative Gameplay
1
2
3
Prologue
TableTop?
Boxed, bagged, in print or download, on table top or not…
1
2
3
On the Surface:
3 Visible Influences
Full Gameplay
3 Visible Influences
Rules automation, remote or bot players
Full Gameplay
3 Visible Influences
Core App
Quick setup for complex games, timed challenges, Automated GM
3 Secrets
Full Gameplay
3 Visible Influences
Core App
Companion App
References, score sheets, odds calculators, sound sets for RPGs
1
2
3
On the Surface:
3 Visible Influences
Meaningful Influence
On Product
Technology: engineering application of scientific principles
Mercury 360 Roulette by Cammegh: European roulette with digital output
Guess Who? by Theora Design
Production
Distribution
Consumption
Production
Research
Planning
Development
Testing
Pricing
Manufacturing
Manufacture resources are now more accessible than ever before
Game projects can be oversized, bespoke, printed on demand
Production
Distribution
Consumption
Marketing
Distribution
Sales
Logistics
Accounting
Shipping
Secret Hitler: US distribution only, with free DL2Print version
Open Source table top games with GNU, CC and OGL licenses
Open Source game design is paving the way in 3D printing
Production
Distribution
Consumption
Buying
Experiencing
Consumption
Sharing
Remote play platforms, reviews, YT shows, marketplaces
Production
Distribution
Consumption
1
2
3
On the Surface:
3 Influences
Meaningful Influence
On Product
Meaningful Influence
On Game
D AM
Model of a Game
D AMechanics
Model of a Game
Mechanics are the core elements of design:
Cards, dice, capture, elimination, collection, and
hundreds more
Dynamics AMechanics
Dynamics are the behaviours derived from the
way Mechanics are structured together:
Competition, cooperation, combat, chase, 4X,
D20 and countless other gameplay constructs
Model of a Game
Dynamics AestheticsMechanics
Model of a Game
Aesthetics are the experiences that the player is
intended to undergo during the game: Sensation,
Fantasy, Narrative, Challenge, Fellowship,
Competition, Discovery, Expression, Submission
Dynamics AestheticsMechanics
Game designers work with their toolbox. It starts
with creating systems comprising game
mechanics, structured into dynamics in the goal
of achieving a desired set of aesthetics
Model of a Game
Dynamics AestheticsMechanics
The player is first experiencing the game, from
the perceived aesthetics, learning the dynamics
gradually and deciphering the mechanics
Model of a Game
Dynamics AestheticsMechanics
The player’s experience is the key to a successful
game
Model of a Game
Dynamics AestheticsMechanics
But designers cannot control the way these
experiences go
Model of a Game
Dynamics AestheticsMechanics
The way for a designer to achieve a desirable set
of aesthetics, is to constantly iterate, through
play testing
Model of a Game
Yut, Korea. Traditional games were organically shaped over centuries
LCD game board for D&D, designed by a player for personal use
ePawn (France) - Virtual game boards with NFC enabled miniatures
GSC (Berlin) - physical objects invoke sounds and virtual controls
Thank You!
Samuel Miller (@samtelegram)
Campus TLV, August 23, 2017

Connecting the Box - On Tabletop Games and Technology