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vgr's profile
Venkatesh Rao
Venkatesh Rao
Venkatesh Rao
@vgr

Tweets

Venkatesh Rao

@vgr

This is my conversational account. For my work follow @ribbonfarm, @breaking_smart, @artofgig. Tweets are 90% vacuous views, apathetically held. Mediocritopian.

Los Angeles, CA
venkateshrao.com
Joined August 2007

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    1. Fú lā jī mǐ'ěr‏ @vladw0rld 11 Mar 2019
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      Replying to @vgr

      @raphkoster has a great concise thing about this, with a few references for further reading: http://www.raphkoster.com/gaming/gdca2009/GamesAreMath.ppt …

      2 replies 3 retweets 6 likes
    2. Venkatesh Rao‏ @vgr 11 Mar 2019
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      Replying to @vladw0rld @raphkoster

      Hm this is basically discrete math and complexity theory 101. I didn’t get much intuition about game design.

      1 reply 0 retweets 0 likes
    3. Raph Koster‏ @raphkoster 11 Mar 2019
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      Replying to @vgr

      Did you get to the examples of each problem used in various games? That said, I wouldn’t have started here either. :)

      1 reply 0 retweets 1 like
    4. Venkatesh Rao‏ @vgr 11 Mar 2019
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      Replying to @raphkoster

      I liked the first few slides, reminded me of OODA loop models. But the rest.. I mean I get the connection between for eg knapsack problem and inventory style games, but it doesn’t get at what makes particular knapsacks interesting for eg. But perhaps that’s too domain specific?

      1 reply 0 retweets 0 likes
    5. Venkatesh Rao‏ @vgr 11 Mar 2019
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      Replying to @vgr @raphkoster

      Like I’m aware of a result that Tetris with only z and S pieces is np hard so Tetris tuning knob becomes percentage of those pieces. But are there principles for coming up with those 6 tiles (s, z, L, J, I, T, o) as a great game set?

      2 replies 0 retweets 0 likes
    6. Raph Koster‏ @raphkoster 11 Mar 2019
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      Replying to @vgr

      In the case of Tetris, it’s literally every permutation of four units. Five would be too many, three is trivial. And board size matters too. So yeah, there’s a significant tuning factor even once you identify the problem, defining the extent of the problem.

      1 reply 0 retweets 4 likes
    7. Venkatesh Rao‏ @vgr 11 Mar 2019
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      Replying to @raphkoster

      Ah yes. So some mix of number theory and insight

      1 reply 0 retweets 0 likes
    8. Raph Koster‏ @raphkoster 11 Mar 2019
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      Replying to @vgr

      Yup. The real trick, I think, lies in coming up with the relationships. Suits/numbers axis (poker). Four units and 2D topology (Tetris). Pathing problems and permutations (Tsuro). Arcs and fixed distance barriers (flappy bird)

      1 reply 1 retweet 5 likes
    9. Raph Koster‏ @raphkoster 11 Mar 2019
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      Replying to @raphkoster @vgr

      As far as the OODA loop stuff you may want to look at Theory of Fun

      1 reply 0 retweets 1 like
    10. Raph Koster‏ @raphkoster 11 Mar 2019
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      Replying to @raphkoster @vgr

      I should note that math problems are only one of the core problem types in games... particularly tabletop games. You may also be interested in my talks on game grammar. https://www.raphkoster.com/games/presentations/game-grammar/ … is one of several.

      1 reply 0 retweets 7 likes
      Venkatesh Rao‏ @vgr 11 Mar 2019
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      Replying to @raphkoster

      Ah this is closer to what I was looking fir

      9:01 PM - 11 Mar 2019
      1 reply 0 retweets 0 likes
        1. Raph Koster‏ @raphkoster 11 Mar 2019
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          Replying to @vgr

          I have several down those lines, and you may want to look into the similar work of Dan Cook, perhaps starting with “Chemistry of Game Design.” There is also a bunch of good work by Joris Dormans on a systems driven modeling language

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