Paper Time Machines - Maurice W. Suckling

Paper Time Machines

Critical Game Design and Historical Board Games
Buch | Softcover
318 Seiten
2024
Routledge (Verlag)
978-1-032-41691-5 (ISBN)
56,10 inkl. MwSt
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This book looks at a range of topics and design issues pertinent to the history, current state of design, and to developing trends within the hobby, industry, and the adjacent field of game scholarship.
James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines.

More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research.

Key Features:






Guides new designers through the process of historical board game design



Encapsulates the observations and insights of numerous notable designers



Deeply researched chapters on the history and current trajectory of the hobby



Chapters on selected critical perspectives on the hobby

Maurice W. Suckling teaches and researches games at Rensselaer Polytechnic Institute, NY. He is also a game designer. His first published game was Driver (1999) for the PlayStation, for which he wrote the script. The game won a BAFTA in the Interactive: Moving Images category. Since then, he has worked on over 50 published video games, including Borderlands: The Pre-Sequel (2014), Civilization VI (2016), and Lost Words: Beyond the Page (2020). He has also published five board games. His second published game, Chancellorsville: 1863 (2020) won the Charles S. Roberts Award for the Best American Civil War Era Board wargame in 2021.

Dedication

Acknowledgements

Foreword

A Note on Dates

List of Tables and Charts

List of Figures

Chapter 1: Introduction

Part One: Context

Chapter 2: What Is Critical Game Design?

Chapter 3: What Are Historical Simulations?

Chapter 4: A Brief History of Board Wargames

Chapter 5: A Briefer History of Pol-Mil Wargames

Chapter 6: An Even Briefer History of Non-Wargame Historical Board Games

Part Two: Design Process & Tools

Chapter 7: Overall Process

Chapter 8: Devising A Thesis

Chapter 9: Common Components & Major Mechanics

Chapter 10: Major Card Functions & Metaphors

Chapter 11: Board Design

Chapter 12: Development & Publication

Part Three: Designing Historical Board Wargames

Chapter 13: Historical Board Wargame Design: Reference Books & Conventions Overview

Chapter 14: Design Conventions: Units

Chapter 15: Design Conventions: Combat Resolution

Chapter 16: Design Conventions: Movement, Morale, & More

Chapter 17: Design ‘Unconventions’

Part Four: Designing Non-Wargame Historical Board Games

Chapter 18: Case Study #1: Operation Barclay

Chapter 19: Case Study #2: Crisis: 1914

Chapter 20: Case Study #3: Peace 1905

Part Five: Selected Critical Topics

Chapter 21: Two Unsolvable Problems in Historical Board Game Design

Chapter 22: War Stories: Storytelling and Wargame Design

Chapter 23: The Postcolonial Turn

Chapter 24: Paper Beats Silicon

Index

Erscheint lt. Verlag 15.9.2024
Zusatzinfo 32 Tables, black and white; 30 Line drawings, black and white; 29 Halftones, black and white; 59 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-032-41691-2 / 1032416912
ISBN-13 978-1-032-41691-5 / 9781032416915
Zustand Neuware
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