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	<title>Comments on: Tile Placement Games</title>
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	<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/</link>
	<description>Diary of an Indie Game Developer</description>
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		<title>By: Matt</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2212</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Mon, 14 Jan 2008 23:26:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2212</guid>
		<description>Sounds VERY interesting.  Tell Gordon to gimme a ring if he wants to get his Contraption on. :)</description>
		<content:encoded><![CDATA[<p>Sounds VERY interesting.  Tell Gordon to gimme a ring if he wants to get his Contraption on. <img src='http://www.independentcreator.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Geoff</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2209</link>
		<dc:creator>Geoff</dc:creator>
		<pubDate>Mon, 14 Jan 2008 21:05:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2209</guid>
		<description>I think you should check out the game I got Gordon for his birthday - the Infernal Contraption.  It has some very interesting mechanics in restricting tile placement (edges must match, and while the horizontal can go forever you can only go to a depth of 1 tile above/below the main line).  The interesting thing is that the entire thing &quot;fires&quot; once per turn, starting at the top left, and moving down and then right - so if you build intelligently, you actually get more powerful combos from having events happen in the correct order.  It has some other cool stuff, like 1 time use tiles, your opponents removing or moving tiles around, etc.

Around new year&#039;s I played a different tile like game called Ubongo (sp?) - basically speed tanagrams with tetris-like pieces and an interesting scoring structure.  Essentially you would roll a dice to tell you the set of pieces to use to fill in a shape - whoever finished first had more options of moving around on the scoring card, which was full of gem columns.  Scoring was by whoever had the most of their primary color, with ties going to their next most common color - for example, if I had 5 red and 3 yellow, and you had 4 blue and 4 yellow, I would win (I had 5 of a kind, you had 4).  If I had 4 red, 2 blue and 2 yellow, and you had 4 blue, 3 green and 1 white, you would win - we both had 4 of our most common color, but you had 3 of your next color while I had 2.</description>
		<content:encoded><![CDATA[<p>I think you should check out the game I got Gordon for his birthday &#8211; the Infernal Contraption.  It has some very interesting mechanics in restricting tile placement (edges must match, and while the horizontal can go forever you can only go to a depth of 1 tile above/below the main line).  The interesting thing is that the entire thing &#8220;fires&#8221; once per turn, starting at the top left, and moving down and then right &#8211; so if you build intelligently, you actually get more powerful combos from having events happen in the correct order.  It has some other cool stuff, like 1 time use tiles, your opponents removing or moving tiles around, etc.</p>
<p>Around new year&#8217;s I played a different tile like game called Ubongo (sp?) &#8211; basically speed tanagrams with tetris-like pieces and an interesting scoring structure.  Essentially you would roll a dice to tell you the set of pieces to use to fill in a shape &#8211; whoever finished first had more options of moving around on the scoring card, which was full of gem columns.  Scoring was by whoever had the most of their primary color, with ties going to their next most common color &#8211; for example, if I had 5 red and 3 yellow, and you had 4 blue and 4 yellow, I would win (I had 5 of a kind, you had 4).  If I had 4 red, 2 blue and 2 yellow, and you had 4 blue, 3 green and 1 white, you would win &#8211; we both had 4 of our most common color, but you had 3 of your next color while I had 2.</p>
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		<title>By: Matt</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2162</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Tue, 08 Jan 2008 21:11:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2162</guid>
		<description>You don&#039;t have to join-- just enter a nick and click join.  Which is, uh, not joining.

It&#039;s apparently all collaborative all the time, on one board, which results in super-spazzy play.  Craziness.</description>
		<content:encoded><![CDATA[<p>You don&#8217;t have to join&#8211; just enter a nick and click join.  Which is, uh, not joining.</p>
<p>It&#8217;s apparently all collaborative all the time, on one board, which results in super-spazzy play.  Craziness.</p>
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		<title>By: TheOtherErik</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2161</link>
		<dc:creator>TheOtherErik</dc:creator>
		<pubDate>Tue, 08 Jan 2008 20:51:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2161</guid>
		<description>http://www.uniqlo.com/grid/

I can&#039;t really tell what the hell&#039;s going on here, and I&#039;m not going to join their site just so I can find out, but it&#039;s got tiles and a grid.</description>
		<content:encoded><![CDATA[<p><a href="http://www.uniqlo.com/grid/" rel="nofollow">http://www.uniqlo.com/grid/</a></p>
<p>I can&#8217;t really tell what the hell&#8217;s going on here, and I&#8217;m not going to join their site just so I can find out, but it&#8217;s got tiles and a grid.</p>
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	<item>
		<title>By: Matt</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2117</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Thu, 03 Jan 2008 19:26:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2117</guid>
		<description>Haha.  Not forgot, actually, I just axed all of the match line/three/two/breaker games from my brainstorming because I wanted to focus on additive games.  Go is an exception, but I preferred it over Othello. :P  

I probably should have mentioned Tetris, though, because even if you&#039;re doing additive, it&#039;s got very interesting constraints: not just the time limit, but the ability to only add from one side.  The &quot;rotate in place&quot; mechanic of some versions is a weakening of that constraint that possibly adds depth.

Chess is possibly tile-based, but not tile placement, in that all of the pieces start on the board.  Go is an example of a game that works with pieces on a defined grid, just like Chess, but is about placement

Item # 3 seems to be where most multiplayer games get their complexity, in part because you generally have the content of &quot;who does this piece belong to&quot;.  Once you add the ability of tiles to influence other tiles over distance, such as the adjacency-based grouping in Go, complexity can quickly get out of hand for some players.  Many games try to restrict the impact this can have on gameplay, especially if they incorporate a time limit.

There is some sort of competitive tangram-like game, however, in which players take turns placing pieces and attempt to not be the first person who cannot place a tile.  I forget what it&#039;s called, but it gets 100% of its gameplay from items 1 and 2.

Your advent calendar idea reminds me of another, almost Tetris-level game I didn&#039;t mention, which is Minesweeper.  I don&#039;t know if it&#039;s a tile placement game, in that placing a tile doesn&#039;t change anything about the game state except whether or not you&#039;ve won or lost.  They simply reveal a board state that was created before you started.

One thing I find interesting about Zombies!!! is the helipad tile: it&#039;s a bit like a &quot;reveal&quot;, even though a player places it.  That&#039;s the point at which every player says &quot;holy crap, THAT&#039;s where the end goal is, let&#039;s get there&quot;.  I could imagine similar dynamics with your advent calendar style board.

You told me about that nightmare before.  I&#039;m not entirely sure it&#039;s a nightmare, in that if you could actually make that game, you&#039;d have demonstrated an insanely powerful and heretofore unacknowledged power of the medium.  Sure, the people who played it would have to be quarantined, but you can&#039;t make an omelet without indefinitely detaining a few people.</description>
		<content:encoded><![CDATA[<p>Haha.  Not forgot, actually, I just axed all of the match line/three/two/breaker games from my brainstorming because I wanted to focus on additive games.  Go is an exception, but I preferred it over Othello. <img src='http://www.independentcreator.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />   </p>
<p>I probably should have mentioned Tetris, though, because even if you&#8217;re doing additive, it&#8217;s got very interesting constraints: not just the time limit, but the ability to only add from one side.  The &#8220;rotate in place&#8221; mechanic of some versions is a weakening of that constraint that possibly adds depth.</p>
<p>Chess is possibly tile-based, but not tile placement, in that all of the pieces start on the board.  Go is an example of a game that works with pieces on a defined grid, just like Chess, but is about placement</p>
<p>Item # 3 seems to be where most multiplayer games get their complexity, in part because you generally have the content of &#8220;who does this piece belong to&#8221;.  Once you add the ability of tiles to influence other tiles over distance, such as the adjacency-based grouping in Go, complexity can quickly get out of hand for some players.  Many games try to restrict the impact this can have on gameplay, especially if they incorporate a time limit.</p>
<p>There is some sort of competitive tangram-like game, however, in which players take turns placing pieces and attempt to not be the first person who cannot place a tile.  I forget what it&#8217;s called, but it gets 100% of its gameplay from items 1 and 2.</p>
<p>Your advent calendar idea reminds me of another, almost Tetris-level game I didn&#8217;t mention, which is Minesweeper.  I don&#8217;t know if it&#8217;s a tile placement game, in that placing a tile doesn&#8217;t change anything about the game state except whether or not you&#8217;ve won or lost.  They simply reveal a board state that was created before you started.</p>
<p>One thing I find interesting about Zombies!!! is the helipad tile: it&#8217;s a bit like a &#8220;reveal&#8221;, even though a player places it.  That&#8217;s the point at which every player says &#8220;holy crap, THAT&#8217;s where the end goal is, let&#8217;s get there&#8221;.  I could imagine similar dynamics with your advent calendar style board.</p>
<p>You told me about that nightmare before.  I&#8217;m not entirely sure it&#8217;s a nightmare, in that if you could actually make that game, you&#8217;d have demonstrated an insanely powerful and heretofore unacknowledged power of the medium.  Sure, the people who played it would have to be quarantined, but you can&#8217;t make an omelet without indefinitely detaining a few people.</p>
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		<title>By: TheOtherErik</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2116</link>
		<dc:creator>TheOtherErik</dc:creator>
		<pubDate>Thu, 03 Jan 2008 18:14:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2116</guid>
		<description>Damn, Transiit beat me to it.

And with Tetris you also get a billion other games based on the &quot;tiles + gravity = fun&quot; formula.

What are all the things I could possibly care about when placing a tile?

1.Location relative to an underlying board structure (Scrabble double-word score) and/or relative to other placed tiles.
2.Orientation relative to an underlying board structure and/or relative to other placed tiles.
3.Tile content relative to an underlying board structure and/or relative to other placed tiles.

I like the idea of an almost advent calendar-like board, where some underlying elements are known and others are revealed over time or by proximity -- something to balance randomness and skill.

You could easily make the case that chess is a tile-based game. :)

I had a nightmare once about a multiplayer hybrid of Chess and Qix that turned players progressively more selfish and evil the more they played it.</description>
		<content:encoded><![CDATA[<p>Damn, Transiit beat me to it.</p>
<p>And with Tetris you also get a billion other games based on the &#8220;tiles + gravity = fun&#8221; formula.</p>
<p>What are all the things I could possibly care about when placing a tile?</p>
<p>1.Location relative to an underlying board structure (Scrabble double-word score) and/or relative to other placed tiles.<br />
2.Orientation relative to an underlying board structure and/or relative to other placed tiles.<br />
3.Tile content relative to an underlying board structure and/or relative to other placed tiles.</p>
<p>I like the idea of an almost advent calendar-like board, where some underlying elements are known and others are revealed over time or by proximity &#8212; something to balance randomness and skill.</p>
<p>You could easily make the case that chess is a tile-based game. <img src='http://www.independentcreator.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I had a nightmare once about a multiplayer hybrid of Chess and Qix that turned players progressively more selfish and evil the more they played it.</p>
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		<title>By: transiit</title>
		<link>http://www.independentcreator.com/2008-01-03/tile-placement-games/comment-page-1/#comment-2110</link>
		<dc:creator>transiit</dc:creator>
		<pubDate>Thu, 03 Jan 2008 07:34:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.independentcreator.com/2008-01-03/tile-placement-games/#comment-2110</guid>
		<description>You know, you forgot Tetris.</description>
		<content:encoded><![CDATA[<p>You know, you forgot Tetris.</p>
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