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	<title>Multiplayer &#8211; Tobias Makes Games</title>
	<atom:link href="https://blog.dragonlab.de/tag/multiplayer/feed/" rel="self" type="application/rss+xml" />
	<link>https://blog.dragonlab.de</link>
	<description>...and other stuff. But mostly games.</description>
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		<title>Together We Defend, A Cooperative Crowd Game Prototype</title>
		<link>https://blog.dragonlab.de/2016/03/together-we-defend/</link>
					<comments>https://blog.dragonlab.de/2016/03/together-we-defend/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sat, 19 Mar 2016 17:47:27 +0000</pubDate>
				<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[3 Players]]></category>
		<category><![CDATA[4 Players]]></category>
		<category><![CDATA[5 Players]]></category>
		<category><![CDATA[6 Players]]></category>
		<category><![CDATA[7 Players]]></category>
		<category><![CDATA[8 Players]]></category>
		<category><![CDATA[9 Players or more]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Co-Op]]></category>
		<category><![CDATA[Crowd Game]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Smartphones]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=3832</guid>

					<description><![CDATA[I&#8217;ve made prototypes for local multiplayer games with 10+ people before &#8211; some very successfully, some less so, but always with great pleasure. There is something magical about a crowd of people all playing the same game together. You don&#8217;t just need to design good mechanics though &#8211; the game should balance well with a &#8230; <a href="https://blog.dragonlab.de/2016/03/together-we-defend/" class="more-link">Continue reading <span class="screen-reader-text">Together We Defend, A Cooperative Crowd Game Prototype</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">I&#8217;ve made prototypes for local multiplayer games with 10+ people before &#8211; some very <a href="http://blog.dragonlab.de/2014/06/screamy-bird/" target="_blank" rel="noopener">successfully</a>, some <a href="http://blog.dragonlab.de/2012/07/the-great-hunt-a-massively-multiplayer-offline-game-prototype-for-up-to-10-players/" target="_blank" rel="noopener">less so</a>, but always with great pleasure. There is something magical about a crowd of people all playing the same game together. You don&#8217;t just need to design good mechanics though &#8211; the game should balance well with a few or with a lot of people, which is also hard to test because you always need a crowd. Another problem is input: While yelling with varying volume in <a href="http://blog.dragonlab.de/2014/06/screamy-bird/" target="_blank" rel="noopener">Screamy Bird</a> is tremendously fun, it is a bit limited control-wise. Unless your crowd is very small, giving everyone a gamepad is not an option. But these days, most people have a smartphone with a web browser, and luckily, platforms like <a href="http://airconsole.com" target="_blank" rel="noopener">AirConsole</a> and <a href="http://superhappyfuntimes.net" target="_blank" rel="noopener">HappyFunTimes</a> make using these as controllers extremly easy!</p>
<p style="text-align: justify;">My goal was to make a game where people <em>have</em> to cooperate and that scales well with different amounts of players. To ensure cooperation, the game would feature two radically asymmetric roles: the Shooter, which can attack but dies to a single hit, and the Defender, which has no offensive capabilities, but whose shield can absorb any amount of damage. In the center of the games are the Cores which the players have to defend. Enemies come in from all around the screen and try to destroy the players and the Cores, whatever is nearest. The enemies&#8217; projectiles are heat-seeking &#8211; they will always hit something, so without the Defenders, the Core and the Shooters will be destroyed rather sooner than later; but without the Shooters, the defenders could not destroy a single enemy.</p>
<p style="text-align: justify;">This was a jam game done in about 12 hours and everyone around me was busy, so I there was no way I could balance it properly. I solved that dilemma by assuming the role of the game master: I would sit at the keyboard and spawn enemies.</p>
<p style="text-align: justify;">Apart from troublesome connection problems, the game worked rather well for a jam game and the crowd loved it. Here is a video of the presentation:</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="https://youtu.be/lcXYGkdq1QM" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Together We Defend, A Cooperative Crowd Game Prototype" title="Play video &quot;Together We Defend, A Cooperative Crowd Game Prototype&quot;">https://youtu.be/lcXYGkdq1QM</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="https://youtu.be/lcXYGkdq1QM" title="Together We Defend, A Cooperative Crowd Game Prototype">Together We Defend, A Cooperative Crowd Game Prototype (https://youtu.be/lcXYGkdq1QM)</a></noscript></div>
</div>
<p style="text-align: justify;">The video was filmed by <a href="http://youtube.com/qubodup" target="_blank" rel="noopener">Iwan Gabovitch</a> and the sound effects are from the fabulous <a href="https://www.assetstore.unity3d.com/en/#!/content/17256" target="_blank" rel="noopener">Universal Sound Effects</a> which I can very much recommend.</p>
<p>Connection problems aside, I am very content with how the mechanics worked out and I think there is a lot of potential there. I will probably revisit this prototype some day and make a proper game out of it.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">3832</post-id>	</item>
		<item>
		<title>Ritual Breaker: A GGJ Game For Four Druids And Two Traitors</title>
		<link>https://blog.dragonlab.de/2016/03/ritual-breaker/</link>
					<comments>https://blog.dragonlab.de/2016/03/ritual-breaker/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sat, 12 Mar 2016 22:30:13 +0000</pubDate>
				<category><![CDATA[Great Minigames]]></category>
		<category><![CDATA[6 Players]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Global Game Jam]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Team-based]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=3821</guid>

					<description><![CDATA[It&#8217;s been a few years since the GGJ whose theme was &#8220;deception&#8221; &#8211; a theme that we, back then, utterly and completely ignored. The only way to make up for that (I assume) is to use the theme in another GGJ! So here, after 6 years, my honor as a jammer is finally restored. I &#8230; <a href="https://blog.dragonlab.de/2016/03/ritual-breaker/" class="more-link">Continue reading <span class="screen-reader-text">Ritual Breaker: A GGJ Game For Four Druids And Two Traitors</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">It&#8217;s been a few years since the GGJ whose theme was &#8220;deception&#8221; &#8211; a theme that we, back then, <a href="http://blog.dragonlab.de/2010/02/zino-zini/">utterly and completely ignored</a>. The only way to make up for that (I assume) is to use the theme in another GGJ! So here, after 6 years, my honor as a jammer is finally restored. I proudly present our game:</p>
<p><img loading="lazy" decoding="async" data-attachment-id="3822" data-permalink="https://blog.dragonlab.de/2016/03/ritual-breaker/logo-4/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2016/03/logo.png" data-orig-size="400,172" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="logo" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2016/03/logo-300x129.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2016/03/logo.png" class="aligncenter size-full wp-image-3822" src="https://blog.dragonlab.de/wp-content/uploads/2016/03/logo.png" alt="logo" width="400" height="172" srcset="https://blog.dragonlab.de/wp-content/uploads/2016/03/logo.png 400w, https://blog.dragonlab.de/wp-content/uploads/2016/03/logo-300x129.png 300w" sizes="auto, (max-width: 400px) 100vw, 400px" /></p>
<p style="text-align: center;">Six druids have come together to perform<br />
the yearly Super Important Ritual.<br />
But unbeknownst to them, two traitors<br />
have infiltrated their ranks!</p>
<p style="text-align: center;">Complete the rituals, but watch out for<br />
those which fail &#8211; and who participated!</p>
<p style="text-align: center;">Watch your fellow players!<br />
Identify the traitors!<br />
(Potentially) Save the world!</p>
<p style="text-align: center;">A deceptive platforming game for four druids<br />
and two traitors with XBox360 Controllers.</p>
<p style="text-align: center;"><a href="http://globalgamejam.org/2016/games/ritual-breaker-0" target="_blank" rel="noopener">GGJ Page with Windows build</a></p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="https://youtu.be/OKODoR44e1I" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Ritual Breaker (Global Game Jam 2016)" title="Play video &quot;Ritual Breaker (Global Game Jam 2016)&quot;">https://youtu.be/OKODoR44e1I</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="https://youtu.be/OKODoR44e1I" title="Ritual Breaker (Global Game Jam 2016)">Ritual Breaker (Global Game Jam 2016) (https://youtu.be/OKODoR44e1I)</a></noscript></div>
</div>
<p style="text-align: left;">Credits:</p>
<div class="field__item even">
<ul>
<li>Elise Terranova: Art, Game Design, Hat Design</li>
<li>Heiko Weible: Programming, Game Design</li>
<li>Tobias Wehrum: Programming, Game Design, Sound Design</li>
</ul>
<p>Used assets:</p>
<ul>
<li>Evil Laugh by <a href="http://freesound.org/people/The%20Baron/sounds/98382" target="_blank" rel="noopener">The Baron</a></li>
<li>&#8220;The Snow Queen&#8221; Kevin MacLeod (incompetech.com)<br />
Licensed under <a href="http://creativecommons.org/licenses/by/3.0" target="_blank" rel="noopener">Creative Commons: By Attribution 3.0</a> License</li>
</ul>
<p><span id="more-3821"></span></p>
<p style="text-align: justify;">This GGJ was a lot of fun and for once, I was actually happy with our core concept right from the beginning! After the initial idea from Heiko, we settled really fast on the rough plan: Some sort of single screen game where each of 6-8 players controls an avatar and accomplishes tasks with the other players. There should be a lot going on, so while the traitors try to sabotage the game, everybody should be already distracted &#8211; and even when somebody fails to do something, it might be because of difficulty instead of because of them being a traitor.</p>
<p style="text-align: justify;">Of course, the development wasn&#8217;t such a smooth ride. Like every jam, phases where it went really well and phases where I felt like the game was going nowhere alternated. I particularly remember the first night right before sleep when I frantically wrote down seemingly brilliant ideas for how the game will not only work, but be <em>perfect</em> &#8211; and then the next day, when I implemented one of the ideas, only to find out that it and all of the other ideas were flawed and I had no idea how to fix it.</p>
<p style="text-align: justify;">I suppose it&#8217;s obvious to anyone who ever tried it, but: It&#8217;s surprisingly hard to make a good traitor game! The game has to be interesting for two asynchronous sides, there is a lot of hidden information going on and both sides need meaningful actions. And ideally, every action should also help to identify who the traitors are or allow the traitors to obfuscate their identity.</p>
<p style="text-align: justify;">In the end, after a lot of testing (thanks to all our enthusiastic testers!) and iterations, we arrived at the current concept: Six players, two of them traitors who don&#8217;t know each other, but know that they are a traitor. Then a series of three-player-rituals pops up, and players can go into them and &#8220;complete&#8221; them by pressing the A button &#8211; or fail them by pressing the B button if they are traitors. If 11 rituals are completed successfully, the players win. If 9 rituals fail, the traitors win. And if the time runs out before either happens, the players win if they can identify both traitors.</p>
<p style="text-align: justify;">While the game offers a bit of strategy for the traitors (e.g. they can decide how long to play &#8220;good&#8221; and wait until the other traitor failed some rituals; blame somebody else for a failed ritual; wait until there are lots of rituals which only their participation needed and then fail them all), they might still struggle to successfully deceive the players because the wrong rituals spawn or they feel like they don&#8217;t have any good options. The ritual-spawning balancing was something we couldn&#8217;t properly balance before our time ran out.</p>
<p style="text-align: justify;">In the end though, while it is a bit flawed, I am proud of the game we made there and I definitely had a good time at the GGJ 2016! Thanks a lot to the organizers, our relentless testers and my fellow team members Elise and Heiko for being such a joy to work with! And thanks to Wooga for letting us stay at their great offices here in Berlin.</p>
<p style="text-align: justify;">PS: Here is a screenshot and a few slides that Elise made to explain the game:</p>
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data-large-file="https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-1024x576.png" class="aligncenter size-large wp-image-3827" src="https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-1024x576.png" alt="screenshot" width="660" height="371" srcset="https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-1024x576.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-300x169.png 300w, https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-768x432.png 768w, https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot-700x394.png 700w, https://blog.dragonlab.de/wp-content/uploads/2016/03/screenshot.png 1920w" sizes="auto, (max-width: 660px) 100vw, 660px" /></a><a href="http://blog.dragonlab.de/wp-content/uploads/2016/03/2-howto.png" rel="attachment wp-att-3823"><img loading="lazy" decoding="async" data-attachment-id="3823" data-permalink="https://blog.dragonlab.de/2016/03/ritual-breaker/2-howto/" 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		<title>KinectMagic &#8211; A Kinect Wizard Duel Game Prototype</title>
		<link>https://blog.dragonlab.de/2015/01/kinectmagic/</link>
					<comments>https://blog.dragonlab.de/2015/01/kinectmagic/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Fri, 30 Jan 2015 03:25:17 +0000</pubDate>
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					<description><![CDATA[In my studies at the HTW Berlin, I had a course called &#8220;Independent Coursework&#8221; where I could choose to work on any project relevant to my studies. I chose to work on a Kinect multiplayer game which should also be interesting to watch. Most important to me was that the game uses what the Kinect &#8230; <a href="https://blog.dragonlab.de/2015/01/kinectmagic/" class="more-link">Continue reading <span class="screen-reader-text">KinectMagic &#8211; A Kinect Wizard Duel Game Prototype</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">In my studies at the HTW Berlin, I had a course called &#8220;Independent Coursework&#8221; where I could choose to work on any project relevant to my studies. I chose to work on a Kinect multiplayer game which should also be interesting to watch. Most important to me was that the game uses what the Kinect does best in my opinion: Spacial movement. I didn&#8217;t want any repetitive gestures, just a direct relationship between the players and their avatars. So, together with my fellow student Jana Leinweber I set out and developed, and a few months and a dozen iterations later we had this:</p>
<h4 style="text-align: center;"><img loading="lazy" decoding="async" data-attachment-id="2832" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/splash-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" data-orig-size="432,163" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="KinectMagic" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash-300x113.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" class="aligncenter size-full wp-image-2832" src="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" alt="KinectMagic" width="432" height="163" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png 432w, https://blog.dragonlab.de/wp-content/uploads/2015/01/splash-300x113.png 300w" sizes="auto, (max-width: 432px) 100vw, 432px" /></h4>
<p style="text-align: center;">Create spells! Attack! Defend! Dodge!</p>
<p style="text-align: center;">Tactical spellcasting meets fast reflexes in this<br />
duel game for two wizards and a Kinect v1.</p>
<p style="text-align: center;"><strong><a href="http://dragonlab.de/projects/kinectmagic/KinectMagic.zip">Download for Windows</a></strong></p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/II__mJHoyWA" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="KinectMagic - A Kinect Wizard Duel Game Prototype" title="Play video &quot;KinectMagic - A Kinect Wizard Duel Game Prototype&quot;">http://youtu.be/II__mJHoyWA</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/II__mJHoyWA" title="KinectMagic - A Kinect Wizard Duel Game Prototype">KinectMagic &#8211; A Kinect Wizard Duel Game Prototype (http://youtu.be/II__mJHoyWA)</a></noscript></div>
</div>
<p style="text-align: left;"><span id="more-2830"></span>Credits:</p>
<ul>
<li style="text-align: left;">Tobias Wehrum: Programming, Game Design</li>
<li style="text-align: left;">Jana Leinweber: Game Design</li>
</ul>
<p>With assets by:</p>
<ul>
<li>Countdown Voice by <a href="http://qubodup.net" target="_blank">Iwan &#8220;qubodup&#8221; Gabovitch</a></li>
<li>Sound Effects from <a href="http://www.universalsoundfx.com" target="_blank">Universal Sound FX</a></li>
<li>Video Music by <a href="https://soundcloud.com/stevenobrien/majestic-epic-orchestral-piece" target="_blank">Steven O’Brien</a></li>
<li>Particles by <a href="http://www.chemicalbliss.com" target="_blank">Unluck Software</a></li>
<li>Icons from <a href="http://game-icons.net" target="_blank">Game-icons.net</a></li>
<li>&#8220;Granstander Clean&#8221; font by <a href="http://www.tylerfinck.com" target="_blank">Tyler Finck</a></li>
</ul>
<p>Thanks to <a href="http://tobiasmuller.de" target="_blank">Tobias Müller</a> for recording the video with me!</p>
<p>Here is a quick summary of the spells:</p>
<figure id="attachment_2855" aria-describedby="caption-attachment-2855" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2855" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell01-fireball-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell01-Fireball" data-image-description="" data-image-caption="&lt;p&gt;Throwable projectile.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" class="size-full wp-image-2855" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" alt="Throwable projectile." width="242" height="128" /><figcaption id="caption-attachment-2855" class="wp-caption-text">Throwable projectile.</figcaption></figure>
<figure id="attachment_2856" aria-describedby="caption-attachment-2856" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2856" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell02-poisoncloud-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell02-PoisonCloud" data-image-description="" data-image-caption="&lt;p&gt;Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" class="size-full wp-image-2856" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" alt="Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while." width="242" height="128" /><figcaption id="caption-attachment-2856" class="wp-caption-text">Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.</figcaption></figure>
<figure id="attachment_2857" aria-describedby="caption-attachment-2857" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2857" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell03-lightning-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell03-Lightning" data-image-description="" data-image-caption="&lt;p&gt;A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" class="size-full wp-image-2857" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" alt="A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes." width="242" height="128" /><figcaption id="caption-attachment-2857" class="wp-caption-text">A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.</figcaption></figure>
<figure id="attachment_2858" aria-describedby="caption-attachment-2858" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2858" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell04-stonestrike-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell04-StoneStrike" data-image-description="" data-image-caption="&lt;p&gt;Multiple small throwable projectiles.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" class="size-full wp-image-2858" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" alt="Multiple small throwable projectiles." width="242" height="128" /><figcaption id="caption-attachment-2858" class="wp-caption-text">Multiple small throwable projectiles.</figcaption></figure>
<figure id="attachment_2859" aria-describedby="caption-attachment-2859" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2859" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell05-shield-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell05-Shield" data-image-description="" data-image-caption="&lt;p&gt;Creates a shield around a hand of the player, blocking one projectile or lightning.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" class="size-full wp-image-2859" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" alt="Creates a shield around a hand of the player, blocking one projectile or lightning." width="242" height="128" /><figcaption id="caption-attachment-2859" class="wp-caption-text">Creates a shield around a hand of the player, blocking one projectile or lightning.</figcaption></figure>
<figure id="attachment_2860" aria-describedby="caption-attachment-2860" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2860" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell06-airblast-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell06-AirBlast" data-image-description="" data-image-caption="&lt;p&gt;Creates a temporary air field around the player&#8217;s hand which can reflect projectiles.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" class="size-full wp-image-2860" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" alt="Creates a temporary air field around the player's hand which can reflect projectiles." width="242" height="128" /><figcaption id="caption-attachment-2860" class="wp-caption-text">Creates a temporary air field around the player&#8217;s hand which can reflect projectiles.</figcaption></figure>
<figure id="attachment_2861" aria-describedby="caption-attachment-2861" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2861" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell07-heal-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell07-Heal" data-image-description="" data-image-caption="&lt;p&gt;Heals the player. Cures poison.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" class="size-full wp-image-2861" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" alt="Heals the player. Cures poison." width="242" height="128" /><figcaption id="caption-attachment-2861" class="wp-caption-text">Heals the player. Cures poison.</figcaption></figure>
<figure id="attachment_2862" aria-describedby="caption-attachment-2862" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2862" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell08-energydrain-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell08-EnergyDrain" data-image-description="" data-image-caption="&lt;p&gt;A throwable projectile that heals the throwing player afterwards if it hits.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" class="size-full wp-image-2862" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" alt="A throwable projectile that heals the throwing player afterwards if it hits." width="242" height="128" /><figcaption id="caption-attachment-2862" class="wp-caption-text">A throwable projectile that heals the throwing player afterwards if it hits.</figcaption></figure>
<figure id="attachment_2863" aria-describedby="caption-attachment-2863" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2863" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell09-energystorm-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell09-EnergyStorm" data-image-description="" data-image-caption="&lt;p&gt;Destroys all of the other player&#8217;s gathered spells if he doesn&#8217;t use them quickly enough. Does damage for every destroyed spell.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" class="size-full wp-image-2863" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" alt="Destroys all of the other player's gathered spells if he doesn't use them quickly enough. Does damage for every destroyed spell." width="242" height="128" /><figcaption id="caption-attachment-2863" class="wp-caption-text">Destroys all of the other player&#8217;s gathered spells if he doesn&#8217;t use them quickly enough. Does damage for every destroyed spell.</figcaption></figure>
<figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2864" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell10-slowingbubble-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell10-SlowingBubble" data-image-description="" data-image-caption="&lt;p&gt;Slows time inside a bubble, making every projectile slower and more easily dodgeable.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" class="size-full wp-image-2864" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" alt="Slows time inside a bubble, making every projectile slower and more easily dodgeable." width="242" height="128" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Slows time inside a bubble, making every projectile slower and more easily dodgeable.</figcaption></figure>
<p style="text-align: justify;">Apart from striving to make the game fitting for the unique capabilities of the Kinect, we also tried to adhere closely to the principle of <a href="http://www.penny-arcade.com/patv/episode/counter-play" target="_blank">counter-play</a>: Every action should be interesting for the attacker and for the victim.</p>
<p style="text-align: justify;">A few examples of counter-play in our spells:</p>
<ul>
<li style="text-align: justify;">Projectiles are interesting to target/throw and it is also fun to evade them.</li>
<li style="text-align: justify;">If the enemy hoards spell containers, you can use an Energy Storm. This sucks for the enemy, but he can still quickly react and choose which spells to use.</li>
<li style="text-align: justify;">Air Blast can be used against a projectile-heavy enemy, reflecting those projectiles &#8211; but they still have to be targeted well.</li>
<li style="text-align: justify;">Heal helps the player, but while he heals he is busy and defenseless.</li>
<li style="text-align: justify;">If the enemy has an Air Blast or a Slowing Bubble, that might be the perfect time to hoard new spells &#8211; or to use a Poison Bubble.</li>
<li style="text-align: justify;">The enemy has a Shield? Use a Stone Strike &#8211; if the enemy blocks it, the Shield breaks on which was only 1/3 of the damage.</li>
</ul>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2830</post-id>	</item>
		<item>
		<title>Starship Command Center Pro, The Trial Version of a Global Game Jam 2015 Game</title>
		<link>https://blog.dragonlab.de/2015/01/starship-command-center-pro/</link>
					<comments>https://blog.dragonlab.de/2015/01/starship-command-center-pro/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Thu, 29 Jan 2015 03:51:40 +0000</pubDate>
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					<description><![CDATA[Somewhere in space, a lone starship discovers that the theme for this year&#8217;s Global Game Jam was &#8220;What do we do now?&#8221;. It also discovers that a very cool game was made for three players. And that there something is wrong with its Operating System. Starship Command Center Pro Deep in space, nobody hears you &#8230; <a href="https://blog.dragonlab.de/2015/01/starship-command-center-pro/" class="more-link">Continue reading <span class="screen-reader-text">Starship Command Center Pro, The Trial Version of a Global Game Jam 2015 Game</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Somewhere in space, a lone starship discovers that the theme for this year&#8217;s Global Game Jam was &#8220;What do we do now?&#8221;. It also discovers that a <a href="http://globalgamejam.org/2015/games/starship-command-center-pro" target="_blank">very cool game was made</a> for three players. And that there something is wrong with its Operating System.</p>
<h4 style="text-align: center;">Starship Command Center Pro</h4>
<p style="text-align: center;"><img loading="lazy" decoding="async" data-attachment-id="2826" data-permalink="https://blog.dragonlab.de/2015/01/starship-command-center-pro/banner-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/banner.png" data-orig-size="432,163" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Starship Control Center Pro" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/banner-300x113.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/banner.png" class="aligncenter size-full wp-image-2826" src="https://blog.dragonlab.de/wp-content/uploads/2015/01/banner.png" alt="Starship Control Center Pro" width="432" height="163" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/01/banner.png 432w, https://blog.dragonlab.de/wp-content/uploads/2015/01/banner-300x113.png 300w" sizes="auto, (max-width: 432px) 100vw, 432px" /></p>
<p style="text-align: center;">Deep in space, nobody hears you scream<br />
when the trial version of your OS runs out.</p>
<p style="text-align: center;">Not that screaming would do much.<br />
Instead, you and your two friends now need to<br />
figure out what the randomized buttons of the<br />
free version of your system do.</p>
<p style="text-align: center;">Together, operate thrusters, cannons,<br />
shields and a mining magnet, collect<br />
gold and buy a proper license!</p>
<p style="text-align: center;">A cooperative and confusing space adventure<br />
for three players with gamepads.</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/starship-command-center-pro/sccp_win.zip">Download for Windows</a><br />
<a href="http://globalgamejam.org/2015/games/starship-command-center-pro" target="_blank">GGJ page</a></p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/NLesstNBwCI" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Starship Command Center Pro (Global Game Jam 2015)" title="Play video &quot;Starship Command Center Pro (Global Game Jam 2015)&quot;">http://youtu.be/NLesstNBwCI</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/NLesstNBwCI" title="Starship Command Center Pro (Global Game Jam 2015)">Starship Command Center Pro (Global Game Jam 2015) (http://youtu.be/NLesstNBwCI)</a></noscript></div>
</div>
<p>&nbsp;</p>
<p>Credits:</p>
<ul>
<li>Brian Davis: Idea, Game Design, Music and Sound Design</li>
<li>Mikko Lepistö: Art</li>
<li><a href="http://tobiasmuller.de">Tobias Müller</a>: Programming</li>
<li>Tobias Wehrum: Lead Programming</li>
</ul>
<p style="text-align: justify;">With sounds assets by <a href="https://soundcloud.com/ricky-situ/bomb-exploding-sound-explorer" target="_blank">Ricky Situ</a>, <a href="https://soundcloud.com/neatokate/grenade-explosion-soundbible" target="_blank">CST 201 KaWilson</a> and <a href="http://soundbible.com/1919-Shotgun-Blast.html" target="_blank">Jim Rogers</a>.</p>
<p style="text-align: justify;">The theme is used twice in our game &#8211; once in the game mechanic with players having to talk to each other what do to next because they need to work together, and secondly in the story: The trial version of our control system has ended and the result is a chaotic and unknown button layout, what do we do now?</p>
<p style="text-align: justify;">We even satisfied a diversifier (sort of an achievements for the developers) this time: Noise Generator, &#8220;The mechanic of the game is based on players having to stay in constant communication with each other.&#8221;</p>
<p style="text-align: justify;">Fun fact: Originally we wanted to do the controls <a href="http://www.sleepingbeastgames.com/spaceteam/" target="_blank">Spaceteam-like</a> with custom controls on multiple smartphones &#8211; buttons, sliders, rotatable knobs. It took us over a day to get it to connect and run smoothly between Android and PC, only to find out that using controls on a touch screen while looking at another monitor felt awful and (apart from buttons) was nearly unusable. So after that day of work, around 5 in the morning, I spent 30 minutes to program replacement gamepad controls. It worked perfectly and felt good.</p>
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		<title>Super Fruit Punch (Global Game Jam 2014)</title>
		<link>https://blog.dragonlab.de/2015/01/super-fruit-punch/</link>
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		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Tue, 13 Jan 2015 17:10:25 +0000</pubDate>
				<category><![CDATA[Passable Minigames]]></category>
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		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2776</guid>

					<description><![CDATA[With the current Global Game Jam right around the corner and only just about 11 1/2 months late, here is the project that we did for the last Global Game Jam: Super Fruit Punch! http://youtu.be/GgjcrO-zwE4Video can&#8217;t be loaded because JavaScript is disabled: Super Fruit Punch (Global Game Jam 2014) (http://youtu.be/GgjcrO-zwE4) You can find a download &#8230; <a href="https://blog.dragonlab.de/2015/01/super-fruit-punch/" class="more-link">Continue reading <span class="screen-reader-text">Super Fruit Punch (Global Game Jam 2014)</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">With the current Global Game Jam right around the corner and only just about 11 1/2 months late, here is the project that we did for the last Global Game Jam: Super Fruit Punch!</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/GgjcrO-zwE4" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Super Fruit Punch (Global Game Jam 2014)" title="Play video &quot;Super Fruit Punch (Global Game Jam 2014)&quot;">http://youtu.be/GgjcrO-zwE4</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/GgjcrO-zwE4" title="Super Fruit Punch (Global Game Jam 2014)">Super Fruit Punch (Global Game Jam 2014) (http://youtu.be/GgjcrO-zwE4)</a></noscript></div>
</div>
<p style="text-align: justify;">You can find a download at the game&#8217;s <a href="http://globalgamejam.org/2014/games/super-fruit-punch" target="_blank">GGJ page</a>.</p>
<p>Credits:<br />
&#8211; Game Design: Thomas Bedenk, Norbert Haacks<br />
&#8211; Programming: Tobias Wehrum, Benjamin Schug, Richard Wepner, Martin Heller<br />
&#8211; Art &amp; Animation: Kirill Krysov<br />
&#8211; Music &amp; Sound: Lesley Dean</p>
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		<title>Beer Pong HD for Android</title>
		<link>https://blog.dragonlab.de/2015/01/beer-pong-hd-for-android/</link>
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		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sat, 10 Jan 2015 18:28:01 +0000</pubDate>
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		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2759</guid>

					<description><![CDATA[I&#8217;m currently in the process of posting all the games and prototypes that I made years ago and never published. This post (and the next one) are special though &#8211; because the games were published, just not by me. I made those games for other companies. The first one is Beer Pong HD for Android. &#8230; <a href="https://blog.dragonlab.de/2015/01/beer-pong-hd-for-android/" class="more-link">Continue reading <span class="screen-reader-text">Beer Pong HD for Android</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">I&#8217;m currently in the process of posting all the games and prototypes that I made years ago and never published. This post (and the next one) are special though &#8211; because the games <em>were</em> published, just not by me. I made those games for other companies.</p>
<p style="text-align: justify;">The first one is <a href="https://play.google.com/store/apps/details?id=com.codeglue.BeerPong&amp;hl=en" target="_blank">Beer Pong HD for Android</a>. Back in the days when I worked in the Netherlands as part of my studies, I made its first version (further on, other developers expanded it) with Unity for <a href="http://codeglue.com" target="_blank">Codeglue</a>.</p>
<p style="text-align: justify;">It seems the original promo video is not available anymore. Here is the best video that I found (made by <a href="https://www.youtube.com/channel/UCx9m70T-zDlxcJpoK4DDlYg" target="_blank">Androida.it</a>). I suggest you jump to 4:16 for gameplay:</p>
<a href="https://blog.dragonlab.de/2015/01/beer-pong-hd-for-android/"><img decoding="async" src="https://i.ytimg.com/vi/N173ebcBbA4/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: justify;">What <em>is</em> still available is the video how the AI finds out which ball throws end up inside a cup. I didn&#8217;t just want to calculate how to hit the middle of the cup because that might look too artificial, but I still wanted to be able to predict whether a throw hits, even if multiple jumps on the table or cup&#8217;s edges are involved. Here is a video of the AI &#8220;training&#8221; and finding out which throws hit:</p>
<a href="https://blog.dragonlab.de/2015/01/beer-pong-hd-for-android/"><img decoding="async" src="https://i.ytimg.com/vi/GB7wCU7TNE0/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: justify;">(And the best part is that it takes some time and is automatic. Time for a cup of coffee &#8211; or an <a href="http://xkcd.com/303/" target="_blank">office sword fight</a>. I like being a programmer.)</p>
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		<title>Master&#8217;s Thesis: Evaluating the Advantages of Physical and Digital Elements in Hybrid Tabletop Games</title>
		<link>https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/</link>
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		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 13:37:19 +0000</pubDate>
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		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2710</guid>

					<description><![CDATA[Preface A few weeks ago, I finished my studies at the HTW Berlin in International Media and Computing with the defense following my master&#8217;s thesis. I thought that its content might be interesting to others on the internet too, but I understand that not everyone wants to read 100+ pages. For that reason, I am &#8230; <a href="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/" class="more-link">Continue reading <span class="screen-reader-text">Master&#8217;s Thesis: Evaluating the Advantages of Physical and Digital Elements in Hybrid Tabletop Games</span></a>]]></description>
										<content:encoded><![CDATA[<h3>Preface</h3>
<p style="text-align: justify;">A few weeks ago, I finished my studies at the <a href="http://www-en.htw-berlin.de" target="_blank" rel="noopener noreferrer">HTW Berlin</a> in International Media and Computing with the defense following my master&#8217;s thesis. I thought that its content might be interesting to others on the internet too, but I understand that not everyone wants to read 100+ pages. For that reason, I am now writing this &#8220;too long; didn&#8217;t read&#8221; summary. It is also a lot more informally written. If you like what you read, you are quite welcome to read the longer version too! Here are the links:</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/Evaluating%20the%20Advantages%20of%20Physical%20and%20Digital%20Elements%20in%20Hybrid%20Tabletop%20Games%20(by%20Tobias%20Wehrum).pdf">Master&#8217;s Thesis</a></p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/files.zip">Source Code (open source, MIT license), Screenshots, Photos, Videos etc.</a></p>
<p style="text-align: left;">You can also read this summary as a <a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/Evaluating%20the%20Advantages%20of%20Physical%20and%20Digital%20Elements%20in%20Hybrid%20Tabletop%20Games%20(by%20Tobias%20Wehrum)%20-%20Summary.pdf">PDF</a>, but you would miss out on the videos.<span id="more-2710"></span></p>
<h3 style="text-align: left;">Introduction</h3>
<p style="text-align: justify;">I love board games just as much as I love digital games. With smartphones and tablets, digital board games are getting bigger and bigger. But those are mostly touch-based &#8211; and at the HTW I had the chance to make games with a <a href="http://www.multitaction.com/products/displays/embedded" target="_blank" rel="noopener noreferrer">MultiTaction Cell multitouch table</a> which can recognize objects placed on top of it too. So now, in my thesis, I wanted to find out if I can create digital-physical tabletop hybrid games that provide better gameplay than a touch-only version could.</p>
<p style="text-align: justify;">I didn&#8217;t want to do something like chess which could be played with physical tokens, as a touch-based digital game or as a hybrid game without changing gameplay at all. I set out to focus on game prototypes where neither the digital and physical elements could be removed without changing the gameplay &#8211; a &#8220;true hybrid&#8221;, only possible in combination. Core physical elements should be interactions with advantages in the physical world, for example using the sense of touch to quickly and intuitively manipulate objects without directly looking at them, real-world physical interactions between pieces or using other properties of physical artifacts – e.g. objects can look different depending on the viewing angle. Likewise, the digital aspect is not just used for the sake of technology, but to add gameplay elements that are only possible by using technology.</p>
<p style="text-align: justify;">I quickly figured out that it is easy to make the digital side matter, but almost everything physical that the multi-touch table can still recognize can also be closely simulated digitally. This shifted the focus a bit: Instead of still trying to make &#8220;true hybrids&#8221;, I wanted to make tabletop game prototypes that I believe are improved by the physical/digital combination. Every prototype would get a hybrid and a touch-based-only version, and then I can compare those in user tests.</p>
<h3 style="text-align: justify;">Physical/Digital Advantages</h3>
<p style="text-align: justify;">Before I started with the design of the prototypes, I analyzed board games and digital games to find out which advantages they have over the other side. Note that a lot of those have exceptions, e.g. digital games are more likely to have a tutorial, but there are also <a href="http://boardgamegeek.com/boardgame/127398/legends-andor" target="_blank" rel="noopener noreferrer">board games with tutorials</a> &#8211; and flicking might have advantages in the physical world, but <a href="https://www.youtube.com/watch?v=jpFBiGIEnZg" target="_blank" rel="noopener noreferrer">digital games have similar mechanics</a>. Mechanics and properties that are listed here are not exclusive to either side; I just believe that one side does it easier or might do it better in some way.</p>
<p style="text-align: justify;">My thesis also has a short chapter on pervasive games, but since the focus is on making a tabletop hybrid game, I&#8217;ll leave this out here.</p>
<h4>Physical Advantages &#8211; with a focus on board games</h4>
<h5>Physical Interaction</h5>
<p style="text-align: justify;">The physical world provides tactile feedback and often allows for more fine-grained movement.</p>
<ul>
<li style="text-align: justify;"><strong>Finger Flicking</strong>: Done in games like <a href="http://boardgamegeek.com/boardgame/5072/carrom" target="_blank" rel="noopener noreferrer">Carrom</a> and <a href="http://www.boardgamegeek.com/boardgame/521/crokinole" target="_blank" rel="noopener noreferrer">Crokinole</a>, sometimes also thematic games like the dungeon-crawler <a href="http://www.boardgamegeek.com/boardgame/57390/catacombs" target="_blank" rel="noopener noreferrer">Catacombs</a>. Can be simulated with quick swish-motions on touch screens or pull-back mechanics in the digital world.</li>
<li style="text-align: justify;"><strong>Gravity</strong>: Games like <a href="http://boardgamegeek.com/image/311114/bausack" target="_blank" rel="noopener noreferrer">Bausack</a> or <a href="http://boardgamegeek.com/boardgame/2452/jenga" target="_blank" rel="noopener noreferrer">Jenga</a> are built around building, balancing or removing building blocks in 3d space. It is hard to simulate the small movements and the tactile feedback in a digital game, although many 2d physics games exist.</li>
<li style="text-align: justify;"><strong>Tools</strong>: Games like <a href="http://boardgamegeek.com/boardgame/3737/operation" target="_blank" rel="noopener noreferrer">Operation</a> or <a href="http://boardgamegeek.com/boardgame/9812/gone-fishin" target="_blank" rel="noopener noreferrer">Gone Fishin&#8217;</a> are based around tools used to interact with the game to give it a certain feeling or mechanics. These are much easier and often cheaper to produce for a physical game; the digital equivalent would be custom controllers.</li>
</ul>
<h5>Hidden State in a Shared Space</h5>
<p style="text-align: justify;">Tabletop games use independently movable physical parts which allows players to look at information (for example the underside of a card or token) without the other player seeing the same information. This is not possible on a single shared digital screen on multi-touch table or tablet. Digitally, this can be solved by using multiple screens or having a player look away, so either the space is not shared anymore or the flow is often broken.</p>
<h5>Player Interaction</h5>
<p style="text-align: justify;">Interacting and communicating with other people is much easier when the partner is in the same room, instead of through text and speech or even through a webcam.</p>
<ul>
<li style="text-align: justify;"><strong>Communication and Party Games</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/1111/taboo" target="_blank" rel="noopener noreferrer">Taboo</a>, <a href="http://boardgamegeek.com/boardgame/2281/pictionary" target="_blank" rel="noopener noreferrer">Pictionary</a>, <a href="http://boardgamegeek.com/boardgame/5122/charades" target="_blank" rel="noopener noreferrer">Charades</a> and <a href="http://www.boardgamegeek.com/boardgame/76728/freeze" target="_blank" rel="noopener noreferrer">Freeze</a> are heavily reliant on communication &#8211; be it speaking, drawing, gesturing or full-blown acting. Speaking and drawing can be replicated in digital games as well and might just be more enjoyable in a setting with everybody in the same room; when more body language and atmosphere is involved though, making a good digital equivalent harder or even impossible to create.</li>
<li style="text-align: justify;"><strong>Reading People’s Faces</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/242/junta" target="_blank" rel="noopener noreferrer">Junta</a> or those in the <a href="http://boardgamegeek.com/boardgamefamily/2989/werewolf-mafia" target="_blank" rel="noopener noreferrer">Werewolf/Mafia</a> family are heavily based on observation, negotiation and/or calling people&#8217;s bluffs &#8211; &#8220;reading&#8221; people. This can be done digitally and online too, but it is a totally different experience.</li>
</ul>
<h5>Flexibility</h5>
<p style="text-align: justify;">Board games are fully executed by human players. This allows for a certain kind of flexibility.</p>
<ul>
<li style="text-align: justify;"><strong>House Rules</strong>: Rules could be improved? Easily changed.</li>
<li style="text-align: justify;"><strong>Games about Making Rules</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/10659/hex-hex" target="_blank" rel="noopener noreferrer">Hex Hex</a> or <a href="http://www.boardgamegeek.com/boardgame/4550/1000-blank-white-cards" target="_blank" rel="noopener noreferrer">1000 blank white cards</a> take it one step further by allowing the players to make up new rules or even design all game components and interactions.</li>
</ul>
<h5>Other Advantages</h5>
<ul>
<li style="text-align: justify;"><strong>Components</strong>: Physical components are often cheap and dependable. Digital devices on the other hand need to be bought, and assuming that players have smartphones doesn&#8217;t hold true everywhere.</li>
<li style="text-align: justify;"><strong>Available Space</strong>: Big touch screen are often very expensive, while producing a table-sized board game might not be exactly cheap, but still much cheaper.</li>
</ul>
<h4>Digital Advantages</h4>
<h5>Tutorial</h5>
<p style="text-align: justify;">In the board game world, learning a new game usually means reading a rulebook – or being taught by somebody who already knows the game. In the digital world, the learning companion can be the game itself. Digital games can enforce rules, teach when appropriate and react to players faults more easily. (Although <a href="http://boardgamegeek.com/boardgame/127398/legends-of-andor" target="_blank" rel="noopener noreferrer">Legends of Andor</a> does a pretty good job at having a board game tutorial &#8211; inspired by digital games, no less.)</p>
<h5>Control</h5>
<p>In digital games, the experience is fully controlled by a processor: Input is taken and used as seen fit instead of direct interaction with the game pieces like in board games.</p>
<ul>
<li style="text-align: justify;"><strong>Setup Time</strong>: Even after learning the rules, physical games still have to be prepared manually. The worst you will usually get from a digital game is a bit of loading time.</li>
<li style="text-align: justify;"><strong>Automatic Data Processing</strong>: Menial counting tasks and figuring out action results can be taken care of swiftly and automatically.</li>
<li style="text-align: justify;"><strong>Information Display</strong>: The game can show predictions and context-sensitive information when needed.</li>
<li style="text-align: justify;"><strong>Distance Calculation</strong>: Instead of moving in a visible grid or graph, movement can instead be by distance &#8211; and still does not need external tools like a ruler.</li>
<li style="text-align: justify;"><strong>Real Time Play</strong>: Automatic data processing also allows real-time play since it can instantly compute outcomes and it can limit players action, for example via a cooldown delay or resource usage.</li>
<li style="text-align: justify;"><strong>No Room for Player Errors</strong>: The game executes all the rules itself. If players haven&#8217;t understood a rule, it will still happen like it was originally intended.</li>
<li style="text-align: justify;"><strong>Cheating Inhibition</strong>: While technical cheats are possible, those are far less casual than looking at enemy cards in a board game or switching pieces while an enemy has left the room briefly.</li>
<li style="text-align: justify;"><strong>Impartial Judgment</strong>: Knowing everything that happens perfectly at any time and favoring nobody, digital games can easily judge results.</li>
<li style="text-align: justify;"><strong>Artificial Intelligence</strong>: Processing power enables stronger and more interesting non-human enemies than board games.</li>
<li style="text-align: justify;"><strong>Hidden State Processing</strong>: Hidden state can be automatically worked with in a truly hidden way. Considering a shared screen space, a game could still process what a hidden card does, for example mining one gold nugget per turn which the player could already use without revealing its source.</li>
<li style="text-align: justify;"><strong>Hidden Actions/Communication</strong>: When a player has their own device available, they can take hidden actions with the game verifying that this action is actually possible – thereby allowing hidden actions without fear that another player cheats. In the same vein, this could allow communication between players without a third party knowing that this takes place at all, for example to form secret alliances and plan combined actions.</li>
<li style="text-align: justify;"><strong>Sensors and Input Devices</strong>: Digital processing allows games to use sensors and interesting/complex input devices and integrate them into the gameplay.</li>
</ul>
<h5>Content</h5>
<ul>
<li style="text-align: justify;"><strong>Storage Capacity</strong>: So many games on such a small disk.</li>
<li style="text-align: justify;"><strong>Procedural Generation</strong>: Levels and playing fields can be created by algorithms on demand &#8211; with agency and configurable.</li>
</ul>
<h5>Presentation</h5>
<ul>
<li style="text-align: justify;"><strong>Animation</strong>: Board games mostly have static visual elements that are moved around. Digital games can change or animate those elements according to actions and game state.</li>
<li style="text-align: justify;"><strong>Sound Feedback</strong>: Obviously, the real world has sound feedback too, for example when placing a token &#8211; but here, digital games can play sound specific to what a token or action symbolizes, for example a cat token that meows when it gets a fish token.</li>
<li style="text-align: justify;"><strong>Atmosphere</strong>: Changing visuals and added music can greatly increase the atmosphere for a game.</li>
</ul>
<h5>Logistics</h5>
<ul>
<li style="text-align: justify;"><strong>Location</strong>: Tablets have much smaller screens than a board game would need. Suddenly, <a href="http://gamasutra.com/view/news/180018/When_digital_versions_of_board_games_surpass_the_originals.php" target="_blank" rel="noopener noreferrer">a big board game might be playable in a coffee shop</a>.</li>
<li style="text-align: justify;"><strong>Availability</strong>: No need to wait for a physical order to arrive &#8211; digital games can mostly just bought online and downloaded instantly.</li>
<li style="text-align: justify;"><strong>Updatability</strong>: Game content and rules can be updated later via online updates.</li>
<li style="text-align: justify;"><strong>Persistence</strong>: When a game takes too long to finish, it can be saved and later restored. Unlike most board games, that makes it very easy to move between playing locations too.</li>
</ul>
<h5>Online Play</h5>
<p style="text-align: justify;">Digital gaming devices are often connected to the internet which enables playing with people who are not sharing the same room. This enables playing with friends who cannot meet personally at the moment, but it also allows strangers to play together.</p>
<p style="text-align: justify;"><strong>Real-time online play</strong> is obviously used in real-time games, although turn-based games often need everyone connected at the same time. On the other hand, the persistence of a server also allows <strong>asynchronous online play</strong> &#8211; players are not necessarily online at the same time, make a move, log out again and are notified once the other player made their move too.</p>
<h3 style="text-align: justify;">The Prototypes</h3>
<p>To find out whether having a physical/digital hybrid improves on gameplay, I made three game prototypes, each with a hybrid variant and a touch-only variant.</p>
<h4>Finger-Flicking Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2717" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-1024x768.png" class="alignnone wp-image-2717" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png" alt="finger-flicking_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2718" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-1024x768.png" class="alignnone wp-image-2718" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png" alt="finger-flicking_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p>The first prototype is a two-player versus flicking game with real-time scoring. Players flick discs into scoring areas, adding a new disk every few seconds. Sometimes it might be more advantageous to wait until the enemy goes first and then hit the enemy disk so it leaves the area it is in &#8211; and sometimes it might be better to quickly score in an easily accessible scoring area. The game ends after a fixed amount of time and the player with the higher score wins.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/TNeNzLivp4I" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Finger Flicking Game" title="Play video &quot;Master&#039;s Thesis - Finger Flicking Game&quot;">http://youtu.be/TNeNzLivp4I</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/TNeNzLivp4I" title="Master&#039;s Thesis - Finger Flicking Game">Master&#039;s Thesis &#8211; Finger Flicking Game (http://youtu.be/TNeNzLivp4I)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p style="text-align: justify;">The game uses physical tokens the player&#8217;s can flick, which I believed to me more engaging than a purely touch-based version because it adds tactile sensations and real-life interactions. I also thought the players might easier learn how much force they need to flick properly because they know naïve physics and get haptic feedback.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The main digital parts are a) the real-time scoring and b) the timer which allows the placement of new tokens. The game also uses visual feedback: The background is tinted in the currently winning player&#8217;s color and tokens which are scoring higher amounts emit bigger visual &#8220;waves&#8221;.</p>
<h4>Spaceship Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2719" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-1024x768.png" class="alignnone size-medium wp-image-2719" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png" alt="spaceship_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2720" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-1024x768.png" class="alignnone size-medium wp-image-2720" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png" alt="spaceship_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p style="text-align: justify;">In the Spaceship Game, two players cooperatively manipulate a spaceship with attached satellites in real-time. The satellites have different turrets, shields or supporting structures. The goal is to survive as many waves of enemies as possible.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/Bhc3SKKhF3A" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Spaceship Game" title="Play video &quot;Master&#039;s Thesis - Spaceship Game&quot;">http://youtu.be/Bhc3SKKhF3A</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/Bhc3SKKhF3A" title="Master&#039;s Thesis - Spaceship Game">Master&#039;s Thesis &#8211; Spaceship Game (http://youtu.be/Bhc3SKKhF3A)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p style="text-align: justify;">The physical spaceship is a direct representation of the digital spaceship. Players get instant tactile feedback on their actions, and resistance and the feeling of tugging might make it easier to cooperate. Turning and moving should also be easier when working with a wheel instead of a touch screen.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The game simulates enemies coming at the player in real-time while also operating weapons, moving projectiles, resolving collisions and keeping track of hit points. This cannot be reasonably done in a non-digital tabletop version while keeping the real-time element.</p>
<h4>Duel Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2722" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-1024x768.png" class="alignnone size-medium wp-image-2722" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png" alt="duel_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2724" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-1024x768.png" class="alignnone size-medium wp-image-2724" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png" alt="duel_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p style="text-align: justify;">The Duel Game is a turn-based two player versus game. Both players have five units with different roles: Berserker (does most damage), Guard (has most health, strong counterattack), Marksman (ranged attack), Ninja (can try to jump out of attacks and switch with a unit once per game) and Spy (can get direct information about enemy tokens). Their positions are secret and players also secretly assign power levels from 1 to 5 to them. In the following fight, players move and attack with the units, using their respective strengths and abilities, trying to find out what the enemy units are and to take them down. Once a player has lost all their units, the other player wins.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/i9SafB3oBQM" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Duel Game" title="Play video &quot;Master&#039;s Thesis - Duel Game&quot;">http://youtu.be/i9SafB3oBQM</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/i9SafB3oBQM" title="Master&#039;s Thesis - Duel Game">Master&#039;s Thesis &#8211; Duel Game (http://youtu.be/i9SafB3oBQM)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p>The tokens with the cardboard screens allow two players to play on the same screen space without any indirection and still have hidden information.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The game contains several parts would be very hard to remake in a purely physical tabletop version.</p>
<p style="text-align: justify;">Firstly, the rule set of interactions and reactions is a bit complicated. Having this done automatically is quite helpful.</p>
<p style="text-align: justify;">More importantly, the game contains several parts where you would need an external judge:</p>
<ul>
<li style="text-align: justify;">Fights are done in a doubly blind way: The attacking player knows a range of damage they can deal (for example 1-6), but they don&#8217;t know how much damage they did in this attack. On the other hand, the attacked player only knows that how much damage they took (for example 3), but not how much the opponent could have done.</li>
<li style="text-align: justify;">The Spy can see information about enemy pieces without the enemy even knowing that they have been spied upon.</li>
<li style="text-align: justify;">The Ninja can switch once with a friendly unit without informing the enemy player.</li>
</ul>
<h3 style="text-align: justify;">Test Results</h3>
<h4 style="text-align: justify;">Approach and Caveats</h4>
<p style="text-align: justify;">First off, this thesis did not have any budget or people to organize the search and testing, so it had only 12 probands in total. Additionally all the probands knew the author, with some even knowing the title of the thesis and a bit more information about it. I am fully aware that makes the results not very representative and less trustworthy, hence this caveat. The following is written in the hope that you still find it useful, if only for pointing in a general direction.</p>
<p>Each test session consisted of two players playing against each other. Many people played multiple games. A typical evaluation session looked like this:</p>
<ol>
<li style="text-align: justify;">The author of the thesis explains the game (5-10 minutes, depending on complexity)</li>
<li style="text-align: justify;">The participants play a version of the game (5-20 minutes)</li>
<li style="text-align: justify;">The participants separately fill out an AttrakDiff form for this version (5 minutes)</li>
<li style="text-align: justify;">The participants play the other version of the game (5-20 minutes)</li>
<li style="text-align: justify;">The participants separately fill out an AttrakDiff form for this version (5 minutes)</li>
<li style="text-align: justify;">The participants separately answer the comparison questionnaire (5 minutes)</li>
</ol>
<p>The <a href="http://attrakdiff.de/index-en.html" target="_blank" rel="noopener noreferrer">AttrakDiff</a> A/B test resulted in barely any difference between the two versions of each prototype, so I won&#8217;t mention it here.</p>
<p style="text-align: justify;">In the comparison questionnaire, players rated 7 questions from 0 to 6, with &#8220;0&#8221; being &#8220;Hybrid&#8221; and &#8220;6&#8221; being &#8220;Touch-only&#8221;. The italic text explains the motivation of certain questions and was not part of the questionnaire sheet.</p>
<ol>
<li>&#8220;Which version was easier to use?&#8221;</li>
<li>“In which version did you feel more in control?&#8221; <em>(In games, less control does not always equal less ease of use. The Finger-Flicking Game might be easier to target in the touch-only version, which might make feel people more in control there, but the hybrid version might be easier to use due to less indirection of input.)</em></li>
<li>&#8220;Which version was more fun?&#8221;</li>
<li>&#8220;Which version was more interesting?&#8221; <em>(This question tries to find out whether the hybrid version provides novelty value beyond pure gameplay.)</em></li>
<li>&#8220;Which version felt better?&#8221; <em>(This question tries to capture whether the sensations provided by the tactile feedback add to the experience. It is deliberately vague to refrain from influencing people towards the hybrid version.)</em></li>
<li>&#8220;In which version did you feel closer to the other player?&#8221; <em>(This tries to contribute to two questions: Do digital games feel more like playing “with the screen” instead of “with another player”? Does playing together on one screen in the hybrid version of the Duel Game make a noticeable difference?)</em></li>
<li>&#8220;If you had to play again, which version would you choose?&#8221;</li>
</ol>
<h4 style="text-align: justify;">Finger-Flicking Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">In the hybrid version of the Finger-Flicking Game, the physical tokens are easier to handle as people can quickly figure out how they behave physically. The tactile feedback and the physical interactions between tokens feel gratifying and make the game interesting, but also a bit unpredictable. Only a limited amount of tokens needs to be introduced and recognized by the table at any time, so the friction between physical and digital world is kept to a minimum.</p>
<p style="text-align: justify;">The moves in the digital version are a bit more predictable. Flicking by swiping is easy to figure out and easy to execute, but it takes more tries to learn how far a swipe will take the token. Moving a token by tapping it first is a bit harder to learn because it is not intuitive.</p>
<p style="text-align: justify;">Depending on the players’ preference, they might prefer the tactile feedback and unpredictability of the hybrid version or the predictability of the digital version. The hypothesis was that the games will be fairly evenly rated with a preference for the hybrid version.</p>
<h5>Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png"><img loading="lazy" decoding="async" data-attachment-id="2738" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" class="aligncenter size-full wp-image-2738" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" alt="finger-flicking_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p style="text-align: justify;">The Finger-Flicking game had 8 testers. All average values tend slightly towards the hybrid variant in various degrees. Especially interesting was the wide range of answers – for example in the “Feeling of Control” category, 3 of the 8 players answered that the Hybrid version is clearly superior while 3 tended slightly and 2 strongly towards the touch-only version. Here it seems to come down to preference, which is in line with the hypothesis for this prototype.</p>
<p style="text-align: justify;">It is worth noting that both of the versions proved to be imperfect. The physical tokens in the hybrid version could be weightier and slide better and especially two testers had recognition problems; meanwhile, the digital version has a lag (by recognition algorithm design) when flicking, with the token not moving until the flicking gesture ended. I believe that if the recognition was stable and the physical properties of the hybrid version were more optimized that the hybrid version would be more strongly preferred. It would have been interesting to do more iterations of each version to finally compare “idealized” versions where each is as good as possible.</p>
<h4 style="text-align: justify;">Spaceship Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">In the Spaceship Game, the physical feedback provided by the components in the hybrid version is essential. The tangibility allows for faster targeting than in the digital version (albeit it sometimes lags slightly behind), and grabbing and turning a wheel is easier to execute than constantly rubbing two fingers over the glass to turn and move a token. The physical constraints help players feel the movement restrictions and coordinate activities – for example when a player tries to evade a bullet by tugging, the other player might loosen their touch to allow the movement to happen. Additionally, the Spaceship Game has only 5 physical tokens in total – the mother ship and 4 satellites. These tokens can be made unique/persistent which improves the chance to recover from recognition errors, and they only move slowly compared to the Finger-Flicking Game. This should help to reduce the friction between the physical and digital worlds.</p>
<p style="text-align: justify;">The hypothesis here was that the hybrid version of the game will be strongly preferred.</p>
<h5 style="text-align: justify;">Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png"><img loading="lazy" decoding="async" data-attachment-id="2739" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" class="aligncenter size-full wp-image-2739" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" alt="spaceship_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p>The Spaceship Game also had 8 testers. Here, the tendency towards the hybrid version is even stronger, especially for in the “Ease of Use” category. It matches with the hypothesis, although not as strongly as expected.</p>
<p>Players said that the rotation in the digital version was very hard (a direct turning with touch points was used, as if one was touching points on physical objects – maybe a rotation speed multiplier would have been good here) and one tester remarked that the hybrid version had an unfair aesthetic advantage, with the simple graphics on the screen being the same, but the Lego model looking more interesting. One player said that the Lego model was obstructing his view and because of that he preferred the touch version, while others liked the look and feel of the model.</p>
<h4 style="text-align: justify;">Duel Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">The hybrid version of the Duel Game is the prototype that suffers the most from wrongly recognized tokens, as it contains 10 tokens that have to be properly recognized at the correct positions before the game can even start. This often involves moving around multiple markers to trigger a refresh and having some markers in unstable conditions. Putting the physical role info cardboard stand-ups into the tokens makes the setup phase lengthier, and there is a certain chance that a wrongly detected marker shows a hidden token to the enemy. When that happens the game has to be restarted and the token role info cardboard stand-ups have to be taken out and reassigned again. After the preparation, the game progresses more smoothly, but one still sometimes has to adjust unrecognized markers and wait for markers lagging behind so that the level/health etc. information does not get exposed to the enemy.</p>
<p style="text-align: justify;">In the digital version, players are more distanced as they are not playing directly on the same playing field, but ease of preparation and play might make this version much preferable. It was therefore the hypothesis that in this game, the digital version will be preferred.</p>
<h5>Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png"><img loading="lazy" decoding="async" data-attachment-id="2740" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" class="aligncenter size-full wp-image-2740" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" alt="duel_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p style="text-align: justify;">The Duel Game had 6 testers. As expected, the touch-only version is preferred when it comes to ease of use and players feel slightly more in control. Despite players not showing strong tendencies about which version to play again, the goal of the hybrid version was reached: Players feel closer to each other because they play on the same field and see each other moving the tokens. One player in particular remarked that he felt that he was playing against the computer in the digital touch-only version, saying that his opponent is “right over there”, but he is still watching the screen instead of talking to him. In general, it seemed like more personal interactions were happening between the players in the hybrid version.</p>
<h4 style="text-align: justify;">Summary</h4>
<p style="text-align: justify;">In general, the differences between the games are rather small, but they are not surprising. The hybrid version in the Spaceship Game provided a bigger improvement over the touch-only version than the Finger-Flicking Game, and the Duel game had more control problems in the hybrid version, but also brings the players closer together.</p>
<p style="text-align: justify;">The differences between the hybrid versions and the touch-only versions are not very strong though, and individual testers preferred games on either side with just the average tending slightly towards the hybrid side.</p>
<h4 style="text-align: justify;">Possible Future Evaluations</h4>
<p style="text-align: justify;">There is another thing to take away from the tests: Which future evaluations could be made. More information on the following list can be found in the thesis.</p>
<ul>
<li style="text-align: justify;">Multiple iterations between evaluations to reach &#8220;ideal&#8221; hybrid/touch-only prototypes.</li>
<li style="text-align: justify;">Long-term tests instead of short &#8220;first impression&#8221; tests.</li>
<li style="text-align: justify;">Play tests in a non-laboratory setting, for example an installation.</li>
<li style="text-align: justify;">Tests between hybrid and physical-only board game versions.</li>
<li style="text-align: justify;">Tests with certain groups of people.</li>
</ul>
<h3 style="text-align: justify;">Conclusions</h3>
<p style="text-align: justify;">In the end, I couldn&#8217;t demonstrate a strong player preference for physical elements in tabletop hybrid games, despite trying to give these elements meaningful gameplay character. There is a slight average preference to the hybrid versions, but it seems to come down to individual player preference.</p>
<p style="text-align: justify;">Considering that hybrid games are harder to produce and have high and costly hardware requirements, touch-only versions might be preferable in most contexts &#8211; except maybe certain cases like permanent installations or museums where you only have a one-time cost.</p>
<p style="text-align: justify;">It was rather hard to find advantages for the physical side that a) work with a touch table, b) cannot be simulated by touch-only and c) improve gameplay. Digital advantages on the other side were very easy to find.</p>
<p style="text-align: justify;">It might be more promising to look at hybrid games away from the 2D interface of a touch table &#8211; games that are played in 3 dimensions, be it a stacking/building game or pervasive games where people use their own body and their environment, but also smartphones and other sensors. In games like these, a purely digital version should be a wholly different experience &#8211; unlike the prototypes presented here, where a touch-only version was believed to be inferior, but still easily creatable and comparable.</p>
<p style="text-align: justify;">I imagine a game where a good portion of the game takes place in the physical world, but that uses the touch table as an interface to another part of the game, could also be interesting to play. In such a game, for example, cards could be obtained in a fully physical card game and be placed on the touch table to trigger effects there. The ease of handling cards in the real world could be a good argument for the making the game a physical/digital hybrid (instead of fully digital) if the interface is done correctly.</p>
<p style="text-align: justify;">Another approach could be to concentrate even more on the physical-tactile aspect, for example by making a game that does not use visual output at all, but takes physical input and creates auditory and possibly tactile (vibrations, movement) output. Here, the screen of the table would not be used, only its recognition capabilities.</p>
<h3 style="text-align: justify;">Libraries/Assets Used</h3>
<p>The prototypes/videos use assets by:</p>
<ul>
<li>Music: <a href="http://incompetech.com" target="_blank" rel="noopener noreferrer">Kevin MacLeod</a></li>
<li style="text-align: left;">Sfx: <a href="https://soundcloud.com/nexus-child" target="_blank" rel="noopener noreferrer">Moritz Ufer</a>, <a href="http://freesound.org/people/qubodup" target="_blank" rel="noopener noreferrer">Iwan &#8216;qubodup&#8217; Gabovitch</a>, <a href="http://www.freesound.org/people/carbilicon" target="_blank" rel="noopener noreferrer">carbilicon</a></li>
<li style="text-align: left;">Font: <a href="http://www.thenorthernblock.co.uk" target="_blank" rel="noopener noreferrer">The Northern Block</a></li>
<li style="text-align: left;">Icons: <a href="http://www.jwbjerk.com/art/main.php?g2_itemId=223" target="_blank" rel="noopener noreferrer">J. W. “eleazzaar” Bjerk</a></li>
</ul>
<p>Libraries used:</p>
<ul>
<li><a href="http://code.google.com/p/uniducial/" target="_blank" rel="noopener noreferrer">Uniducial</a></li>
<li><a href="https://github.com/TouchScript/TouchScript" target="_blank" rel="noopener noreferrer">TouchScript</a></li>
<li><a href="http://dotween.demigiant.com" target="_blank" rel="noopener noreferrer">DOTween</a></li>
</ul>
<p>This project was made possible by the <a href="https://cm.htw-berlin.de" target="_blank" rel="noopener noreferrer">Creative Media</a>​ department of the HTW Berlin and supervised by <a href="https://cm.htw-berlin.de/leitung" target="_blank" rel="noopener noreferrer">Prof. Dr.-Ing. Carsten Busch</a>​ and <a href="http://andre-selmanagic.com" target="_blank" rel="noopener noreferrer">André Selmanagić</a>​.​</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2710</post-id>	</item>
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		<title>Retcon: A Multi-Round Game Which Records &#038; Replays Your Moves</title>
		<link>https://blog.dragonlab.de/2014/12/retcon/</link>
					<comments>https://blog.dragonlab.de/2014/12/retcon/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sun, 21 Dec 2014 00:56:59 +0000</pubDate>
				<category><![CDATA[Nice Prototypes]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[AIR/Flash]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[University]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2696</guid>

					<description><![CDATA[Over two years ago, a theme in university was action recording/replaying, and instead of doing a boring text editing app to demonstrate this, I made a game. Introducing: Each round your previous actions are replayed, but your and your enemy&#8217;s actions will change the outcomes of previous moves by placing new tokens. You can play &#8230; <a href="https://blog.dragonlab.de/2014/12/retcon/" class="more-link">Continue reading <span class="screen-reader-text">Retcon: A Multi-Round Game Which Records &#038; Replays Your Moves</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Over two years ago, a theme in university was action recording/replaying, and instead of doing a boring text editing app to demonstrate this, I made a game. Introducing:</p>
<p><img loading="lazy" decoding="async" class="aligncenter" src="https://dragonlab.de/projects/retcon/Logo.png" alt="" width="271" height="163" /></p>
<p style="text-align: center;">Each round your previous actions are replayed,<br />
but your and your enemy&#8217;s actions will change the<br />
outcomes of previous moves by placing new tokens.</p>
<p style="text-align: center;"><strong>You can <a href="http://dragonlab.de/projects/retcon/index.html" target="_blank">play the game in your browser</a> or download the <a href="http://dragonlab.de/projects/retcon/Retcon.apk" target="_blank">Android APK</a>.</strong></p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/rzEs16tiyuA" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Retcon: A Multi-Round Game Which Records &amp; Replays Your Moves" title="Play video &quot;Retcon: A Multi-Round Game Which Records &amp; Replays Your Moves&quot;">http://youtu.be/rzEs16tiyuA</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/rzEs16tiyuA" title="Retcon: A Multi-Round Game Which Records &amp; Replays Your Moves">Retcon: A Multi-Round Game Which Records &amp; Replays Your Moves (http://youtu.be/rzEs16tiyuA)</a></noscript></div>
</div>
<p style="text-align: justify;">I think the concept is quite intriguing, but the current execution is flawed. Currently, the tokens of the current starting player start first which leads to fluctuating patterns. Also, no matter how experienced you are in the game, you still cannot beat new players who grasp the concept by a significant score and even you pull of a cool move that should get you in the lead, it often doesn&#8217;t really matter much.</p>
<p style="text-align: justify;">What I really like though is being the starting player in a round can both be an advantage and a disadvantage: You will move first and can force the second player to defend a certain position, but in certain situations you might need to defend an important position <em>before</em> the other player moves to attack there &#8211; and then the other player obviously will place somewhere else.</p>
<p style="text-align: justify;">Anyway, long story short: I might make another game based on the recording/replaying multi-round concept in the future and I sure hope that one will be a lot more fun. More years of experience have to be good for <em>something</em>, right?</p>
<p>Retcon was made by me, with assets by:</p>
<ul>
<li>Music: <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
<li>Logo Font: Dupe by <a href="https://www.myfonts.com/foundry/words_pictures" target="_blank">words+pictures</a></li>
</ul>
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		<post-id xmlns="com-wordpress:feed-additions:1">2696</post-id>	</item>
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		<title>A Light in the Darkness – Co-Op Online Multiplayer Game Made in ~52 hours</title>
		<link>https://blog.dragonlab.de/2014/10/a-light-in-the-darkness/</link>
					<comments>https://blog.dragonlab.de/2014/10/a-light-in-the-darkness/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Fri, 03 Oct 2014 19:58:17 +0000</pubDate>
				<category><![CDATA[Author's Picks]]></category>
		<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[3 Players]]></category>
		<category><![CDATA[4 Players]]></category>
		<category><![CDATA[6 Players]]></category>
		<category><![CDATA[8 Players]]></category>
		<category><![CDATA[9 Players or more]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Co-Op]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Online Multiplayer]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2567</guid>

					<description><![CDATA[A few weeks ago, I participated in the Ludum Dare 30. The theme was &#8220;Connected Worlds&#8221;, and I thought &#8220;Hey, nevermind that I never made an online multiplayer game before, I should totally try to make one in 48 hours!&#8221; Unexpectedly, it actually turned out pretty great &#8211; you can read more about that in &#8230; <a href="https://blog.dragonlab.de/2014/10/a-light-in-the-darkness/" class="more-link">Continue reading <span class="screen-reader-text">A Light in the Darkness – Co-Op Online Multiplayer Game Made in ~52 hours</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">A few weeks ago, I participated in the <a href="http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&amp;uid=2587" target="_blank">Ludum Dare 30</a>. The theme was &#8220;Connected Worlds&#8221;, and I thought &#8220;Hey, nevermind that I never made an online multiplayer game before, I should <strong>totally</strong> try to make one in 48 hours!&#8221; Unexpectedly, it actually turned out pretty great &#8211; you can read more about that <a title="A Light in the Darkness – Postmortem for a Drop-in/Drop-out Co-Op Online Multiplayer LD Game" href="http://blog.dragonlab.de/2014/09/a-light-in-the-darkness-postmortem/" target="_blank">in my postmortem</a> if you&#8217;d like to. And below you can find the ~52 hour post-compo version with a few bugfixes and sound effects!</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/ld30/postcompo_web/"><img loading="lazy" decoding="async" data-attachment-id="2568" data-permalink="https://blog.dragonlab.de/2014/10/a-light-in-the-darkness/splash/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/10/splash.png" data-orig-size="432,163" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/10/splash-300x113.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/10/splash.png" class="aligncenter wp-image-2568 size-full" src="https://blog.dragonlab.de/wp-content/uploads/2014/10/splash.png" alt="" width="432" height="163" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/10/splash.png 432w, https://blog.dragonlab.de/wp-content/uploads/2014/10/splash-300x113.png 300w" sizes="auto, (max-width: 432px) 100vw, 432px" /></a></p>
<p style="text-align: center;">You are flame bearers, braving the darkness,<br />
carrying letters and escorting travellers<br />
through the eternal darkness between<br />
the mountains to the south and<br />
the sea kingdom to the north.</p>
<p style="text-align: center;">Overcome obstacles. Carry the torch on. Work together.</p>
<p style="text-align: center;">Go north. Ignore sounds in the dark.</p>
<p style="text-align: center;">And most importantly: Don&#8217;t let the flame die.</p>
<p style="text-align: center;"><strong>Send the link to a friend, <a href="http://dragonlab.de/projects/ld30/postcompo_web/">and play it in your browser</a> with the Unity plugin!</strong></p>
<p style="text-align: center;"><strong>Download it for <a href="http://dragonlab.de/projects/ld30/postcompo_light_win.zip">Windows</a>, <a href="http://dragonlab.de/projects/ld30/postcompo_light_linux.zip">Linux</a> or <a href="http://dragonlab.de/projects/ld30/postcompo_light_mac.zip">Mac</a>!</strong></p>
<p style="text-align: center;">Here is a video with clips of lots of people playing it on <a href="http://www.twitch.tv/dvcolgan" target="_blank">dvcolgan&#8217;s stream</a>:</p>
<a href="https://blog.dragonlab.de/2014/10/a-light-in-the-darkness/"><img decoding="async" src="https://i.ytimg.com/vi/B5lKjLS6-70/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: left;">Used Assets:</p>
<ul>
<li style="text-align: left;">Fonts: Candela Bold by <a href="http://www.fontsquirrel.com/fonts/Candela" target="_blank">La Tipomatika</a>, You Murderer BB by <a href="http://www.1001fonts.com/youmurderer-bb-font.html" target="_blank">Nate Piekos</a></li>
<li style="text-align: left;">Sound effects taken from <a href="http://www.universalsoundfx.com/" target="_blank">Universal Sound FX</a></li>
<li style="text-align: left;">Music made with <a href="http://abundant-music.com" target="_blank">Abundant Music</a>, atmospheric sounds by <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
</ul>
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		<title>Aubjects, or: The last game I&#8217;ll ever make in 2013</title>
		<link>https://blog.dragonlab.de/2013/12/aubjects/</link>
					<comments>https://blog.dragonlab.de/2013/12/aubjects/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Tue, 31 Dec 2013 22:51:41 +0000</pubDate>
				<category><![CDATA[Unsuccessful Prototypes]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Mouse]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Touchscreen]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=1875</guid>

					<description><![CDATA[For every month of 2013, I&#8217;ve released (at least!) one game &#8211; except December. Luckily, there&#8217;s still a few minutes left, so I present to you my digital web/desktop/Android adaptation of a board game we once made at my university! Aubjects Your job is to locate six mysterious Aubjects on a foreign planet &#8211; via &#8230; <a href="https://blog.dragonlab.de/2013/12/aubjects/" class="more-link">Continue reading <span class="screen-reader-text">Aubjects, or: The last game I&#8217;ll ever make in 2013</span></a>]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.onegameamonth.com/tolicious" target="_blank">For every month of 2013, I&#8217;ve released (at least!) one game</a> &#8211; except December. Luckily, there&#8217;s still a few minutes left, so I present to you my digital web/desktop/Android adaptation of a board game we once made at my university!</p>
<h4 style="text-align: center;">Aubjects</h4>
<p><a href="http://dragonlab.de/projects/aubjects/screenshot_01.png" target="_blank"><img loading="lazy" decoding="async" class="aligncenter" src="https://dragonlab.de/projects/aubjects/screenshot_01_thumb.png" alt="" width="300" height="225" /></a></p>
<p style="text-align: center;">Your job is to locate six mysterious Aubjects<br />
on a foreign planet &#8211; via triangulation.<br />
To make it more exciting, you decided to have a contest!</p>
<p style="text-align: center;">Enclose exactly one Aubject to score.<br />
For every additional enemy probe you get one bonus point.</p>
<p style="text-align: center;">Become the Master Triangulator in:<br />
Aubjects, a game of skill for two players.</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/aubjects/web/" target="_blank">Play it right in your browser!</a></p>
<p style="text-align: center;">Download it for:<br />
<a href="http://dragonlab.de/projects/aubjects/aubjects-win.zip">Windows</a><br />
<a href="http://dragonlab.de/projects/aubjects/aubjects.apk">Android</a></p>
<a href="https://blog.dragonlab.de/2013/12/aubjects/"><img decoding="async" src="https://i.ytimg.com/vi/YdMuRtr7qWA/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: left;">Credits:</p>
<ul>
<li>Programming: Tobias Wehrum</li>
<li>Sound: <a href="https://www.facebook.com/pages/Nexus-Child/107215252654563" target="_blank">Moritz Ufer</a></li>
<li>Music: <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
<li>Font: <a href="http://www.thenorthernblock.co.uk" target="_blank">The Northern Block</a></li>
<li>Textures: <a href="http://www.evanzummeren.com" target="_blank">E. van Zummeren</a> and <a href="http://www.MentalWardDesign.com" target="_blank">Tim Ward</a> (via <a href="http://subtlepatterns.com" target="_blank">SubtlePatterns</a>)</li>
</ul>
<p>This game is based on a board game made at the HTW Berlin, designed by:</p>
<ul>
<li><a href="http://tobiasmuller.de" target="_blank">Tobias Müller</a></li>
<li>Anthea Neums</li>
<li>Nathanael Siering</li>
<li>Tobias Wehrum</li>
<li>Florian Wokurka</li>
</ul>
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