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Applying game design to itself is a current research topic in metadesign. Sports see history of sports , gambling , and board games are known, respectively, to have existed for at least nine thousand,  six thousand,  and four thousand years.
Tabletop games played today whose descent can be traced from ancient times include chess , go , pachisi , backgammon , mahjong , mancala , and pick-up sticks.
The rules of these games were not codified until early modern times and their features gradually evolved and changed over time, through the folk process.
Given this, these games are not considered to have had a designer or been the result of a design process in the modern sense.
After the rise of commercial game publishing in the late 19th century, many games which had formerly evolved via folk processes became commercial properties, often with custom scoring pads or preprepared material.
For example, the similar public domain games Generala , Yacht , and Yatzy led to the commercial game Yahtzee in the mids.
Adapting traditional games to become commercial properties is an example of game design. Similarly, many sports, such as soccer and baseball , are the result of folk processes, while others were designed, such as basketball , invented in by James Naismith.
The printing press allowed packs of playing cards , adapted from Mahjong tiles, to be mass-produced, leading to many new card games. Accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize wargaming.
Cheap bookbinding printed labels wrapped around cardboard led to mass-produced board games with custom boards. Inexpensive hollow lead figurine casting contributed to the development of miniature wargaming.
Cheap custom dice led to poker dice. Flying discs led to disc golf and Ultimate. Personal computers contributed to the popularity of computer games , leading to the wide availability of video game consoles and video games.
Smart phones have led to a proliferation of mobile games. The first games in a new medium are frequently adaptations of older games.
Pong , one of the first widely disseminated video games, adapted table tennis. Later games will often exploit distinctive properties of a new medium.
Adapting older games and creating original games for new media are both examples of game design. Game studies or gaming theory is a discipline that deals with the critical study of games, game design, players, and their role in society and culture.
Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology.
As the video game revolution took off in the early s, so did academic interest in games, resulting in a field that draws on diverse methodologies and schools of thought.
These influences may be characterized broadly in three ways: Broadly speaking, the social scientific approach has concerned itself with the question of "What do games do to people?
In general terms, the humanities approach has concerned itself with the question of "What meanings are made through games? The main question this approach deals with can be summarized as "How can we create better games?
Different approaches to studying this problem have included looking at describing how to design games   and extracting guidelines and rules of thumb for making better games .
Game theory is a study of strategic decision making. Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers".
The games studied in game theory are well-defined mathematical objects. To be fully defined, a game must specify the following elements: Rasmusen refers to these four "essential elements" by the acronym "PAPI".
These equilibrium strategies determine an equilibrium to the game—a stable state in which either one outcome occurs or a set of outcomes occur with known probability.
Games can be characterized by "what the player does"  and what the player experiences. This is often referred to as gameplay.
Major key elements identified in this context are tools and rules that define the overall context of game. Games are often classified by the components required to play them e.
In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby , basketball , football , cricket , tennis , and volleyball.
Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards.
Other games such as chess may be traced primarily through the development and evolution of its game pieces. Many game tools are tokens, meant to represent other things.
A token may be a pawn on a board, play money , or an intangible item such as a point scored. Games such as hide-and-seek or tag do not utilise any obvious tool; rather, their interactivity is defined by the environment.
Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.
Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes , enough change in the rules usually results in a "new" game.
There are exceptions to this in that some games deliberately involve the changing of their own rules, but even then there are often immutable meta -rules.
Player rights may include when they may spend resources or move tokens. Most games require multiple players. Single-player games are unique in respect to the type of challenges a player faces.
This is also true of cooperative games , in which multiple players share a common goal and win or lose together. Many games described as "single-player" or "cooperative" could alternatively be described as puzzles or recreations, in that they do not involve strategic behavior as defined by game theory , in which the expected reaction of an opponent to a possible move becomes a factor in choosing which move to make.
Games against opponents simulated with artificial intelligence differ from other single-player games in that the algorithms used usually do incorporate strategic behavior.
Stories told in games may focus on narrative elements that can be communicated through the use of mechanics and player choice. Narrative plots in games generally have a clearly defined and simplistic structure.
Mechanical choices on the part of the designer s often drastically effect narrative elements in the game. However, due to a lack of unified and standardized teaching and understanding of narrative elements in games, individual interpretations, methods, and terminology vary wildly.
Because of this, most narrative elements in games are created unconsciously and intuitively. However, as a general rule, game narratives increase in complexity and scale as player choice or game mechanics increase in complexity and scale.
One example of this is removing a players ability to directly affect the plot for a limited time. This lack of player choice necessitates an increase in mechanical complexity, and could be used as a metaphor to symbolize depression that is felt by a character in the narrative.
Games of skill include games of physical skill, such as wrestling , tug of war , hopscotch , target shooting , and horseshoes , and games of mental skill such as checkers and chess.
Games of strategy include checkers, chess, go , arimaa , and tic-tac-toe , and often require special equipment to play them. Games of chance include gambling games blackjack , mah-jongg , roulette , etc.
Most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks , poker , and Monopoly combine strategy and chance.
Many card and board games combine all three; most trick-taking games involve mental skill, strategy, and an element of chance, as do many strategic board games such as Risk , Settlers of Catan , and Carcassonne.
By learning through play [a] children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Typically, the development process is an iterative process, with repeated phases of testing and revision.
During revision, additional design or re-design may be needed. Sometimes these activities are done by the game publisher, not the designer, or may be dictated by a licensed property such as when designing a game based on a film.
Often the game designer is also its developer, although some publishers do extensive development of games to suit their particular target audience after licensing a game from a designer.
For larger games, such as collectible card games and most video games, a team is used and the designer and developer roles are usually split among multiple people.
Many graphic elements of games are created by the designer when producing a prototype of the game, revised by the developer based on testing, and then further refined by the artist and combined with artwork as a game is prepared for publication or release.
For video games, game artists are responsible for all of the aspects of game development that call for visual art.
A game concept is an idea for a game, briefly describing its core play mechanisms, who the players represent, and how they win or lose. A game concept may be "pitched" to a game publisher in a similar manner as film ideas are pitched to potential film producers.
Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design a game, typically paying the designer in advance against future royalties.
During design, a game concept is fleshed out. Mechanisms are specified in terms of components boards, cards, on-screen entities, etc. The play sequence and possible player actions are defined, as well as how the game starts, ends, and what is its winning condition.
In video games, storyboards and screen mockups may be created. A game prototype is a draft version of a game used for testing. Typically, creating a prototype marks the shift from game design to game development and testing.
Although prototyping in regards to human-computer interaction and interaction design are both studied, the use of prototyping in game design has remained relatively unexplored.
Game testing is a major part of game development. During testing, players play the game and provide feedback on its gameplay, the usability of its components or screen elements, the clarity of its goals and rules, ease of learning, and enjoyment to the game developer.
The developer then revises the design, its components, presentation, and rules before testing it again. Later testing may take place with focus groups to test consumer reactions before publication.
Video game testing is a software testing process for quality control of video games. Interactive entertainment software testing is a highly technical field requiring computing expertise, analytic competence, critical evaluation skills, and endurance.
Board game design is the development of rules and presentational aspects of a board game. The most ancient board games known today are over years old.
They are frequently abstract in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like go c.
Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores.
By the s and s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and in the s television shows began to be featured in board game adaptations.
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Build in both defensive and offensive positions. Destroy enemy pads as quickly as possible. Play as Sarge or Cogwheel to give your team the upper hand with a tactically placed pad.
Resupplies the ammunition of any allied hero standing nearby. Place near areas of heavy fighting. Whatever you need to power your weapons, this box has it.
Heals any allied hero standing nearby. Medically proven to be awesome, the healing block fixes bullet wounds, plasma burns and shattered egos.
Enjoy being the saving grace of your team? Heal up with Tony or Eliza. Creates a burning field when triggered. Unleash fiery destruction with Tony or Eliza.
Detonates when an enemy gets close, damaging anything caught in the blast, especially other mines. Use with fake blocks to create deadly traps.
Want access to this explosive device? Play as Cogwheel or Sarge. Produces an explosive blast after a countdown. Destroy it with your tool before detonation to prevent the explosion.
Weaker but less expensive than the Large Bomb. Stronger but more expensive than the Bomb. Much like the smaller bomb, all heroes have access to the large bomb.
Periodically damages enemies standing on them. Great for protecting objectives and defenses. Lay deadly traps for your enemies as Nigel or O.
Captures an enemy when stepped on, stopping all movement and causing them to bleed. Great for keeping enemies away from key points and setting them up for precision shots.
Juan Shinobi and Nigel have access to this. Quickly deployable explosives with a focused blast. Great for rapidly destroying walls. Fires explosive bombs in a high arc when Cogwheel uses his active ability.
Pulls nearby enemies towards itself and explodes after a small period. Only Sweet Science has the Gravity Well so use it to isolate your enemies!
Automatically shoots dizzying darts at enemies that get too close. Has a short range and a degree firing arc. Want to teleport yourself around the map?
Triggers when an enemy gets close, emitting a cloud of corrosive gas into the area. Great for area denial. Fancy the Miasma Mine? Play as Eliza and unleash its chemical goodness.
Automatically shoots any enemies that get too close. Has a degree firing arc. A wide range of blocks and devices mean your deadly, devious constructions cause havoc with the enemy and arena.
Break down the walls and take out their hardware. We got more than firepower, we got explosives. Charge into the action, go under, go over, go around.
Put the enemy down, destroy their defences and take their base. Get busy, experiment, and work on your base defences, traps and set-ups before the fierce team attacks truly begin.
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A very basic block available to all heroes. Sandbag Build cost - 15 blocks Has more durability than the brick wall block.
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