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Imperfect Information

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Wednesday, May 11, 2005. Posted by Roger Ngim @ 10:41 PM. Friday, December 17, 2004. Game Design Statement: Divided Attention. Posted by Roger Ngim @ 9:57 AM. Thursday, December 02, 2004. Beta Test: Divided Attention. Thematic consistency: The class seemed divided on whether it was a good idea to keep the visuals abstract or to use "themed" shapes (star, planets). I agree that keeping...

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Imperfect Information | imperfectinfo.blogspot.com Reviews
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Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Wednesday, May 11, 2005. Posted by Roger Ngim @ 10:41 PM. Friday, December 17, 2004. Game Design Statement: Divided Attention. Posted by Roger Ngim @ 9:57 AM. Thursday, December 02, 2004. Beta Test: Divided Attention. Thematic consistency: The class seemed divided on whether it was a good idea to keep the visuals abstract or to use themed shapes (star, planets). I agree that keeping...
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1 imperfect information
2 the book
3 5 game structure
4 9 emergent play
5 10 further development
6 about it
7 locations
8 events
9 other elements
10 start
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imperfect information,the book,5 game structure,9 emergent play,10 further development,about it,locations,events,other elements,start,all players together,randomizing,events/journeys/polls,end scenario/final poll,reconnecting,players visually reunited
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Imperfect Information | imperfectinfo.blogspot.com Reviews

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Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Wednesday, May 11, 2005. Posted by Roger Ngim @ 10:41 PM. Friday, December 17, 2004. Game Design Statement: Divided Attention. Posted by Roger Ngim @ 9:57 AM. Thursday, December 02, 2004. Beta Test: Divided Attention. Thematic consistency: The class seemed divided on whether it was a good idea to keep the visuals abstract or to use "themed" shapes (star, planets). I agree that keeping...

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imperfectinfo.blogspot.com imperfectinfo.blogspot.com
1

Imperfect Information: Project Update: Divided Attention

http://imperfectinfo.blogspot.com/2004/11/project-update-divided-attention.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. Project Update: Divided Attention. Yesterday, I actually began creating a prototype of Divided Attention. Warning: Useless diatribe below. Posted by Roger Ngim @ 3:35 PM. San Diego, California, United States. I am an artist, teacher and enthusiast of games of all kinds. I particularly like strategy board games. View my complete profile. In Other Gaming News .

2

Imperfect Information: In Other Gaming News ...

http://imperfectinfo.blogspot.com/2004/11/in-other-gaming-news.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. In Other Gaming News . Congratulations to Jane for the unveiling of her super-secret project. It's so super-secret that I still don't know exactly what it's all about, even though I read the New York Times article. Thanks also to Jane for causing me to waste valuable art-making time playing Katamari Damacy. My copy of the huge fantasy game Heroscape. There's a...

3

Imperfect Information: Game Critique: Narrative & Yu-Gi-Oh!

http://imperfectinfo.blogspot.com/2004/10/game-critique-narrative-yu-gi-oh.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, October 11, 2004. Game Critique: Narrative and Yu-Gi-Oh! Mirror Force, a highly useful Yu-Gi-Oh! While I'm on the topic of collectible card games, I thought I might as well use one this week to discuss narrative. Cards I'm pretty good at these games (I'm a former crane game. Champion), so all it took was about $2 for me to win a starter deck and three booster packs. TV series that...

4

Imperfect Information: Project Post: Response to Playtesting and Feedback

http://imperfectinfo.blogspot.com/2004/11/project-post-response-to-playtesting.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, November 15, 2004. Project Post: Response to Playtesting and Feedback. But I realized that I needed to give the game more thematic cohesiveness. I reworked all of the game's events in an attempt to make the decisions more meaningful. Now, I hope, when players consistently make the same kinds of choices, they will gravitate to certain colors and areas on the screen. I am an artist,...

5

Imperfect Information: Another Go at Anno 1503

http://imperfectinfo.blogspot.com/2004/11/another-go-at-anno-1503.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. Another Go at Anno 1503. Today I took a break to play Klaus Teuber's board game Anno 1503. Posted by Roger Ngim @ 2:55 PM. San Diego, California, United States. I am an artist, teacher and enthusiast of games of all kinds. I particularly like strategy board games. View my complete profile. Game Design as Art Practice. Project Post: Divided Attention.

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Game Design as Art Practice: Alternate Reality Game wraps

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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Alternate Reality Game wraps. Now here's a very interesting New York Times Article: Sci-Fi Fans Are Called into an Alternate Reality. Posted by Jane at 7:05 PM. Youth is warcraft leveling. Not a time of life; warcraft leveling. It is a wow lvl. State of mind; wow power level. It is not power leveling. Amatter of World of warcraft Power Leveling. A quality of buy aoc gold. The Big ...

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Game Design as Art Practice: Individual Project Meetings Next Week

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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Tuesday, October 19, 2004. Individual Project Meetings Next Week. We'll be having 25-minute conversations about your individual projects next Monday and Wednesday. To prepare, please type and bring with you a list of problems or questions you have related to your project. Posted by Jane at 11:28 PM. San Francisco, CA. Or get my contact information on my contact page. View my complete profile.

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Game Design as Art Practice: Getting ready for Prototypye Playtesting!

http://artpractice.blogspot.com/2004/11/getting-ready-for-prototypye.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Getting ready for Prototypye Playtesting! Two blog assignments will help you prepare for next week's playtesting of your prototypes. 1 Based on the brief descriptions presented in class, please choose another class member's game project to comment on. Find and visit that game designer's blog (see the links in the sidebar! 2 RULES, RULES, RULES! Posted by Jane at 1:05 PM. I'm a gam...

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Game Design as Art Practice: July 2004

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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Thursday, July 29, 2004. Welcome to Game Design as Art Practice. As a final project, you will work toward the design, development and deployment of a game in any medium of your choice. While digitally-based projects are welcome, you may also choose to work entirely with non-digital media. This course begins September 8, 2004. See you then! Posted by Jane at 10:40 PM. San Francisco, CA. I'm a game designer, a g...

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Game Design as Art Practice: December 2004

http://artpractice.blogspot.com/2004_12_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

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Game Design as Art Practice: Beta Test Requests!

http://artpractice.blogspot.com/2004/11/beta-test-requests.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Sunday, November 21, 2004. Remember to get your beta testing requests in by this Thursday (Thanksgiving! Please email me with the following information:. Name of the game you are beta testing. Final platform of the game and any special needs (an empty room, outdoors, 2 computers with Internet, etc.). Of players for a complete game. Length of time for a complete game. Posted by Jane at 9:47 AM. San Francisco, CA.

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Game Design as Art Practice: October 2004

http://artpractice.blogspot.com/2004_10_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Tuesday, October 19, 2004. Individual Project Meetings Next Week. We'll be having 25-minute conversations about your individual projects next Monday and Wednesday. To prepare, please type and bring with you a list of problems or questions you have related to your project. Posted by Jane at 11:28 PM. Week 7: Information Systems and Cybernetic Systems. For your game critique this week, consider the following:.

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Game Design as Art Practice: Final beta testing schedule

http://artpractice.blogspot.com/2004/12/final-beta-testing-schedule.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Monday, December 06, 2004. Final beta testing schedule. Below is our updated beta testing schedule for Monday. Please check to see what games you will be testing. Please arrive on time and prepared to play! Also, beta testers: please have your game set up BEFORE our class meeting if major installation or equipment layout is required. Katie’s A Public Game: Report from players: 4:20 4:45 (Cihan and Grey). Tass ...

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Game Design as Art Practice: September 2004

http://artpractice.blogspot.com/2004_09_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, September 29, 2004. Amazing mystery machines today. The second group was. Fun to interact with, no? Its function was such a surprising reveal, and that moment of realization ("It's a massage machine! It's also a tickle machine! It's a punching machine! Resulted in such a frenzy of spontaneous and motivated interaction. This one is an instant classic, I think. Good stuff, all around. For your next pr...

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Imperfect Information

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Wednesday, May 11, 2005. Posted by Roger Ngim @ 10:41 PM. Friday, December 17, 2004. Game Design Statement: Divided Attention. Posted by Roger Ngim @ 9:57 AM. Thursday, December 02, 2004. Beta Test: Divided Attention. Thematic consistency: The class seemed divided on whether it was a good idea to keep the visuals abstract or to use "themed" shapes (star, planets). I agree that keeping...

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