By John Butterfield, David Honigmann, Philip Parker
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Additional resources for Blood Feud of Altheus (Puffin Adventure Gamebooks)
The Egyptian game Senet is even older. C. But we can confidently say games are far older than that. As long as leisure time has existed, we’ve had play and games to help fill those spare minutes. And as long as there have been games, there have been game designers, picking out stones, crafting boards and prescribing rules to govern play. And while the tools of implementation may have changed—we now push pixels instead of round stones—the basic idea is still the same: Craft a set of rules that governs play.
Finally, you wind up with something like the system behind Bejeweled. This doesn’t all happen at once, and it certainly doesn’t happen in a vacuum. The development of the game design is a living process that responds and changes as the game is built and the mechanics are tested. The game designer works in partnership with other team members to build the essential elements of the game. The game designer makes an initial guess at what will make a good game and then the team finds a way to prototype that idea and tests it through play.
They change rules that dictate courting the ball, committing fouls and even points per basket. Friends gathering to play board games like Trivial Pursuit or Monopoly add house rule variations to deal with perceived weaknesses with the game. For example, a common Monopoly house rule says landing on Free Parking pays out to the player all cash accumulated from Chance and Community Chest cards. Playing a game forces us into an intimate relationship with the rules and naturally leads us to adjust them to improve the experience of playing (or sometimes, more devilishly, to strengthen our own hand).
Blood Feud of Altheus (Puffin Adventure Gamebooks) by John Butterfield, David Honigmann, Philip Parker