Looney Labs Icehouse Mailing list Archive

Re: [Icehouse] Spurring the Spawing of Single-Stash Staples

  • FromJake Eakle <jseakle@xxxxxxxxx>
  • DateWed, 8 Feb 2006 00:17:16 -0800
I am very much interested in such a competition, prize or no prize.

On 2/7/06, Carlton Noles <carlton.noles@xxxxxxxxx > wrote:
I have two in the works that I am going to be putting on the Icehousegames.org Wiki starting sometime later this week. ( I also had a multistash game I was going to enter in the next Icehouse games competiton but that looks like it won't happen)> If I can take some time to adjust to Perl the multi stash game (already on the wiki as 'Automaton') may wind up on Super Duper Games. Automaton as well could be adjusted for a Tree House set with only a few minor tweaks. Oh, and the other two games I mentioned are nut really single stash games as much as TreeHouse Set Games. That is designed specifically for 15 pieces, 3 each of 5 colors.

Carlton "Kermit" Noles
"Games Lubricate the body and the mind" - Benjamin Franklin
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On 2/7/06, Subhan Tindall <subhan.michael@xxxxxxxxx > wrote:
I'd certainly be up for a contest, although I don't actually have a
single-stash or treehouse-stash game in the works (yet ;-)
Take care, all!

On 2/7/06, Brian Campbell < lambda@xxxxxxx> wrote:
> On Feb 7, 2006, at 2:27 PM, Christopher Hickman wrote:
> > I guess I seriously underestimated the demand here.  No one else
> > has any
> > comment on a contest to design quality single-stash games as entry
> > level
> > Icehouse games?
> Hmm, I managed to miss this the first time around.
> > This is a good idea.  As Mark Rosewater (of Magic: the Gathering
> > designer
> > fame) frequently mentions, restrictions breed creativity.
> I definitely agree that restrictions can be extremely helpful in
> inspiring elegance, creativity, and lots of other good stuff, though
> removing restrictions can also help see problems from a completely
> different angle ("why does a board game have to have a board, or
> turns?")
> I think one of the reasons Icehouse is such a good game system is
> because of it's fairly limited palette. You only have a couple colors
> to work with, 3 sizes, and 5 pieces of each size/color. The
> restrictions here actually end up serving as inspiration, and I think
> the restricted palette of one or a couple of Treehouse sets could
> also provide such inspiration.
> > Another added benefit of forced creativity, there's the obvious:
> > Restricting
> > to single-stash games gives us more of what we need--single-stash
> > games. :)
> Yep! Single-stash games are so much more convenient than multi-stash
> games, for a variety of reasons: cost, space, ease of setup and
> cleanup, and so on.
> > I'd also like to bring up something else I recently read.
> > According to Wil
> > Shipley ( http://wilshipley.com/blog/2006/01/os-x-prize.html), Larry
> > Page of
> > X-Prize fame believes that prize-incentive research is the wave of the
> > future.  Since the horizontal growth of the Icehouse market is more
> > important than the vertical growth, and elegant and compelling
> > single-stash
> > games allow for an easier introduction to the world of Icehouse,
> > perhaps a
> > prize to spur developers would be good.  The bounty discussed in
> > the above
> > linked article began with a $100 prize and has grown to over $6000
> > in mere
> > days.  If some such similar bounty were made for compelling single-
> > stash
> > games, with the Icehouse community at large adding their own
> > donations to
> > support the effort, I think we'd generate some good stuff.
> :/ I'm not very fond of the idea of having monetary prizes for
> Icehouse game design competitions. The X-Prize is a very different
> beast from game design. There is a very high cost of entry in aero
> and astronautics, which means that there needs to be some fairly high
> potential payoff for people to spend the time and money to design a
> new spacecraft. Game design can be fairly quick or somewhat involved
> (as in, Andy vs. Kory's design styles), but it costs nothing and the
> time taken is doing something you enjoy and would do in your free
> time anyhow, playing games. Also, I think money could make the
> community a lot less friendly; when money's on the line, people are
> going to care a lot more about the vote being fair, you have to worry
> about people stacking the vote, and so on. I prefer being a member of
> a casual community where people design games for the fun of it, or at
> least for just fame and glory, rather than a truly competitive group
> motivated by money.
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