April 22, 2020
Springtime Status Report: Games, Behaviors, and Pandemics
First of all, if you are reading this, I hope that you and your loved ones are safe and healthy. These are crazy times for a number of reasons, and many people are struggling mightily to thrive under the current global situation. It’s hard to talk about gaming and other non-essential items during such times.
But then again, talk of gaming or pleasurable pursuits is a spark of positivity and a shared passion that many of us can connect around and find joy within. So perhaps it’s okay. For my own part, I’m fortunate that both my wife and I are able to continue our employment in relative security - staying home and staying safe. Staying sane is another matter!
Posted by Oliver Kiley at 4:17 PM
April 18, 2020
Board Games Make Better Strategy Games
The title of this essay is a declarative statement. It’s of course open to debate and I’m not suggesting this is an unequivocal rule. But at least in my experience, when I think about the “crux” moments that are the pinnacle of strategic intrigue - where the fate of everything is hanging on the line or where you wait breathlessly to see if your gambit pays off - board games provide both a greater “density” and a greater “diversity” of such moments in comparison to strategy video games.
There are, I believe, a number of factors that contribute to this situation. There are things unique to the design needs and expectations of board games that enable “deep and interesting decisions” to come to the forefront. There are also things, on the video game side of the table, that frequently distract, diminish, or are otherwise at odds with their capacity for deep strategic gameplay. I want to explore both of these dimensions in an effort to tease out, if possible, some poignant ways that strategic video games - especially 4X games - might better capture the strategic depth they aspire to.
Before we get too deep, let’s consider for this article what I mean when I talk about deep, or interesting, or compelling strategic decision points (or the “crux” moments). Principally, I feel these moments exist when: (1) having read and understood the “game state” you are faced with having to decide between mutually exclusive courses of action; (2) these decisions are consequential and have a traceable link to your eventual victory or defeat; and (3) predicting the outcomes of your decisions are laced with enough uncertainty that player skill, experience and heuristics matter for good play (i.e. you can’t just look up an optimal build order and call it a day).
This definition is a lot to unpack. But let’s explore two facets of it.
Posted by Oliver Kiley at 1:52 PM
Labels: 4X/Civ, Critical Inquest, Design, Video Games