Next month my first article will be published over in Knucklebones magazine. It's a bio on Bruno Faidutti and his games. To celebrate that I'll be publishing a few new articles about Bruno here in Gone Gaming. So, enjoy, and be sure to pick up the November coverdated Knucklebones when it hits your local game store to read more about "the master of chaos". Based upon the hypothesis that game design is a particularly collaborative type of creativity, this February I posted an article I dubbed Six Degrees of Collaboration wherein I showed the interconnectivity of the game design world based upon who had done full-fledged collaborations with whom.
I was quick to discover that the center of my chart was Bruno Faidutti, a French game designer who had done work not with just other French designers, but also Americans, Germans, and Italians. He was the lynchpin that hung the whole world of game design together.
Since then I've been occasionally expanding and tweaking my chart, as interest and knowledge strike me. Bruno Faidutti's central role hasn't changed much. His 10 connections on the previous chart have expanded to 11 connections in this chart plus a pseudo-connection.
However I've been able to fill in much of the periphery, discovering entire new game companies who connect back to Faidutti. In the process I also learned a bit more about collaboration Types of Game Collaboration In my initial article I detailed three different types of collaboration: true collaboration , serial collaboration , and developmental collaboration.
To those I add a fourth type of collaboration: supplemental collaboration. True Collaboration: A usually peer-to-peer type of collaboration. Two designers work together in order to jointly create a game. It can be face-to-face or it can be offline. It's the prime type of collaboration described herein. Developmental Collaboration: A hierarchical type of collaboration.
A designer creates a game, then a developer revises it. Typically I don't consider developmental collaboration sufficiently interesting to be listed on this chart though, make no mistake, it's crucial to the success of most games. However, when developmental collaboration rises to the point where both creators' names are listed on the game box, then it's included herein.
This seems to happen most often in American releases, such as Arkham Horror or Runebound. Serial Collaboration: A hierarchical type of collaboration. One creator designs a game, then another creator designs another game using the same core system.
Carcassonne and Empire Builder both offer examples of this. Supplemental Collaboration: A hierarchical type of collaboration. One creator designs a game, then another creator designs a supplement for that game. Again, this tends to happen most frequently in American releases with Arkham Horror and Dungeon! Schools of Game Design We can look at collaborations via another means: the nationality of the designer.
Last December I outlined several different schools of game design and differentiated between the national characters of Anglo-American, French, German, and Italian games. As I've continued to build out my "Six Degrees of Bruno Faidutti" chart, it's become obvious that these national characters influence not just the way that designers make games, but also the way in which they engage in collaboration. Anglo-American Collaboration: Anglo-American engage in collaboration through corporations.
The very similar graphing of Games Workshop shows that this style of working together isn't limited to this side of the pond. The interactive media has been entertaining people across all age groups for decades. However, you might also be familiar with the negative portrayal of video games. While in the past our mothers would tell us to stop playing as it will damage our eyesight, nowadays the medium is being blamed for being a cause of violent and aggressive behaviour among its adopters.
Last year, the President of the United States even suggested that video games are to blame for mass shootings. Another criticized aspect of games is the length. Playtimes vary from a couple of minutes to several dozens of hours. Some of the most popular games are quite time-consuming.
Even a delivery simulator like Death Stranding clocks at around 50 hours. This can be a real issue for a significant minority whose behavioural and social abilities will be impaired. Proper therapy and followup will be required for those affected. This is what the longest study ever done on video game addiction, published in March , concluded. Additionally, year, after year, after year, separate studies showed that there is no link between video games and aggressive behaviour.
Video games are definitely a controversial medium whose aspects will be the subject of debates for years to come. However, some of those very aspects from video games and gaming in general can and are incorporated in healthcare. With the engagement and benefits we highlighted in this article, we are likely to see more examples arising from digital health in the near future.
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