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Greg Costikyan

Autor von Another Day, Another Dungeon

31+ Werke 1,102 Mitglieder 16 Rezensionen

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Beinhaltet die Namen: Designer-X, Greg Costikyal

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Werke von Greg Costikyan

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Black Heart, Ivory Bones (2000) — Mitwirkender — 694 Exemplare
Roads Not Taken: Tales of Alternate History (1998) — Mitwirkender — 252 Exemplare
Year's Best Fantasy (2001) — Mitwirkender — 207 Exemplare
Serve It Forth: Cooking with Anne McCaffrey (1996) — Mitwirkender — 142 Exemplare
Paranoia XP (2004) — Autor — 137 Exemplare
Camelot: A Collection of Original Arthurian Stories (1995) — Mitwirkender — 91 Exemplare
Betcha Can't Read Just One (1993) — Mitwirkender — 74 Exemplare
The Traitor's Manual (2004) — Mitwirkender — 38 Exemplare
Paranoia: Crash Priority! (2004) — Autor — 32 Exemplare
The Bones: Us and Our Dice (2010) — Mitwirkender — 26 Exemplare
Paranoia Flashbacks (Paranoia Xp) (2005) — Autor — 24 Exemplare
Well Played 1.0: Video Games, Value and Meaning (2009) — Mitwirkender — 18 Exemplare
Paranoia: Troubleshooters (2009) — Mitwirkender — 15 Exemplare
Alpha Complex Nights (Paranoia) (2007) — Autor — 13 Exemplare
A Funny Thing Happened on the way to the Termination Booth (2010) — Mitwirkender — 13 Exemplare
Paranoia: Big Book of Bots (2008) — Autor — 12 Exemplare
Alpha Complex Nights 2 (2009) — Autor — 11 Exemplare
Flashbacks Redux (2011) — Mitwirkender — 5 Exemplare
Paranoia: Materials Treacherously Deleted (2012) — Mitwirkender — 1 Exemplar

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Wissenswertes

Gebräuchlichste Namensform
Costikyan, Greg
Rechtmäßiger Name
Costikyan, Gregory John
Andere Namen
Designer X
Geburtstag
1959
Geschlecht
male
Nationalität
USA
Wohnorte
New York, New York, USA
Ausbildung
Brown University (1982)
Berufe
game designer
science fiction author

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Diskussionen

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

Rezensionen

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.… (mehr)
 
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tombomp | 3 weitere Rezensionen | 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.
 
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jugglebird | 3 weitere Rezensionen | 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.
… (mehr)
 
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smichaelwilson | 1 weitere Rezension | 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.
… (mehr)
 
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Stubb | 3 weitere Rezensionen | Aug 28, 2018 |

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Statistikseite

Werke
31
Auch von
22
Mitglieder
1,102
Beliebtheit
#23,319
Bewertung
3.8
Rezensionen
16
ISBNs
31
Sprachen
4

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