Nariaki Nakayama and Play-by-mail game: Difference between pages

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{{Unreferenced|date=June 2007}}
{{Koizumi Cabinet}}
'''Play-by-mail games''' are [[game]]s, of any type, played through postal [[mail]] or [[email|e-mail]]. One example, [[chess]], has been played by mail for centuries (when played in this way, it is known as [[correspondence chess]]). Another example, [[Diplomacy (board game)|Diplomacy]], has been played by mail since the 1960s, starting with a printed newsletter (a [[fanzine]]) written by [[John Boardman]]. More complex games, moderated entirely or partially by computer programs, were pioneered by [[Rick Loomis]] of [[Flying Buffalo]] in 1970. The first such game offered via email through a major online service was [[Quantum Space]] from [[Stormfront Studios]], which debuted on [[AOL]] in 1989.


Play by mail games are often referred to as PBM games, and play by email is sometimes abbreviated PBeM -- as opposed to face to face (FTF) games which are played in person. Another variation on the name is [[Play-by-Internet]] (PBI) or '''play-by-web''' (PBW). In all of these examples, player instructions can be either executed by a human moderator, a computer program, or a combination of the two.
'''Nariaki Nakayama''' (中山 成彬 ''Nakayama Nariaki''; born [[June 7]], [[1943]]) is a [[Japan]]ese politician. He served as [[Ministry of Education, Culture, Sports, Science and Technology|Minister of Education, Culture, Sports, Science and Technology]] in the Cabinet of [[Junichiro Koizumi]] and later as [[Minister of Construction and Transport (Japan)|Minister of Land, Infrastucture and Transport]] under [[Taro Aso]]. He was forced to resign after saying that Japan was "ethnically homogeneous" and that the Japanese, in general, "do not like foreigners".
He resigned on 9/28/2008.[[September 28th]], [[2008]].<ref>{{cite web He is just one of many racist Japanese in public office.
|url = http://www3.nhk.or.jp/news/t10014383081000.html
|title = 中山交通相28日に辞任へ (Transport Minister Nakayama to resign on the 28th)
|accessdate = 2008-09-27
|author = NHK News
|date = 2008-09-27
|format = HTML
|language = English
}}</ref>


In the 1980s, play-by-mail games reached their peak of popularity with the advent of Gaming Universal and [[Flagship magazine]], the first professional magazines devoted to play-by-mail games. (An earlier fanzine, Nuts & Bolts of PBM, was the first publication to exclusively cover the hobby.) Bob McLain, the publisher and editor of Gaming Universal, further popularized the hobby by writing articles that appeared in many of the leading mainstream gaming magazines of the time. Flagship later bought overseas right to Gaming Universal, making it the leading magazine in the field. [[Flagship magazine]] was founded by Chris Harvey and [[Nick Palmer]] (now an [[Member of Parliament|MP]]) of the UK. The magazine still thrives, albeit under a different editor over twenty years later.
Graduating from the [[Faculty of law]] at the [[University of Tokyo]] in 1966, Nakayama joined the [[Ministry of Finance]]. In 1986 he was elected to the [[House of Representatives (Japan)|House of Representatives]] for the first time, and in September 2004, he became the Minister of Education, Culture, Sports, Science and Technology.


In the late 1990s, computer and Internet games marginalized play-by-mail conducted by actual postal mail, but the postal hobby still exists with an estimated 2000–3000 adherents worldwide.
Nakayama, a member of the [[Liberal Democratic Party (Japan)|Liberal Democratic Party]], has led the fight to censor sections of junior high textbooks in Japan that make references to [[comfort women|Japan's wartime sex slaves]]. He claims that the [[Nanjing Massacre]] was a complete fabrication, and is currently making efforts to revise the [[List of war apology statements issued by Japan#1990s|Kono statement of 1993]].<ref>{{cite web
|url = http://search.japantimes.co.jp/cgi-bin/nn20070311f1.html
|title = Sex slave history erased from texts; '93 apology next?
|accessdate = 2007-11-18
|author = Reiji Yoshida
|date = 2007-03-11
|format = HTML
|work = The Japan Times Online
|publisher = The Japan Times
|language = English
}}</ref>


==Postal gaming==
In the Cabinet of Prime Minister [[Taro Aso]], appointed on 24 September 2008, Nakayama was appointed as Minister of Construction and Transport.<ref>[http://www.yomiuri.co.jp/dy/national/20080925TDY01303.htm "Aso elected premier / Announces Cabinet lineup himself; poll likely on Nov. 2"], ''The Yomiuri Shimbun'', 25 September 2008.</ref> He made several controversial statements since his appointment that included calling the [[Japan Teacher's Union]] "a cancer for Japan's education system" and in the same speech said that "I will stand at the forefront to destroy the Japan Teachers' Union, which is a cancer for Japanese education". In a press conference related to his Minister of Tourism portfolio, he declared that Japan is basically "ethnically homogeneous," which greatly angered the [[Ainu]], an ethnic minority living mostly in Northern Japan.<ref>[http://www.reuters.com/article/worldNews/idUSTRE48Q1NU20080927 "New Japanese minister in hot seat after gaffes"], ''Reuters News Service'', 27, September 2008.</ref>
'''Postal gaming''' developed as a way for geographically separated gamers to compete with each other. It was especially useful for those living in isolated areas and those whose tastes in games was uncommon.


In the case of a two player game such as [[chess]], players would simply send their moves to each other alternately. In the case of a multi-player game such as [[Diplomacy (game)|Diplomacy]], a central [[game master]] would run the game, receiving the moves and publishing adjudications. Such adjudications were often published in postal game [[zine]]s, some of which contained far more than just games.
==References==
{{Reflist}}


The commercial market for play-by-mail games grew to involve computer servers setup to host potentially thousands of players at once. Players would typically be split up into parallel games in order to keep the number of players per game at a reasonable level, with new games starting as old games ended. While the central company was responsible for feeding in moves and mailing the processed output back to players, players were also provided with the mailing addresses of others so that direct contact could be made and negotiations performed. With turns being processed every few weeks, more advanced games could last over a year.
== External links ==
* http://www.kantei.go.jp/foreign/koizumidaijin/040927/06nakayama_e.html


Game themes are heavily varied, and may range from those based on historical or real events to those taking place in alternate or fictional worlds.
{{s-start}}
{{s-off}}
{{s-bef|before=[[Sadakazu Tanigaki]]}}
{{s-ttl|title=[[Minister of Land,Infrastructure,Transport and Tourism (Japan)|Minister of Land,Infrastructure,Transport and Tourism of Japan]] | years=2008 - 2008}}
{{s-aft|after=Not Yet Announced}}
{{s-bef|before=[[Takeo Kawamura (politician)|Takeo Kawamura]]}}
{{s-ttl|title=[[Minister of Education, Culture, Sports, Science and Technology (Japan)|Minister of Education, Culture, Sports, Science and Technology of Japan]] | years=2004 - 2005}}
{{s-aft|after=[[Kenji Kosaka]]}}
{{s-end}}


Inevitably, the onset of the computer-moderated PBM game (primarily the [[Legends (PBM)|Legends]] game system) meant that the human moderated games were pushed into the "non-profit-making sector" of the industry{{fact|date=April 2008}}.
{{DEFAULTSORT:Nakayama, Nariaki}}
[[Category:Japanese politicians]]
[[Category:1943 births]]
[[Category:Living people]]
[[Category:Government ministers of Japan]]


===Mechanics===
{{Japan-politician-1940s-stub}}
The mechanics of play-by-mail games require that players think and plan carefully before making moves. Because planned actions can typically only be submitted at a fixed maximum frequency (e.g., once every few days or every few weeks), the number of discrete actions is limited compared to real-time games. As a result, players are provided with a variety of resources to assist in turn planning, including game aids, maps, and results from previous turns. Using this material, planning a single turn may take a number of hours.


Actual move/turn submission is traditionally carried out by filling in a ''turn card''. This card has formatted entry areas where players enter their planned actions (using some form of encoding) for the upcoming turn. Players are limited to some finite number of actions, and in some cases must split their resources between these actions (so that additional actions make each less effective). The way the card is filled in often implies an ordering between each command, so that they are processed in-order, one after another. Once completed, the card is then mailed (or, in more modern times, e-mailed) to the game master, where it is either processed, or held until the next turn processing window begins.
[[de:Nariaki Nakayama]]

[[ja:中山成彬]]
By collecting turn cards from a number of players and processing them all at the same time, games can provide simultaneous actions for all players. However, for this same reason, co-ordination between players can be difficult to achieve. For example, player A might attempt to move to player B's current location to do something with (or to) player B, while player B might simultaneously attempt to move to player A's current location. As such, the output/results of the turn can differ significantly from the submitted plan. Whatever the results, they are mailed back to the player to be studied and used as the basis for the next turn (often along with a new blank turn card).

While billing is sometimes done using a flat per-game rate (when the length of the game is known and finite), games more typically use a per-turn cost schedule. In such cases, each turn submitted depletes a pool of credit which must periodically be replenished in order to keep playing. Some games have multiple fee schedules, where players can pay more to perform advanced actions, or to take a greater number of actions in a turn.

Some role playing PBM games also include an element whereby the player may describe actions of their characters in a free text form. The effect and effectiveness of the action is then based on the judgement of the GM who may allow or partially allow the action. This gives the player more flexibility beyond the normal fixed actions at the cost of more complexity and, usually, expense.

==Play-by-Email==
With the rise of the [[Internet]], postal gaming and postal games zines have largely been replaced by [[e-mail]] and [[websites]]. Play by mail games differ from popular online multiplayer games in that, for most computerized multiplayer games, the players have to be online at the same time. With a play by mail game, the players can play whenever they choose, since responses need not be immediate; this is sometimes referred to as [[turn-based gaming]] and is common among [[Browser game|browser-based]] games. Some [[computer game]]s can be played in a play by mail mode: one makes one's "move", mails a file to the opponent who uses it to make his or her "move" in response, and he or she then mails something back.

Several non-commercial email games played on the [[Internet]] and [[BITNET]] predate these.

==Play-by-web==
An increasingly popular format for play-by-email games is play-by-web. As with play-by-email games the players are notified by email when it becomes their turn, but they must then return to the game's website to continue playing what is essentially a [[Browser game|browser-based]] game. The main advantage of this is that the players can be presented with a graphical representation of the game and an interactive interface to guide them through their turn. Since the notifications only have to remind the players that it is their turn they can just as easily be sent via [[Instant messenger|instant messaging]].

Some sites have extended this gaming style by allowing the players to see each other's actions as they are made. This allows for real time playing while everyone is online and active, or slower progress if not.

==See also==
* [[Correspondence chess]]
* [[Diplomacy (game)]] (first non-public-domain game known to be played by mail; first game to generate a broad hobby of postal gaming zines)
* [[Play-by-post role-playing game]]

==External links==
Game listings:
* [http://www.pbm.com/~lindahl/pbm_list/ Greg Lindahl's PBM & PBEM List]
* [http://www.rpglibrary.org/news RPG Library's PBeM News]
* [http://www.pbem.tapirdesigns.co.uk PBeM Portal]
* [http://www.pbem2.com PBeM2.0]
* [http://www.fernspiel.de Fernspiel.de (in German)]
* [http://www.gamerz.net/pbmserv/ Richard's Abstract PBeM Server]
* [http://pbem.uplanet.ru/ Russian PBeM Server]
* [http://members.shaw.ca/emg.pbm/emg.htm E-Mail Games]

Articles:
* [http://www.rpglibrary.org/articles/faqs/pbem.php FAQ: Play by email (PBEM) role-playing games]
* [http://www.pbemplayers.com Play By Email (PBEM) Players]
* [http://www.roleplayingtips.com/readissue.php?number=293 Tips For Setting Up PBeMs]
* [http://www.roleplayingtips.com/readissue.php?number=145 10 PBeM Etiquette Tips For Beginner Players]
* [http://www.roleplayingtips.com/readissue.php?number=83 Comparing Play By Email (PBeM) With Other RPGs]
* [http://www.roleplayingtips.com/readissue.php?number=343 Maintaining An Online PBeM Game]

[[Category:Game terminology]]
[[Category:Play-by-email video games| ]]
[[Category:Correspondence chess]]

{{game-stub}}

[[de:Postspiel]]
[[es:Juego por correo]]
[[fr:Jeu par courriel]]
[[hr:PBEM]]
[[ja:プレイバイメール]]
[[nl:PBeM_RPG]]
[[pl:PBeM]]
[[pt:PBeM]]
[[ru:PBEM]]

Revision as of 07:54, 11 October 2008

Play-by-mail games are games, of any type, played through postal mail or e-mail. One example, chess, has been played by mail for centuries (when played in this way, it is known as correspondence chess). Another example, Diplomacy, has been played by mail since the 1960s, starting with a printed newsletter (a fanzine) written by John Boardman. More complex games, moderated entirely or partially by computer programs, were pioneered by Rick Loomis of Flying Buffalo in 1970. The first such game offered via email through a major online service was Quantum Space from Stormfront Studios, which debuted on AOL in 1989.

Play by mail games are often referred to as PBM games, and play by email is sometimes abbreviated PBeM -- as opposed to face to face (FTF) games which are played in person. Another variation on the name is Play-by-Internet (PBI) or play-by-web (PBW). In all of these examples, player instructions can be either executed by a human moderator, a computer program, or a combination of the two.

In the 1980s, play-by-mail games reached their peak of popularity with the advent of Gaming Universal and Flagship magazine, the first professional magazines devoted to play-by-mail games. (An earlier fanzine, Nuts & Bolts of PBM, was the first publication to exclusively cover the hobby.) Bob McLain, the publisher and editor of Gaming Universal, further popularized the hobby by writing articles that appeared in many of the leading mainstream gaming magazines of the time. Flagship later bought overseas right to Gaming Universal, making it the leading magazine in the field. Flagship magazine was founded by Chris Harvey and Nick Palmer (now an MP) of the UK. The magazine still thrives, albeit under a different editor over twenty years later.

In the late 1990s, computer and Internet games marginalized play-by-mail conducted by actual postal mail, but the postal hobby still exists with an estimated 2000–3000 adherents worldwide.

Postal gaming

Postal gaming developed as a way for geographically separated gamers to compete with each other. It was especially useful for those living in isolated areas and those whose tastes in games was uncommon.

In the case of a two player game such as chess, players would simply send their moves to each other alternately. In the case of a multi-player game such as Diplomacy, a central game master would run the game, receiving the moves and publishing adjudications. Such adjudications were often published in postal game zines, some of which contained far more than just games.

The commercial market for play-by-mail games grew to involve computer servers setup to host potentially thousands of players at once. Players would typically be split up into parallel games in order to keep the number of players per game at a reasonable level, with new games starting as old games ended. While the central company was responsible for feeding in moves and mailing the processed output back to players, players were also provided with the mailing addresses of others so that direct contact could be made and negotiations performed. With turns being processed every few weeks, more advanced games could last over a year.

Game themes are heavily varied, and may range from those based on historical or real events to those taking place in alternate or fictional worlds.

Inevitably, the onset of the computer-moderated PBM game (primarily the Legends game system) meant that the human moderated games were pushed into the "non-profit-making sector" of the industry[citation needed].

Mechanics

The mechanics of play-by-mail games require that players think and plan carefully before making moves. Because planned actions can typically only be submitted at a fixed maximum frequency (e.g., once every few days or every few weeks), the number of discrete actions is limited compared to real-time games. As a result, players are provided with a variety of resources to assist in turn planning, including game aids, maps, and results from previous turns. Using this material, planning a single turn may take a number of hours.

Actual move/turn submission is traditionally carried out by filling in a turn card. This card has formatted entry areas where players enter their planned actions (using some form of encoding) for the upcoming turn. Players are limited to some finite number of actions, and in some cases must split their resources between these actions (so that additional actions make each less effective). The way the card is filled in often implies an ordering between each command, so that they are processed in-order, one after another. Once completed, the card is then mailed (or, in more modern times, e-mailed) to the game master, where it is either processed, or held until the next turn processing window begins.

By collecting turn cards from a number of players and processing them all at the same time, games can provide simultaneous actions for all players. However, for this same reason, co-ordination between players can be difficult to achieve. For example, player A might attempt to move to player B's current location to do something with (or to) player B, while player B might simultaneously attempt to move to player A's current location. As such, the output/results of the turn can differ significantly from the submitted plan. Whatever the results, they are mailed back to the player to be studied and used as the basis for the next turn (often along with a new blank turn card).

While billing is sometimes done using a flat per-game rate (when the length of the game is known and finite), games more typically use a per-turn cost schedule. In such cases, each turn submitted depletes a pool of credit which must periodically be replenished in order to keep playing. Some games have multiple fee schedules, where players can pay more to perform advanced actions, or to take a greater number of actions in a turn.

Some role playing PBM games also include an element whereby the player may describe actions of their characters in a free text form. The effect and effectiveness of the action is then based on the judgement of the GM who may allow or partially allow the action. This gives the player more flexibility beyond the normal fixed actions at the cost of more complexity and, usually, expense.

Play-by-Email

With the rise of the Internet, postal gaming and postal games zines have largely been replaced by e-mail and websites. Play by mail games differ from popular online multiplayer games in that, for most computerized multiplayer games, the players have to be online at the same time. With a play by mail game, the players can play whenever they choose, since responses need not be immediate; this is sometimes referred to as turn-based gaming and is common among browser-based games. Some computer games can be played in a play by mail mode: one makes one's "move", mails a file to the opponent who uses it to make his or her "move" in response, and he or she then mails something back.

Several non-commercial email games played on the Internet and BITNET predate these.

Play-by-web

An increasingly popular format for play-by-email games is play-by-web. As with play-by-email games the players are notified by email when it becomes their turn, but they must then return to the game's website to continue playing what is essentially a browser-based game. The main advantage of this is that the players can be presented with a graphical representation of the game and an interactive interface to guide them through their turn. Since the notifications only have to remind the players that it is their turn they can just as easily be sent via instant messaging.

Some sites have extended this gaming style by allowing the players to see each other's actions as they are made. This allows for real time playing while everyone is online and active, or slower progress if not.

See also

External links

Game listings:

Articles: