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	Comments on: How victory conditions frame play	</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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		<title>
		By: Terry Pearce		</title>
		<link>https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10506</link>

		<dc:creator><![CDATA[Terry Pearce]]></dc:creator>
		<pubDate>Tue, 01 Feb 2022 10:47:37 +0000</pubDate>
		<guid isPermaLink="false">https://www.ludogogy.co.uk/?post_type=article&#038;p=3782#comment-10506</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10220&quot;&gt;Eddy Richards&lt;/a&gt;.

Thanks Eddy, good point. There&#039;s a similar interesting tension in Ankh-Morpork, where one of the secret victory conditions is that the deck is exhausted. Most of the game involves stopping people from winning *if* they have x victory condition (e.g. &#039;quick, she has x territories and that is a possible victory conditions if she has y victory card, take a teritory away from her&#039;). But if that continues all game effectively, then the person with the exhaust the deck victory *will* win.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10220">Eddy Richards</a>.</p>
<p>Thanks Eddy, good point. There&#8217;s a similar interesting tension in Ankh-Morpork, where one of the secret victory conditions is that the deck is exhausted. Most of the game involves stopping people from winning *if* they have x victory condition (e.g. &#8216;quick, she has x territories and that is a possible victory conditions if she has y victory card, take a teritory away from her&#8217;). But if that continues all game effectively, then the person with the exhaust the deck victory *will* win.</p>
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			</item>
		<item>
		<title>
		By: Terry Pearce		</title>
		<link>https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10504</link>

		<dc:creator><![CDATA[Terry Pearce]]></dc:creator>
		<pubDate>Tue, 01 Feb 2022 10:44:43 +0000</pubDate>
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					<description><![CDATA[In reply to &lt;a href=&quot;https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10218&quot;&gt;Alan Paull&lt;/a&gt;.

That&#039;s very interesting, Alan. It reinforces the idea that &#039;winning&#039; is a value-based thing, defined by the person using the term. Maybe we get pulled away from that position when lots of people agree exactly what winning is in a specific context, e.g. when the rules of a game say so, or when there&#039;s a clear and unambiguous score, but the more realistic the game, the more -- maybe? -- we get snapped back to the reality that you define your own &#039;wins&#039;.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10218">Alan Paull</a>.</p>
<p>That&#8217;s very interesting, Alan. It reinforces the idea that &#8216;winning&#8217; is a value-based thing, defined by the person using the term. Maybe we get pulled away from that position when lots of people agree exactly what winning is in a specific context, e.g. when the rules of a game say so, or when there&#8217;s a clear and unambiguous score, but the more realistic the game, the more &#8212; maybe? &#8212; we get snapped back to the reality that you define your own &#8216;wins&#8217;.</p>
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		<title>
		By: Eddy Richards		</title>
		<link>https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10220</link>

		<dc:creator><![CDATA[Eddy Richards]]></dc:creator>
		<pubDate>Mon, 17 Jan 2022 11:08:13 +0000</pubDate>
		<guid isPermaLink="false">https://www.ludogogy.co.uk/?post_type=article&#038;p=3782#comment-10220</guid>

					<description><![CDATA[7 Wonders Duel has not two, but three ways of winning: you can win instantly through Science or Military strength. But if neither of these are achieved, the player with the most points wins. This creates an interesting tension, as going for a Science/Military win almost invariably means you have fewer points. Clever defensive play to stop an outright instant win generally means you win the longer game.]]></description>
			<content:encoded><![CDATA[<p>7 Wonders Duel has not two, but three ways of winning: you can win instantly through Science or Military strength. But if neither of these are achieved, the player with the most points wins. This creates an interesting tension, as going for a Science/Military win almost invariably means you have fewer points. Clever defensive play to stop an outright instant win generally means you win the longer game.</p>
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		<title>
		By: Alan Paull		</title>
		<link>https://ludogogy.professorgame.com/article/how-victory-conditions-frame-play/#comment-10218</link>

		<dc:creator><![CDATA[Alan Paull]]></dc:creator>
		<pubDate>Mon, 17 Jan 2022 10:27:54 +0000</pubDate>
		<guid isPermaLink="false">https://www.ludogogy.co.uk/?post_type=article&#038;p=3782#comment-10218</guid>

					<description><![CDATA[I find an advantage of designing and running historical miniatures wargames is that, while the objectives can be set, they may be (and may have been) quite unrealistic for one side or possibly even both. This means that the wargame outcome leads to a discussion of what “winning” means. 

In a historical game, you can compare the game outcome with history in some cases, though in many of our world war 2 games, the historical outcome remained unclear. I have had games where a German player was convinced they had won because of the losses inflicted on the Soviets. But, the Germans had lost their position, so most would assess that as a Soviet win. In this context, it’s often the imprecise nature of victory that provides the most insight.]]></description>
			<content:encoded><![CDATA[<p>I find an advantage of designing and running historical miniatures wargames is that, while the objectives can be set, they may be (and may have been) quite unrealistic for one side or possibly even both. This means that the wargame outcome leads to a discussion of what “winning” means. </p>
<p>In a historical game, you can compare the game outcome with history in some cases, though in many of our world war 2 games, the historical outcome remained unclear. I have had games where a German player was convinced they had won because of the losses inflicted on the Soviets. But, the Germans had lost their position, so most would assess that as a Soviet win. In this context, it’s often the imprecise nature of victory that provides the most insight.</p>
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