Gaming Analytics

Discussing game theory of all stripes.

Playing Battle for Wesnoth

I’ve been playing Battle for Wesnoth lately. It’s a light hex-based fantasy war game that mixes influences from western war games and Japanese skirmish war games. Wesnoth is free software, and really quite impressive for that – it has nice graphics and sounds, plenty of cheesy fantasy dialogue and everything else you’d expect of a …

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Overview of the Diplomacy scoring conundrum

Diplomacy is one of the most played and researched of modern designer boardgames. Regardless, many interesting theoretical issues remain. One I’ve been occupying myself with is scoring games – or more generally, evaluating player performance. I have some vague notion that this’ll be useful when we have tournaments here in Finland, but mostly I just …

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Analytical boundaries of Diplomacy scenario design

Busy, busy… I started writing the new TSoY book, and I have all seven sorts of whitecollar monkey business on my plate, too. In my free time I’ve been speculating about Diplomacy variants a bit again. This time I decided to write down some basics about what makes a Diplomacy variant. This isn’t necessarily that …

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What GNS theory claims

GNS theory is a part of this model of roleplaying developed by Ron Edwards that we call the Big Model. GNS is perhaps the most famous part of the overall theoretical framework, the most contested and the most used for different purposes. It’s also rarely understood very well, which makes it a worthwhile topic here. …

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Diplomacy: The Triangle Theory of Variant Design

I’ve been fiddling with a couple of Diplomacy variants based on the Baltic area during various times in European history. My interest has mostly been in figuring out how to make Diplomacy work well for different numbers of players. This is a non-trivial task, as most Diplomacy variants tend to leave different players in grossly …

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