Both readings describe not just games but game systems (or platforms or engines), such as the 52-card deck or Avery Alder’s Belonging Outside Belonging engine. What makes something a game system and not just a game?
Both Altice and Acharya et al are interested in the transition of physical tabletop play to digital or computer-aided play. What are some aspects of play that might be lost when recreating a physical game digitally? What are some new opportunities for tabletop games provided by the digital format?
What do you think makes randomness so appealing from a game design standpoint? What are some of your favorite uses of randomness in games you’ve designed or played?