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Tabletop Game Design for Video Game Designers by Ethan Ham

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Chapter NineChoices

Introduction

It is a basic paradox of games that while the rules themselves are generally definite, unambiguous, and easy to use, the enjoyment of a game depends on these easytouse rules presenting challenges that cannot be easily overcome.

(Juul 2005, 5)

The learning objectives for this chapter are:

  1. Understand the differences between actions and events.
  2. Learn to identify when a game off ers boring choices.
  3. Understand how conflicting goals can create interesting choices.

Actions and Events

Actions are game mechanics that involve some form of player choice. Examples of actions include deciding where to place a rug in Marrakech, what nodes to connect in Sprouts, and whether to shoot in Shoot-Out. Actions are defined ...

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