If we have played better games, it is because we stand on the shoulders of hill giants.
Re:The Fall of Avalon Hill (1998)
by PhasmaFelis on Tuesday August 30, 2016 @02:57AM
(#12388050)
It's boggling how much video games in general owe to D&D, and how little most videogamers are aware of it.
This is a great example of how intellectual property supports and hampers innovation. Board games can be protected by trademark, copyright and patents; patenting game used to be very common (I have a copy of Camelot from 1932 with the patent notice prominently displayed).
But these days board game publishers generally don't bother with patents. Dominion could certainly have patented its gameplay; but it wasn't, and so we have dozens and dozens of deckbuilding games pushing forward all kinds of innovations in game design.
Re:The Fall of Avalon Hill (1998)
by ConroyBumpus on Tuesday August 30, 2016 @12:37PM
(#12391616)
What amazed me was the overlap between serious tournament MtG players and professional poker players. A lot of the mechanics are more transferable than one would initially think.
And MtG in turn has inspired a number of games, beyond simple CCG clones. MtG booster pack drafting inspired 7 Wonders and a number of similar games. Deck customization aspects inspired Dominion and countless other Deck Builder games. The whole CCG aftermarket trading / tournament scene inspired a game called Millenium Blades.