One of the most common questions I get asked by D6G listeners is “what games would you recommend for kids age X?” We get it so often that we produced an episode featuring 'Games of All Ages,’ but we were thinking mostly of younger kids, perhaps 5-8 year olds.
Recently I received an e-mail from a primary school teacher (Hi Tom!) who wants to start an after school game club for children ages 10-11. What a great way to introduce kids to board games and expose them to what is available beyond Monopoly and Clue!
As I crafted my response to Tom I realized that others share the same question, either because they too are considering starting a group or they simply are looking for good gift/game ideas for the children in their lives. So why not post a list on my blog and share it with others?
I tried to come up with a list which has a good variety of themes, styles, and mechanics. I really can’t imagine a 10 year old girl or boy not enjoying at least one of the games on this list. And since school is involved I tried to sneak in some educational value where possible.
Of course all games teach the basics of following instructions, human interaction, and sportsmanship, so I didn’t worry about education too much.
So here’s the list. It’s not comprehensive by any means, just the games that came to me as I thought about it. And although the idea is games that would appeal to 10-11 year olds I think these would make great ‘gateway games’ for any age….
[In no particular order]
Rant (verb): to speak or say something in a very loud, bombastic way, usually at length and repetitively.
Wednesday, November 24, 2010
Friday, November 19, 2010
Military Abstraction In Civilization
|Civilization Unit Cards|
Then I dove into the rule book. I like what I see so far, but I've discovered a layer of military abstraction that people may or may not like. I think it's very interesting, but it will be hard to judge until actually played.
There are two elements to your military power: Armies and Units.
Armies are the little plastic flag pieces which move around the board. These represent where you can project military might.
Thursday, November 18, 2010
Ode to the Graphic Designer
Ode to the Graphic Designer
by Russ Wakelin
When making a game, many take part
From design, to publishing, to the cover art.
But I write these words to tell you the story
Of one of the many who won’t receive much glory.
It is the Graphic Designer of whom I speak
And for a smooth game ‘tis they that you should seek.
Though most tend to think that their only real duty
Is to ensure that a game is a great thing beauty.
But graphic design is so much more
Than helping a game look fine in a store.
The wise and wizened gamers know
‘tis these graphic guardians that ensure the flow
Of fast and intuitive games that let you see
A story unfold via rules transparency.
They accomplish this feat with visual cues and styles
Such as arrows, icons, tokens and dials.
Like Frontiers of Aliens with lines that connect
The planet to space zones which help you select.
And who could tell if the humans ever got far
If there were no dials on that great Battlestar?
Would not Camelot’s shadows be a much darker test
If the board lacked hints of what’s needed per quest?
So the next time you flip through your favorite rulebook
Pause on the credits page; give it a look.
Take note of the names on the fifth or sixth line
Following those simple words: Graphic Design
Because without their skill it would be quite alarming
As all of our games would look like the one about farming.
Sunday, November 7, 2010
This thing called Kinect
Well, it required playing "the Birthday card" but not only did I score the new RB3 stuff last week but I was able to convince my Wife that I needed Kinect and a game or two for it this week...
She picked it up for me yesterday, and we got it all set up. We played for about 3 hours last night, then I played again with the kids this morning for another half hour before work. You definitely get a little bit of a work out if you are not a very active person, and I've got sore and stiff muscles today to show for it.
Set up was easy, although you're gonna need a good sized room. You NEED to be 6-10 feet away from the sensor, esp if you want to play two players. If your living room is small... forget it.
Assuming you have the space, set up is simple, You plug it in, run a calibration thing for the room (takes about 10 min) and you are ready to go. The crazy thing is... how quickly it works.
Xbox Kinect User Interface (UI)
To be honest, the thing I was most excited about with Kinect wasn't the games, but the voice and gesture control of X-box media. This works well and doesn't require flailing, however it is much more limited than I had hoped. Let's break it down...
Posted by RW at 7:12 PM 4 comments:
Labels: Gaming, Kinect, Video games, Xbox
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