Links: Calculating a Game's Volume, Talking Game Design at Tedx & Importing Illegal Eggs

Links: Calculating a Game's Volume, Talking Game Design at Tedx & Importing Illegal Eggs
From gallery of W Eric Martin
From gallery of W Eric Martin
• Geek & Sundry, producer of Wil Wheaton's TableTop series of game presentation videos, has announced a partnership with U.S. retailer Target in which starting on August 1, 2012 games featured on TableTop will be available in Target stores and will bear an "As Seen on Geek & Sundry" sticker. Certain games will also be tagged "Featured Game of the Month", and the partnership runs through October 2012. From the press release:

Quote:
We love local game shops, but we know that not everyone is fortunate enough to live in a city that has one. That's why this partnership with Target is so exciting – for those of you who aren't able to find your favorite TableTop games locally, you can now find TableTop-approved titles on Target store shelves near you!

It's hard to believe that our channel, which launched just under four months ago, now has the opportunity to partner with one of the biggest retailers in the United States. The fact that we can walk into a Target store and see an "As Seen on Geek & Sundry" sticker on games is absolutely surreal, and the truth is we couldn't do it without your continued support. It's your support that enables us to make free, awesome content. Every view we get, every RT, every Facebook post, shows potential partners (like Target) that web content is a force to be reckoned with, and it's here to stay.
You know what would be surreal? A birdcage wearing a wig, that's what. I'm just sayin'... [HT: Joel Eddy]

Board Game: Riff Raff
• BGG user Daniel Danzer presents a nicely illustrated review of the 2012 Zoch Verlag release Riff Raff, complete with action shots of the ship rocking back and forth after having dubious cargo brought on board.

• Stuart at RoseCityLive posted an overview of the Game Theory event held at the Science Museum of Minnesota in June 2012, an event that featured games of all types. Local publishers Atlas Games and Fantasy Flight Games participated in the event. From the article:

Quote:
There is something to be said about walking into an after hours event at a science museum with the clicks and chirps of eight-bit music being played over the museums speaker system... Within a few beeps I was able to visualize Zelda's Link running around Hyrule battling creatures on his way to saving the Princess.
Sam Liberty and Kevin Spak – co-designers of the Forsooth! RPG, Cosmic Pizza (due out in 2013 from Cambridge Games Factory), and Gladiators (which won a 2010 design contest sponsored by Rio Grande Games) – are interviewed on the Bellwether Games blog about their philosophy of game design and their need to work as a team. (They even answer questions together!) An excerpt:

Quote:
As for why we like to design games, it's an art, you know? Design is really fascinating in that in some ways it's a very creative process, and in others it's completely practical and technical. Juggling that stuff is fun. It's like you're writing a story and solving a puzzle at once.
• And for more from Liberty and Spak, here's a talk they gave at TedxBoston in June 2012 on the topic of "fun" as it relates to game design:


From gallery of W Eric Martin
• If you're from the U.S. and headed to Essen, Germany in October for Spiel, do not even think about bringing home Kinder Überraschung eier. You have been warned. (HT: Dale Yu)

• On his Pawnstar blog, Anthony Simons adds a third dimension to depth and breadth so that he can discuss a game's volume:

Quote:
The best games (at least from my perspective) also hold the player's interest and/or involvement for the full length of the game. As "length" already has definition in game terms (as in how long it is played for), I tend to call this "span", as in the game's span fails to reach the duration, or alternatively extends to the game's length.

Span does not necessarily need to be contiguous either; if every player is placed in the position of having to await his turn before considering his options, then that's a gap in the span, and if there's a tendency towards analysis paralysis, there is probably very little span in the entire game (whatever the length).
One more dimension, and perhaps we can start receiving game reviews from Mrs Whatsit, Mrs Who, and Mrs Which...

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