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		<title>I've Been Diced! episode 16: Electronic versions of boardgames - comments</title>
		<description></description>
		<link>http://fortressat.com/</link>
		<lastBuildDate>Sat, 25 May 2013 08:19:15 +0100</lastBuildDate>
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			<title>Good points all, Sagrilarus</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=2587#josc35334</link>
			<description>Last episode wasn't really about the &amp;quot;how,&amp;quot; but more the &amp;quot;what.&amp;quot; I'm not sure that everyone is keeping close track of what options exist for &amp;quot;electronic boardgaming,&amp;quot; so we structured the last discussion for the consumer, not the producer. 

I disagree with you, though, about the iPad and other tablet devices as a gaming medium. Yes, the screen resolution isn't as good as my home PC. On the other hand, I can't hand my home PC to someone traveling with me on the plane, or in the den, or in the office. I also don't need the resolution to be as good as a standard PC monitor can provide. All the old SSI and SSG wargames for the PC had far less resolution than the iPad provides, but they worked just fine. 

My not-so-secret hope is that the gaming hobby reconsiders production values. There's a point of diminishing marginal returns for boardgames (for example, FFG's over-produced games) and video games (how many games really need lavish graphic and Hollywood actors)? The popularity of the iPad as a gaming device shows that a leaner approach might work just fine.

When we talk about Vassal in a future episode, we're definitely going to get into the &amp;quot;how,&amp;quot; from both a business perspective and a technical one. The lead developer of Vassal has been musing aloud about where the roadmap should lead, but I think the discussion is a bit too focused on technical issues (and not even the right ones at that). That topic is a great springboard into the &amp;quot;how,&amp;quot; such as how many developers you need, the relationship between open source and commercial products, electronic delivery, UP protection, and a whole lot of other issues.</description>
			<author>Kingdaddy</author>
			<pubDate>Tue, 17 May 2011 21:23:06 +0100</pubDate>
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			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=2587#josc35323</link>
			<description>With laptops costing around $300 now and the near ubiquity of Win32 capabilities I think that's the go-to platform, especially in consideration of the far larger screenspace and vastly increased set of control features.

iPads are awfully pretty, but at $400+ and 1024 screen rez (and very limited control surfaces) they put a big-ass pair of handcuffs on the game designer.  Memoir couldn't be put on an iPad as it's currently implemented -- a lot of compromises would need to be made.  A tremendous amount of the knowledge-conveyance is occurring via multi-key requests.

And that's the issue at hand.  The real conversation to have is the &amp;quot;how&amp;quot; part not the &amp;quot;what&amp;quot; part.  At the end of your debate the one guy essentially said, &amp;quot;I want it to run on all platforms, and I want it to now, and let's put it in a web browser but not with Flash.&amp;quot;  Well heck, let's have it smell like bacon too.  Asking for everything is easy.  Delivering even half of it is the challenge, and that's where the real debate lies.  Given limited development resources and an MSRP limitation of around $50 for full lifecycle cost to consumer, how do you deliver the game?  &amp;quot;How&amp;quot; is the real question.

S.</description>
			<author>Sagrilarus</author>
			<pubDate>Tue, 17 May 2011 15:53:55 +0100</pubDate>
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			<title>[No Title]</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=2587#josc35319</link>
			<description>I'm not sure why we got on the Hey That's My Fish! jag. You're right, we didn't talk much about M44 online, nor did we talk about browser-based games much at all. I would have liked to, but we had already hit the one hour mark. 

We'll have another crack at the topic later, when we cover Vassal, Cyberboard, and other &amp;quot;Internet table&amp;quot; options.</description>
			<author>Kingdaddy</author>
			<pubDate>Tue, 17 May 2011 15:02:56 +0100</pubDate>
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			<title>[No Title]</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=2587#josc35318</link>
			<description>[i]&amp;quot;I don't think there's been a really good example of a board game company that's also done a good job of making a computerized version, period.&amp;quot;[/i]

Have none of you even looked at Memoir '44 Online?  What more could you possibly want from a computer implementation?

Frankly, DoW has had excellent versions of Ticket to Ride (and many of its expansions including AI opponents that were solid and fully networked play), Fist of Dragonstones, Queen's Necklace which frankly is easier and funner to play online than in real life, and Gang of Four as well.

You gave Days of Wonder a sort of drive-by compliment on the way to gushing on Hey That's My Fish, which an eighth grade code-jockey could put up in a weekend.

S.</description>
			<author>Sagrilarus</author>
			<pubDate>Tue, 17 May 2011 14:47:38 +0100</pubDate>
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