Difference between revisions of "Ruminations"

From Armagetron
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The internet expands the notion of a two-player strategy game (opening up the field, setting a level playing field) and thus heralds multiplayer and team games. Of course, multiplayer games are quite taxing in terms of board-games, with players taking turns traditionally, sequentially, with administrative tasks taking up too much time thus limiting the number of players than can practically play a game.<br>
 
The internet expands the notion of a two-player strategy game (opening up the field, setting a level playing field) and thus heralds multiplayer and team games. Of course, multiplayer games are quite taxing in terms of board-games, with players taking turns traditionally, sequentially, with administrative tasks taking up too much time thus limiting the number of players than can practically play a game.<br>
 
So, as computer games continue providing people with ever more complex environments, realistically simulating battle-fields for example, so there is space in the virtual library of games for chess-like or GO-like strategy games. Armagetron is such a game, and specifically Fortress. It is simple, with defined parameters. Because the game can be played with only two keys, and the motion of the lightcycles is relentless, the real game is shifted away from the representation, from lightcycles and trails as much as from bits of wood or stone on a board, to the abstract relationships in space and time in the mind of the players. Simple rules providing complex behaviour. It pits player against player, and with the judicious balance of teamwork and individual skill, winning teams display the grace of effortlessness and depth of play.
 
So, as computer games continue providing people with ever more complex environments, realistically simulating battle-fields for example, so there is space in the virtual library of games for chess-like or GO-like strategy games. Armagetron is such a game, and specifically Fortress. It is simple, with defined parameters. Because the game can be played with only two keys, and the motion of the lightcycles is relentless, the real game is shifted away from the representation, from lightcycles and trails as much as from bits of wood or stone on a board, to the abstract relationships in space and time in the mind of the players. Simple rules providing complex behaviour. It pits player against player, and with the judicious balance of teamwork and individual skill, winning teams display the grace of effortlessness and depth of play.
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==teamplay==
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There are two operational levels of a team: interteam competition and intrateam co-operation.<br>
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Competition is the obvious result when teams come together. It is merely the extension of the individual competition which we are so familiar with growing up in a family and what we nominally term the educational system. Competition between.<br>
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At a lower level of organisation is the co-operation between elements of a team. A good team works well together. They know what their respective roles are, and they are ready to step in and assist their teammates when required.<br>
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Teamplay involves both levels: a target for the team to gell together, for the elements to combine effortlessly, to produce a result impossible alone, and even improbable as a collection of individuals.<br>
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Fortress is about individuals working together, supporting one another... the result of which is a formidable team which might even be able to compete against a gang of highly skilled though individualistic players.

Revision as of 10:06, 23 February 2006

Why is Armagetron so good? Here are some reasons. Feel free to add and anotate as you see fit.

strategy game

Millions used to play chess. With a few simple rules, an active mind can combine moves to win an advantage over an opponent. No luck involved, apart from the matching of player styles and contextual factors effecting the players' states of mind.
Computers introduce another level of play to the classic strategy board game with their processing capacity: automated tasks can be performed by the computer, creating a more complex 'board', one that changes through time. For example Tetris and Snake both include the irresistable momentuum of time, forcing players to develop preventative strategies to avoid unpleasant future events.
The internet expands the notion of a two-player strategy game (opening up the field, setting a level playing field) and thus heralds multiplayer and team games. Of course, multiplayer games are quite taxing in terms of board-games, with players taking turns traditionally, sequentially, with administrative tasks taking up too much time thus limiting the number of players than can practically play a game.
So, as computer games continue providing people with ever more complex environments, realistically simulating battle-fields for example, so there is space in the virtual library of games for chess-like or GO-like strategy games. Armagetron is such a game, and specifically Fortress. It is simple, with defined parameters. Because the game can be played with only two keys, and the motion of the lightcycles is relentless, the real game is shifted away from the representation, from lightcycles and trails as much as from bits of wood or stone on a board, to the abstract relationships in space and time in the mind of the players. Simple rules providing complex behaviour. It pits player against player, and with the judicious balance of teamwork and individual skill, winning teams display the grace of effortlessness and depth of play.

teamplay

There are two operational levels of a team: interteam competition and intrateam co-operation.
Competition is the obvious result when teams come together. It is merely the extension of the individual competition which we are so familiar with growing up in a family and what we nominally term the educational system. Competition between.
At a lower level of organisation is the co-operation between elements of a team. A good team works well together. They know what their respective roles are, and they are ready to step in and assist their teammates when required.
Teamplay involves both levels: a target for the team to gell together, for the elements to combine effortlessly, to produce a result impossible alone, and even improbable as a collection of individuals.
Fortress is about individuals working together, supporting one another... the result of which is a formidable team which might even be able to compete against a gang of highly skilled though individualistic players.