The interesting thing about value with the Knight and Bishop is the Knight is more useful during early game while the Bishop is more useful in the latter game, so in a way their values shift over time. At the start when the board is cluttered, the horse benefits by being able to maneuver over pieces in a short distance... however as more pieces get removed from the board, that allows the benefits of a Bishop to shine by being able to travel long distances (compared to the Knight's shorter hops).
What's interesting with chess is that it is very easy to understand how to play it but it's also much more complicated to play well. I would say that's the key feature of the game. But it all depends on the kind of game you want to make / your target audience. Thanks for sharing your insight on games and designing them!
I like games like Chess that have an end goal, and 1000 ways to achieve said goal. I like what you said, and I'm encouraged you're thinking in that direction now with regards to game design. I also try to design in the same way.
A fascinating talk. I wish I had more time to sit and plot out designs with goals and ideals like this in mind but I'm usually developing in a much more rapid-prototyping oriented student culture, so the focus for scope reasons becomes shifted towards producing immediate fun. It's interesting that everything you're pointing out here is based on player perception. I learned a similar lesson with a dice game I built once: You can make players feel like their choices matter much more than they do.
The interesting thing about value with the Knight and Bishop is the Knight is more useful during early game while the Bishop is more useful in the latter game, so in a way their values shift over time.
At the start when the board is cluttered, the horse benefits by being able to maneuver over pieces in a short distance... however as more pieces get removed from the board, that allows the benefits of a Bishop to shine by being able to travel long distances (compared to the Knight's shorter hops).
What's interesting with chess is that it is very easy to understand how to play it but it's also much more complicated to play well. I would say that's the key feature of the game.
But it all depends on the kind of game you want to make / your target audience.
Thanks for sharing your insight on games and designing them!
I like games like Chess that have an end goal, and 1000 ways to achieve said goal. I like what you said, and I'm encouraged you're thinking in that direction now with regards to game design. I also try to design in the same way.
Cool video, never thought of game design like that.
A fascinating talk. I wish I had more time to sit and plot out designs with goals and ideals like this in mind but I'm usually developing in a much more rapid-prototyping oriented student culture, so the focus for scope reasons becomes shifted towards producing immediate fun.
It's interesting that everything you're pointing out here is based on player perception. I learned a similar lesson with a dice game I built once: You can make players feel like their choices matter much more than they do.
720p J Saw talkin' some chess. I like this video. Muy bueno.
Fuck Yeah Josh Sawyer
Oh right just being curious: mind telling what are those books you were reading?
yo where's that dinosaur that was on your windowsill?