From: brett l. <wak...@gm...> - 2007-10-25 14:45:23
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On 10/25/07, Chris Shaffer <chr...@gm...> wrote: > > Hmm... I think there's the exact disconnect. > > > > You see, with an implementation like Rails, that eliminates the causes > > for much of those problems. Rather than trying to figure out what > > version of the printed game each player has, you all centralize on the > > same computer version, which handles all of those details for you. > > This allows you to just focus on the printed image rather than trying > > to get verbal descriptions correct. > > Yup, that's the disconnect. You'd think people would centralize on > the computer version, but that's definitely not always going to be the > case, and it assumes a lot about people's behavior. In my experience, > we use Cyberboard and Vassal gameboxes in many ways that are > unanticipated by the module/program designers. > > One scenario: there have been a number of times that we've played a > partial game at the game store, which closes at 10pm. We then write > down as much as we can, take a couple of snapshots of the board, and > close up for the night. Later, I convert all of that to Cyberboard > and a spreadsheet. We play some of the game by email, some of us > using Cyberboard, some of us simply relying on the notes, photos and > an occasional screenshot sent by the others. Then, a while later, one > of us sets up the game at the game shop and we finish it out. > > Another scenario: we're all using Vassal to play 18AL via direct > connect. Partway through the game, we wrap it up and convert to play > by email. One guy can't run programs at work, but still takes turns, > relying on printouts and his physical copy of the rules and charts - > including the tile upgrade charts. If he had to wait until he could > run the program, it would slow down the pbem portion of the game quite > a bit. > > That's a long way of saying you're not making new games, you're > converting old ones -- and imho, it's worth the time and effort to be > as consistent as possible with the printed copies of the games. > Introducing any variance is a way of introducing the possibility of > rules arguments - something to be avoided. > > I don't see why this is a real issue, actually. John pointed out the > easy solution. Simply use an internal ID system. > It's not a real issue. As I already said, we don't (and won't) change the tile number printed on the tile graphic. However, this information is helpful in preventing the exact thing you described: developers not knowing how their software is being used and not incorporating that information into their design goals. ---Brett. |