Afbeelding van de auteur.

Greg Costikyan

Auteur van Another Day, Another Dungeon

31+ Werken 1,094 Leden 16 Besprekingen

Over de Auteur

Bevat de namen: Designer-X, Greg Costikyal

Reeksen

Werken van Greg Costikyan

Another Day, Another Dungeon (1990) 169 exemplaren
Paranoia (2nd Edition) (1986) 150 exemplaren
Toon Deluxe Edition (1984) 123 exemplaren
First Contract (2000) 111 exemplaren
One Quest, Hold the Dragons (1995) 110 exemplaren
By the Sword (1993) 107 exemplaren
Uncertainty in Games (2012) 73 exemplaren
Acute Paranoia (1986) 34 exemplaren
Toon: The Cartoon Roleplaying Game (1984) — Auteur — 15 exemplaren
Bright Light Big City 2 exemplaren

Gerelateerde werken

Black Heart, Ivory Bones (2000) — Medewerker — 692 exemplaren
Roads Not Taken: Tales of Alternate History (1998) — Medewerker — 252 exemplaren
Year's Best Fantasy (2001) — Medewerker — 206 exemplaren
Serve It Forth: Cooking with Anne McCaffrey (1996) — Medewerker — 142 exemplaren
Paranoia XP (2004) — Auteur — 137 exemplaren
Camelot: A Collection of Original Arthurian Stories (1995) — Medewerker — 90 exemplaren
Betcha Can't Read Just One (1993) — Medewerker — 73 exemplaren
The Traitor's Manual (2004) — Medewerker — 38 exemplaren
Paranoia: Crash Priority! (2004) — Auteur — 32 exemplaren
The Bones: Us and Our Dice (2010) — Medewerker — 25 exemplaren
Paranoia Flashbacks (Paranoia Xp) (2005) — Auteur — 24 exemplaren
Well Played 1.0: Video Games, Value and Meaning (2009) — Medewerker — 18 exemplaren
Paranoia: Troubleshooters (2009) — Medewerker — 15 exemplaren
Alpha Complex Nights (Paranoia) (2007) — Auteur — 13 exemplaren
A Funny Thing Happened on the way to the Termination Booth (2010) — Medewerker — 13 exemplaren
Paranoia: Big Book of Bots (2008) — Auteur — 12 exemplaren
Alpha Complex Nights 2 (2009) — Auteur — 11 exemplaren
Flashbacks Redux (2011) — Medewerker — 5 exemplaren
Paranoia: Materials Treacherously Deleted (2012) — Medewerker — 1 exemplaar

Tagged

Algemene kennis

Gangbare naam
Costikyan, Greg
Officiële naam
Costikyan, Gregory John
Pseudoniemen en naamsvarianten
Designer X
Geboortedatum
1959
Geslacht
male
Nationaliteit
USA
Woonplaatsen
New York, New York, USA
Opleiding
Brown University (1982)
Beroepen
game designer
science fiction author

Leden

Discussies

Sci-fi: Economic, 80's. in Name that Book (september 2012)

Besprekingen

Decent summary of uncertainty in games. Could do with more in-depth analysis but what he says is useful. Probably completely uninteresting unless you're into game design though. Most of the book is a lot of examples of games and how uncertainty is used - I scored the book higher because there are so many examples for a short book and they're interesting and very useful if you're me or interested in the subject. Not super exciting or a must read for game designers or anything but pretty alright and of interest for highlighting a neglected but important area, even if I feel he stretches the concept of uncertainty a bit at times.… (meer)
 
Gemarkeerd
tombomp | 3 andere besprekingen | Oct 31, 2023 |
Wonderful book and a deep but quick read. Really a must read for anyone with an interest in games and game design.
 
Gemarkeerd
jugglebird | 3 andere besprekingen | Feb 18, 2021 |
I've always enjoyed my science fiction steeped in dark humor and satire, so it's no wonder that Paranoia was the first role-playing game I really got into. Set in a dystopian future in which vast underground complexes are run by an insane computer, Paranoia satirizes not only the "Big Brother" totalitarian element of the science fiction genre, but also the communal team building element of role-playing games as a whole.

As most RPG gamers know too well, playing immersive fantasy games like Dungeons & Dragons or Top Secret (showing my age here) with a large group of people will more often than not result in personality clashes within the game itself, often leading to backstabbing and bitter rivalries. Paranoia takes the extra step towards chaos by not just embracing the backstabbing and bitter rivalries, but making them an integral part of the game.

As Troubleshooters (they, you know, shoot trouble), player characters are dedicated to fighting underground elements that threaten the integrity of The Computer's rule, such as citizens with mutant abilities and members of secret societies. Needless to say, all Troubleshooter player characters have mutant abilities and belong to secret societies. The web of lies, deceptions, alternate mission goals, and dual allegiances adds countless conflicts adds to the dangers already inherent in an environment rife with incompetence, madness, and... you guessed it, paranoia. In fact, life is so perilous as a Troubleshooter in Alpha Complex that players start every game with six clones of their character just so they have a chance at surviving until the end of the game. It isn't uncommon for a player to lose one or two clones to misfortune - either deliberate or accidental - before their mission even begins. Actually, it's very common.

Paranoia is the ideal game for role-players who enjoy a little self-aware humor and chaotic mischief in their dungeon (complex) crawls. Just remember. The Computer is your friend.
… (meer)
 
Gemarkeerd
smichaelwilson | 1 andere bespreking | Apr 16, 2019 |
A book that sticks with its argument and can be read in two hours, Uncertainty in Games is an interesting exposure of the underbelly of games—I won’t call it “dark.” According to Costikyan, human life is a series of attempts to minimize uncertainty: we buy insurance, open 401Ks, and save for those rainy days. Games are a way for us to enjoy uncertainty in safe and controlled environments. The argument is convincing and bolstered by the long middle section of the book where Costikyan analyzes a number of popular games according to the kinds of uncertainty they foster for their players' satisfaction. Chess and poker score unsurprisingly high and Candy Land unsurprisingly low—but there are some interesting surprises, such as Costikyan’s argument that Monopoly is “ultimately dull” because of its “excruciatingly extended endgame.” He continues:

"Almost all of the game’s uncertainty lies in the unpredictability of the dice and, to a lesser degree, card draws—random elements. Only the theme and the paraphernalia of properties and houses and hotels and money hides from the players that they might as well be playing roulette, and without the real-money risk and reward that makes roulette of interest to those who play it. The appeal of Monopoly lies in its color, and not in its gameplay."

The reader may agree or disagree or, like my son, become a little outraged by this idea. But the idea, like others of Costikyan’s, sticks in one’s head. Part of the book’s value lies in its ability to prompt a reader to think of games not mentioned in its pages and apply Costikyan’s rules to them. What would he say about Munchkin? About Carsiconne? If this were a hundred pages longer or more technical concerning the algorithms used in computer games, I might have abandoned it, but the light touch keeps the reader interested. Plus, after reading it, you’ll better understand why Chutes and Ladders is so fascinating to a five-year-old but an endurance test for adults.
… (meer)
 
Gemarkeerd
Stubb | 3 andere besprekingen | Aug 28, 2018 |

Lijsten

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Statistieken

Werken
31
Ook door
22
Leden
1,094
Populariteit
#23,491
Waardering
3.8
Besprekingen
16
ISBNs
31
Talen
4

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