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Plundering the Seas of Probability
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# Plundering the Seas of Probability

[Design]

January 22, 2008 Page 1 of 5

[Age Of Empires DS designer Tyler Sigman returns to Gamasutra with an entertaining article in his 'probability for game designers' series, discussing how dice-based board game probability teaches us key lessons about design.]

Be warned: this feature is long and contains a lot of things that are suspiciously and unsettlingly math-like. Go check up on BRITNEY SPEARS or PARIS HILTON or AMY WINEHOUSE if you have a shorter attention span. (Take that, Search Engines!)

# Provisioning for the Voyage

I'm currently shopping around a board game prototype called Longship: Viking Raiders. That's certainly not Gamasutra feature-worthy by any means. However, I am long overdue with writing more entries in the critically-acclaimed* Probability for Game Designers series.

*this is pure speculation on my part

So it occurred to me that Longship had some good examples of applied probability theory in game design. So I've decided to share the design process I used for some of the game mechanics, in hopes that it will be passably interesting -- or at least a temporary diversion from whatever milestone you're crunching towards.

Longship: Viking Raiders Prototype #3 (Board Art by Jeff Simpson)

# Longship: A Quick History

Longship is a game set at the dawn of Viking raids on the British Isles (circa 800 AD). Each player takes the part of a Viking chieftain bent on plundering the most valuable assortment of treasure possible. Players earn Victory Points (VP) by amassing majorities and sets in any of the six different treasure types (coins, relics, metals, furs, goods, lumber) and also by completing Title Cards, which are individual goals -- think "Achievements", such as "Be the first to sail through every sea zone in one move." Longship is a game for 3-5 players and takes 90 minutes.

# Cats and Dogs Paper and Digital Living Together

By this point, you might be wondering why a board game design article has wormed its way into a site dedicated to the art and science of digital games. Well, hopefully you see a common word in that sentence that answers your own question. I just look at paper as another platform that sometimes has far better graphics and AI than electronic ones... and sometimes far worse. Many bits of design knowledge obviously transfer across the mediums.

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