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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Coordination Policies for Tabletop Gaming</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joey A. Pape</string-name>
          <email>pape@cs.queensu.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>T.C. Nicholas Graham</string-name>
          <email>graham@cs.queensu.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Computing, Queen's University</institution>
        </aff>
      </contrib-group>
      <fpage>24</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>This paper explores how social interaction can be preserved in multitouch tabletop video games, when the turn-based gameplay of board games is relaxed in favor of a real time experience. In this paper we will present two games which we have built for the tabletop, as well as a classification of real-time coordination policies for board games and preliminary results from informal experience with users.</p>
      </abstract>
      <kwd-group>
        <kwd>Computer games</kwd>
        <kwd>tabletop games</kwd>
        <kwd>interactive surfaces</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Multitouch digital tabletop surfaces present the opportunity to
design video games featuring novel styles of interaction. Similarly
to traditional board and card games, tabletop games are played on
a horizontal surface by small collocated groups, and players
interact with the game by physically manipulating objects. With
the release of Apple’s iPad, multitouch displays are gaining
mainstream attention, and being hailed as the perfect platform for
digital versions of traditional board games [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Recent
technologies such as the Microsoft Surface and the SMART Table
allow us to move even closer to traditional tabletop play.
      </p>
      <p>
        Board and card games are popular. For example, the Monopoly
board game sells several million copies a year [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These games
are social [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], played by a small group of players sitting
around a table, where players can see and interact with each other.
A new wave of cooperative board games has a strong element of
group coordination, as players must work together and discuss
strategy in order to succeed. Tabletops effectively support this
type of interaction, as seen in other existing tabletop applications
that support collocated collaborative tasks [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>Board games are almost exclusively limited to some form of
turn taking, in which only one player acts at a time. This can lead
to significant downtime for players awaiting their turn.
Turntaking is often the only practical coordination policy for games, as
more liberal policies might overly burden players with complex
calculations to determine who is allowed to do what at a given
time. Digital tabletops can use a computer to perform and enforce
these calculations, opening the opportunity to design games with
the streamlined gameplay and real-time coordination policies of
video games, while preserving the sociality of board and card
games. However, the transition from turn-based to real-time
gameplay, risks speeding up the game to a point where social
interaction is lost.</p>
      <p>
        In this paper, we explore how games can be designed for
digital tabletop surfaces to combine the social aspects of board
and card games with the streamlined real-time gameplay of video
games. We describe two games which we have built, and present
preliminary informal observations from users playing these
games. We also present a classification of real-time coordination
policies for board games.
2
Many games have now been developed for digital surfaces. A few
examples are the following: Mandryk et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] have shown how
hybrid board/video games can enhance sociality by combining the
tactile and tangible gameplay of traditional board games with the
streamlined gameplay of computer-based games. WeatherGods
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is a tabletop game designed to combine the advantages of both
board games and tabletop technology. The game can use two
different versions of tangible playing pieces: iconic or symbolic.
SIDES [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is a cooperative tabletop puzzle game, which uses
board game design elements. It is designed to help adolescents
with Asperger Syndrome to use effective group work skills. The
TViews Table Role-Playing Game [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and SurfaceScapes [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] are
traditional tabletop role playing games implemented for touch
surfaces. Both use tangible playing pieces as well as a tangible
object to invoke a menu when placed.
      </p>
      <p>
        The games RTChess [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and Real-Time Chess [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] implement
alternative real-time coordination policies for Chess. RTChess is a
distributed game in which two teams of players play a standard
game of Chess. Unlike standard chess, any player may move any
piece at any time, and games are completed within tens of
seconds. This is an example of how the transition to a real-time
coordination policy can dramatically change gameplay. Certainly,
in a ten second game, there is little opportunity for social
interaction. In the tabletop game Real-Time Chess, up to four
players move chess pieces around a Chess-like board. When a
piece is moved, it cannot be moved again until some time has
passed. This puts a time-based restriction on when players may
make certain moves, slowing the pace of the game.
3
The goal of our research is to explore how players interact with
each other while playing cooperative board games, and how this
changes when the game is played on a digital tabletop surface.
Specifically we are interested in how social interaction and group
coordination are altered when the rigid turn-based coordination
policies of traditional board games are relaxed in favor of a
realtime experience.
      </p>
      <p>We have implemented two games for the tabletop. The first is a
straight port of the two-player board game Checkers. The second
is an implementation of the popular cooperative board game
Pandemic. The following are preliminary results, including
observations collected from informal experience with users, as
well as a classification of alternative real-time coordination
policies for cooperative board games.
3.1</p>
    </sec>
    <sec id="sec-2">
      <title>Coordination Policies</title>
      <p>A game’s coordination policy restricts when players may take
actions. We have observed that coordination policies fall into two
categories: time-based restrictions and restrictions based on player
actions. The two extreme coordination policies are turn-based and
free-for-all. In turn-based, only one player may take actions at a
time; at the end of the current player’s turn, the next player is
allowed to play. In free-for-all, any player may take any action at
any time and the actions are performed immediately.
We have identified two coordination policies where a players’
ability to perform actions depends on the actions of other players.
These are turn-taking (already described) and barrier
synchronization. In barrier synchronization, each player is
assigned a set of action points. Performing actions consumes these
points. Once all players have consumed their action points, each
player is granted a new set of points. Barrier synchronization
allows players to take actions concurrently, but matches the
overall pace of the game to that of the slowest player.
3.1.2</p>
      <p>Time-Based Restrictions
Time-based restrictions pace the game by restricting how
frequently players can perform actions. Two variants are timed
actions and trickle points. In both approaches, players may take
actions concurrently.</p>
      <p>Under timed actions, actions take time to complete. For
example, if a player moves a piece between distant points on the
table, the movement may take 10 seconds to complete. Animation
can be used to show the state of the action.</p>
      <p>With trickle points, actions take place instantaneously as long
as the player has action points available. Action points are
periodically assigned to players over time. Players can bank action
points, allowing a flurry of activity.</p>
    </sec>
    <sec id="sec-3">
      <title>3.2 Observations</title>
      <p>Through informal user observations of our Checkers and
Pandemic games, we have found the following playability issues
with tabletop implementations of board games. Our current
implementations provide only turn-based coordination.
Experience with other policies represents future work.</p>
      <p>Players expected the coordination state to be explicitly shown
in the digital versions of the games. For example, testers of the
Checkers game complained that the game did not show whose
turn it was. This indicates that the digital format changed players’
expectations – people have played Checkers as a board game for
hundreds of years without requiring a turn indicator.</p>
      <p>One advantage of digital games is that they can prohibit illegal
actions; however, such automated enforcement of rules must be
done carefully. Our games (initially) did not give feedback when
players attempted to take actions which were not allowed. This
led to players being unsure whether the game had registered the
action. A particularly confusing case was Checkers enforcing the
rule that players must take a piece if it is possible to do so. Most
testers were unaware of this rule, and were confused as to why
they were unable to make an alternative move.</p>
      <p>In the Pandemic board game, random actions are taken
following each player’s move. These are carried out by a player
by drawing a card. In the digital version of the game, players
occasionally missed these actions, leading to confusion.
Automated actions therefore must be clearly visible to players.</p>
      <p>In general, these pitfalls suggest three design rules: anticipate
that moving to a digital form will raise player’s expectations;
make it clear what players are allowed to do when game rules are
being enforced; and ensure that automated actions are transparent.
4
5</p>
    </sec>
    <sec id="sec-4">
      <title>FUTURE WORK</title>
    </sec>
    <sec id="sec-5">
      <title>CONCLUSION</title>
      <p>We have implemented the turn-based version of Pandemic. We
will be implementing the other coordination policies. We will
perform a study exploring how well these different real-time
versions of Pandemic incorporate both the streamlined gameplay
of video games and the social advantages of board games.
We have presented our research with the goal of exploring how
the turn-based gameplay of board games can be relaxed in favor
of real-time gameplay, in such a way that the social advantages of
the original games are preserved. We have presented a
classification of coordination policies for board games, as well as
preliminary findings which reveal some of the issues with the
transition from a board game to a tabletop video game.</p>
    </sec>
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