<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Negotiated dissection</title>
	<atom:link href="http://kanga.nu/~claw/blog/2008/07/24/game-design/negotiated-dissection/feed/" rel="self" type="application/rss+xml" />
	<link>http://kanga.nu/~claw/blog/2008/07/24/game-design/negotiated-dissection/</link>
	<description></description>
	<lastBuildDate>Wed, 25 Apr 2012 06:58:32 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
	<item>
		<title>By: Board Game Madness: Collections, ruminations, procrastination(s)</title>
		<link>http://kanga.nu/~claw/blog/2008/07/24/game-design/negotiated-dissection/comment-page-1/#comment-64</link>
		<dc:creator>Board Game Madness: Collections, ruminations, procrastination(s)</dc:creator>
		<pubDate>Sun, 31 Aug 2008 05:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=194#comment-64</guid>
		<description>&lt;p&gt;[...] Other things I&#039;ve read recently: This article by J.C. Lawrence on &quot;board game moves as negotiation offers&quot; was interesting (it&#039;s easy to construct a parallel with driving in moderate-to-heavy traffic; you can&#039;t really talk to other drivers, but need to communicate well OR CRASH!). He&#039;s got a game design in the works about Polynesian gift societies, and is also an avid 18xxer, and his posts on BGG are well-constructed. [...]&lt;/p&gt;

&lt;p&gt;http://boardgamemadness.blogspot.com/2008/07/collections-ruminations.html&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>[...] Other things I&#8217;ve read recently: This article by J.C. Lawrence on &#8220;board game moves as negotiation offers&#8221; was interesting (it&#8217;s easy to construct a parallel with driving in moderate-to-heavy traffic; you can&#8217;t really talk to other drivers, but need to communicate well OR CRASH!). He&#8217;s got a game design in the works about Polynesian gift societies, and is also an avid 18xxer, and his posts on BGG are well-constructed. [...]</p>

<p><a href="http://boardgamemadness.blogspot.com/2008/07/collections-ruminations.html" rel="nofollow">http://boardgamemadness.blogspot.com/2008/07/collections-ruminations.html</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: J C Lawrence</title>
		<link>http://kanga.nu/~claw/blog/2008/07/24/game-design/negotiated-dissection/comment-page-1/#comment-53</link>
		<dc:creator>J C Lawrence</dc:creator>
		<pubDate>Sat, 09 Aug 2008 16:47:57 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=194#comment-53</guid>
		<description>&lt;p&gt;Thank you for your kind words.&lt;/p&gt;

&lt;p&gt;Implicit negotiation seems a scalar.  I suspect that all multiplayer games with non-trivial player interaction have it to some degree.  While clearly partnership games lead the charge, the classic extreme in non-partnership games is collusion to bring down a percieved leader.  However a non-partnership trick-taking card-game player leading a suit selected so that another player will be able to trump and prevent a third player from winning the required trick seems a smaller more quiet form of the same emergently collusive process (or, as in the case of Sticheln, forcing a player to take a trick they don&#039;t want).&lt;/p&gt;

&lt;p&gt;You&#039;re right to be proud.  King of Siam handles this area impressively well.  I mostly play with 4 players as I find the difficulties of cooperating efficiently across partnerships interesting and challenging, but the 3 player game is very good too.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Thank you for your kind words.</p>

<p>Implicit negotiation seems a scalar.  I suspect that all multiplayer games with non-trivial player interaction have it to some degree.  While clearly partnership games lead the charge, the classic extreme in non-partnership games is collusion to bring down a percieved leader.  However a non-partnership trick-taking card-game player leading a suit selected so that another player will be able to trump and prevent a third player from winning the required trick seems a smaller more quiet form of the same emergently collusive process (or, as in the case of Sticheln, forcing a player to take a trick they don&#8217;t want).</p>

<p>You&#8217;re right to be proud.  <a href="http://www.boardgamegeek.com/game/29937" >King of Siam</a> handles this area impressively well.  I mostly play with 4 players as I find the difficulties of cooperating efficiently across partnerships interesting and challenging, but the 3 player game is very good too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peer</title>
		<link>http://kanga.nu/~claw/blog/2008/07/24/game-design/negotiated-dissection/comment-page-1/#comment-51</link>
		<dc:creator>Peer</dc:creator>
		<pubDate>Sat, 09 Aug 2008 13:21:25 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=194#comment-51</guid>
		<description>&lt;p&gt;I just found your blog - very nice read! I&#039;m also a sucker for game theory. 
I agree: implicit diplomacy is the most subtle and also has the advantage of  making the game much shorter compared to open negotiation games. Implicit negotiation is almost just found in partnership games, that&#039;s why I&#039;m a bit proud that King of Siam also has this element in the 3-player-version...
regards
Peer&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I just found your blog &#8211; very nice read! I&#8217;m also a sucker for game theory. 
I agree: implicit diplomacy is the most subtle and also has the advantage of  making the game much shorter compared to open negotiation games. Implicit negotiation is almost just found in partnership games, that&#8217;s why I&#8217;m a bit proud that <a href="http://www.boardgamegeek.com/game/29937" >King of Siam</a> also has this element in the 3-player-version&#8230;
regards
Peer</p>
]]></content:encoded>
	</item>
</channel>
</rss>

