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Classic Games (Games) Entertainment Games

Graphing Thirty Years of Gaming Collaborations 12

ShannonA writes "The world of designer board games, including such classics as The Settlers of Catan and Modern Art, is full of creative collaborations between designers. In a new article, Six Degrees of Collaboration, Shannon Appelcline traces these collaborative connections across a half-dozen countries and over thirty years of time." Interesting to see how relatively small a part of the table-top gaming industry really is.
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Graphing Thirty Years of Gaming Collaborations

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  • by jibjibjib ( 889679 ) on Tuesday February 07, 2006 @02:37AM (#14657922) Journal
    I find it interesting that everything is always referred to as six degrees of separation. It has been said that everyone in the world is connected to everyone else in only six degrees. From this, one would expect that a small group of people with related interests would be connected in less than six degrees.
    • They mean six degrees of arc. The article is presented in XGAML as a game with a circular playing board with a diameter of 10,000 miles. There are 60 people on the board, each of whom is six degrees apart, literally. Each game's purveyor subtends a right angle.

      I hope that clears things up.

    • I believe this is commonly known as SGS (Silly Gimmick Syndrome). I'm not sure which dialect of English you're most accustomed to, but in some I've heard it referred to as SASMF (Stretching an Already Strained Model Further), and TJPP (That's Just Plain... Poppycock!). The acronyms can get get a bit confusing, but as long as you remember the general meaning you should be fine... :)
    • That's largely related to how you measure a degree. The traditional measure from the play is just about who you know. More recent connections such as the Bacon Number, the Erdoes Number, and this Faidutti Factor instead measure published, creative connections, which is a much more rigorous test, and thus it's not a surprise that the number would increase even as the interest group tightens up. Of course you're entirely right when creative endeavors are common enough. The Bacon Number is lowly decreasing t
  • Wow.
    The entire industry could ride a school bus to work every day.
  • In a similar vein (Score:3, Interesting)

    by strider44 ( 650833 ) on Tuesday February 07, 2006 @03:14AM (#14658029)
    One of my maths lecturers talked about how they graphed a degrees of seperation of maths papers, where connections in the graph would be where the people collaborated on a paper. He was split from Albert Einstein by 3 degrees as I remember.
  • by The-Bus ( 138060 ) on Tuesday February 07, 2006 @09:44AM (#14659191)
    The chart is interesting but it seems to focus on a pretty specific subset or group of subsets of the table-top gaming genre. This would be akin to talking about fantasy writing and then just mentioning people who worked on Forgotten Realms books.

    Much to my chagrin, Settlers of Catan is mentioned in the summary, but not actually charted. TFA doesn't even mention that game or Klaus Teuber. Ravensburger publishes some of the best games I've ever played. The problem is only a very small fraction of them ever makes it to the US. For those who like easy-to-pick up games that are never the same twice, may I recommend The Amazeing Labyrinth [amazon.com] which is sort of a treasure hunt game where the board changes every round.

    • Interesting that you mention Teuber and Ravensburger but not Teuber's publisher, Kosmos.

      Also, I'd suggest Puerto Rico as a great title from Ravensburger, it takes a bit to learn it but after that it's a great game with very little luck involved.
    • Germans seem to have a much lower incidence of game design collaboration than either Americans or French, and so they're much more poorly represented on the chart. Klaus Teuber, the designer of Settlers of Catan, has only one pseudo-collaboration. He did work with others on a mixed set of Settlers supplements called _Atlantis_, but that branch ends immediately because all of the people he worked with are new designers who have done zero or one games of their own, with no additional collaborations. If any o

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