Finding the Perfect Family Game 201
kowalski1971 writes "Some poor soul with far too much time on his hands has decided - in an attempt to increase sales at his toyshop - to calculate the formula for the perfect family game. Apparently it is, 0.22a + 0.17f + 0.153n + (0.12c - 0.1g) + 0.1s + 0.09e + 0.06d + 0.054l + 0.05m + 0.011c = pfg ...and which game came out top? Cards. So much for the increased sales then."
Re:Aces! (Score:5, Interesting)
Cards? Not at my house!! (Score:4, Interesting)
Play cards, play sci-fi (Score:4, Interesting)
with all my respect to the grandpa picture on the right column of the article, what kind of crap is this ?
Two questions :
Regards,
Jdif
Why linear? (Score:3, Interesting)
"Quality means user satisfaction, and in a multicomponent system it is not the average of the quality of the individual components. The overall quality is pretty much associated with the quality of the worst component."
Linear formulas tend not to capture that. A geometric mean could, and it is also simple.
Re:Simpler formula (Score:3, Interesting)
Cards is a massive category (Score:2, Interesting)
Although I love Whist and Hearts, one of my favoriate card games is Mu [boardgamegeek.com], a trick-taking game (like Whist or Bridge) which uses a modified deck:
It looks like a kitchen sink game, but in reality every aspect of it is wonderfully balanced and there's room for devious bidding and strategy.
Re:a very good boardgame (Score:2, Interesting)
Re:Cards? Not at my house!! (Score:5, Interesting)
Err without some serious (Score:3, Interesting)
Re:UNO! (Score:2, Interesting)
Stott-family Ballistic Uno is the best game ever.
There are 11 siblings in the Stott family, the 2 parents, and most of the 11 siblings have children old enough to play as well. So we usually end up with around 20-25 people playing at once in a very tight circle. Because there are so many players we use 2, sometimes even 3 decks.
And as I suspect any regular player of Uno does, we have custom rules. Like for instance if a 0 is played, you pass your hand to the left. You can "match" at any time... i.e. if you play a red 8 anyone in the circle can match the red 0 and instantly the turn moves to that person. But it has to be matched before the next card is played. This makes the game go VERY quickly. Oh yea, you can match reverses, draw fours, draw twos, whatever. If the person before you plays a draw card (i.e. you have to draw cards) if you have a draw card in your hand that matches (wild or just color) then you can play it, and the next person has to draw the total amount of the draws, unless of course they have a draw card as well.
The game goes moves VERY quickly, but rounds are actually longer then what a round under normal rules would be.
Enjoy my suggestions
Re:Err without some serious (Score:3, Interesting)
That said, insurance companies still make very good money using what appear to be basic cliological-style tools: mass behavior studies, death statistics, etc.
Government bailouts of insurance companies seem to me to be (optimistically) more about trying to assure the continuity of insurance coverage so that people who need it are paid what they are owed when disaster occurs. Of course the cynical (me included) also note that the insurance companies are heavy lobbyists and supporters of those in power, so bailouts are really just a way of paying off the insurance companies for previous "favors". No matter which bailout reason you believe, its just the government making sure the "house" (insurance companies) never loses so bad that the "game" is shut down.
Advertisers similarly make money by predicting who will buy what kind of products/services and what will increase those sales using statistics about image exposure, target group demographics, sub-group buying habits, and so on.
Ultimately it is possible to predict and manipulate mass behavior sufficiently well to achieve your goals. Businesses and political parties rely more and more on predictive modeling and manipulation to achieve changes in mass behavior. Its working too. Basically, "they" have succeeded (whether by accident or design) in using these tools to turn the U.S. into a FUD driven mass of techno-peasant consumers.
Now where did I put that remote...
I.V.
Re:Aces! (Score:1, Interesting)
Fluxx - Fluxx is limited to the rules existing on the cards, whereas in Nomic you can create ANY rule.
Zendo - Although it has more freedom that fluxx, it is also limited to the pyramids arrangements.
MUSHes - By their own nature, since they are computer programs that implement a finite set of algorithms, are limited to follow a set of immutable rules even if they might give the illusion of freedom within the boundaries of gameplay.
CalvinBall - This is perhaps the closest game to Nomic, except that it is a totalitarian version of it and it has at least one immutable rule ("Calvinball games may never be played the same way twice"). Nomic also has an initial set of "immutable" rules, but you can change their status during play, provided your rule change gets accepted (perhaps you can do the same with CalvinBall, but the various existing rules on the web are inconsistent).
The fun part of Nomic is proposing "tricky" rules which can seem beneficial to others but are really good to you. That, and finding holes in existing rules...