38 lines
1.2 KiB
Markdown
38 lines
1.2 KiB
Markdown
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# Play substrates — Tabletop Simulator, boardgame.io
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`unverified` throughout — background knowledge, not checked this session
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## What they optimise for
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**Playing**, by humans, over a network. Tabletop Simulator gives a
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physics sandbox with no rules enforcement; boardgame.io gives a
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JavaScript framework for turn-based games with state management and a
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networked client.
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## How a game is defined
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TTS: assets plus optional scripting; the rules live in the players' heads.
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boardgame.io: JavaScript moves and turn order.
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## What they can analyse
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Nothing. The rules are a script, not a claim.
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## Relevance to clay-borg
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**None for analysis, and one thing for the interface.** Our own
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`cb-play` page and [`../specs/Ornamentation.md`](../specs/Ornamentation.md)
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occupy this space, and the future `clay-animate` is squarely in it.
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The useful contrast: **TTS proves that a table with no rules enforcement
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is still fun**, which is an argument for taking ornamentation seriously
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and against assuming the mechanism is the whole game.
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## Open questions
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- Whether boardgame.io's state model is worth borrowing for `clay-animate`.
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## Sources
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None fetched. **Marked `unverified` in full.**
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