Poker Glossary Of Terms
Fri, 19 Feb 2010 00:04:34 +0000
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I found Mary Flanagan’s chapter about board games very interesting. As a person who grew up playing board games, I have never thought about how they originated. Flanagan discussed how board games were based on an element of imperfect (64). It is hard for me to think of a game that is imperfect especially since Flannigan compares them to such perfect games like chess.
I cannot believe that Mancala existed in ancient times. Flanagan states “Mancala, in being such early evidence of human play, resembles contemporary game boards by having territories (zones for play), actions (moving stones), rules (direction on board, number of tokens distributed), tokens (pieces that represent the player, the player’s team, or other types of subject positions), and feedback (amounts collected) (65). This is a perfect representation of board games today. For example, in Monopoly there is:
- A board
- Actions (dice)
- Rules (do not pass go)
- Tokens (the iron)
- Feedback (the bank/houses owned/rented)
It’s amazing to think that so many games with a board and some sort of objective came into existences during ancient times.
Another thing that jumped out to me in this chapter was the description of the board. The board seemed to represent a sense of art during ancient times. I cannot think of a board game that is artistic. As a kid, I remembered loving the art on Candy Land. The board looked categorized by candy and it catches the imagination for children.
Flanagan talked about the “safe” spaces in board games. The Ur game, she discussed had these spaces and it was used for gambling (66). When I think of these topics used back then, I obviously try and relate them to todays gaming. Here I thought safe spaces can be used as either standing or folding in poker. Rather than raising the bet, you can play it safe and just call or fold.
At the end of the chapter, Flanagan discusses how games are reflections of war (105). She states “The metaphor of war, of captured territory, and abstract personal combat, has served as a foundation for many of the most well known board games” (105). Today, Call of Duty is a very popular game and is based off wars. Other games today are really popular that reflect on war. As a kid, there were a lot of popular games. My favorite one was Battle Ship. I remember playing that one all the time and that reflected a great deal of conflict.
The only game I can think of that has really reflected any of these readings is not a board game. However, it is a video game called Zelda: A Link to the Past and it represents Flanagans topic “Games Mirroring Conflict and War” (105). I play as the hero who is supposed to defeat a wizard. The whole game you are going through stages of conflict even before you face the wizard. I think it also represents Ethan Gilsdorf language he used in his book. At times, I do not know if I fully understand the language and phrases used throughout the game. I am constantly questioning if I am getting what the messages mean. Sometimes I wish I had a glossary of terms while I was playing this game. Zelda, like the Lord of the Rings, has a very unique language.
Here is an article about a game that is already considered to be one of the best in 2010. It is conflict/war game that Flanagan discussed. http://www.sltrib.com/entertainment/ci_14310395
This is a trailer to the game discussed in the article
