Links: Interviews with Richard Launius, Patrick Nickell and Michael Coe, Randomness Explained & Christopher Nolan: Game Designer?

Links: Interviews with Richard Launius, Patrick Nickell and Michael Coe, Randomness Explained & Christopher Nolan: Game Designer?
Board Game Publisher: Hall Games
• German publisher H@ll Games has signed an exclusive distribution agreement with Pegasus Spiele, with Pegasus having worldwide distribution rights outside of North America. This agreement applies to H@ll Games' Luna as well as the forthcoming Il Vecchio from Rüdiger Dorn, which is due to debut at Spiel 2012 in October. (H@ll Games' Ralph Bruhn is also serving as developer for Stefan Feld's Rialto, coming in late 2012 or early 2013 from Pegasus Spiele.)

• In his BGG blog Straight Talk on Strategy Gaming, Nate Straight covers – well, let's put this in his own words: "I intend to discuss what randomness is, why it matters and occurs in gaming, how we can interpret and analyze randomness, and when it is or is not an appropriate game mechanism for a game design." If you have a few hours to kill before heading home from work, check out his article, "As Luck Would Have It--On Randomness, Uncertainty, and Chance".

Board Game: Ace Detective
• Here's something I missed in early July 2012: Designer Richard Launius being interviewed by Dice Hate Me's Chris Kirkman about Ace Detective, a storytelling card game with noirish overtones that's due out in December 2012 from 8th Summit thanks to a successful Kickstarter campaign.

• Can a movie be a game that the audience participates in unknowingly? James Verini makes the case in a post on The New Yorker's "Culture Desk" titled "Christopher Nolan's Games". An excerpt:

Quote:
Nolan's entertainments, the best ones, anyway, are games. I don't mean that they resemble puzzles or tricks (though they do that, too), I mean that they are most satisfying when understood as games, not as novelistic narratives. They are contests with rules and phases, gambits and defenses, many losers and the occasional victor, usually a Pyrrhus type.

Take Inception. Many thrilled to this story about corporate spies who invade dreams, but smart critics tended to find it, like Slate's Dana Stevens, "mind-blowing but not heart-moving". On the whole, men like it more than women. I was confused by this until one female friend cut me off as I tried to explain my adoration for Inception, with, "Ugh, see, you have to explain it. It was all exposition." And she's right – the movie suffers from male-answer syndrome. When Inception isn't explaining the rules of inception, the trick of implanting ideas in minds that's at the center of its plot, it's explaining the rules of Inception.
 
• On the blog Go Forth and Game, Tom Gurganus interviews Patrick Nickell and Michael Coe from Crash Games about game balance, The Lost Dutchman (recently successfully funded on Kickstarter), and the forthcoming designs Pay Dirt from Tory Niemann and Lords, Ladies & Lizards: The Adventure Game from Michael Coe. That's certainly an intriguing title, if nothing else.

• "Wolfie" at the blog I Slay the Dragons wonders whether we ask too much of the games we play:

Quote:
A common complaint about many board games (especially games that shoot up on the popularity list right around launch time) is that they don't hold up to many plays before they get boring and repetitive...

Think about this: when you buy a new book, or a new movie, you excitedly read through it (or watch it). And then? It goes on your shelf. Probably for a few months at least, but maybe even years. Why do you keep it? Well, maybe you want to read it again someday. Maybe you want to have it available to lend it to friends and family. If it's a movie, it might come out when you have a group of friends over. But however often it is consumed, we never read our books or watch our movies ten times in one week and then complain about how it's the same experience every time.

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