September 12, 2013

Game Compulsion Disorder and the Call for Discipline Games


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This post started as a reply to Patrick Carroll’s recent blog post: Aha! So That's What I'm After!. I’ve been thinking similar thoughts, and after my reply snowballed into over a page of text, I figured I might as well go for it and make it blog post of its own. Here we go…
When playing a video game, a tough situation often comes up for me. I'm playing along and pause to reflect, asking myself "why the heck am I playing this?" What is it I'm getting out of the experience (if anything?).

I recently read an article from Keith Burgun's blog titled an "Anti-Videogame Manifesto" that I think you'll find insightful.



September 3, 2013

I’ve got my eye(s) on you!


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Since joining BGG I’ve kept a somewhat monstrous wishlist. It blossomed into 100+ affair creature early on when I had delusions of grandeur about how much gaming time I would have and how many awesome games there are to be found. What has happened though is that I use my wishlist as a memory aid more than anything – with a little bit of wishful thinking mixed in for good measure. For the most part, when I read a bunch of reviews about a game, get directed to check it out, or otherwise spend more than 15 seconds looking at the game entry, I usually add it to the wishlist.

The 1’s and 2’s on the list (the Must Haves and Love to Haves) are the only games I would consider actually buying, yet even then I’m not in any rush to do so. The fact of the matter is that I have more than enough games at the present moment that I’d like to play many more times before rushing off to purchase something new. Nevertheless, the 1’s and 2’s have had my interest sufficiently perked for one reason or another, maybe it was an awesome review or a photograph that just suckered me in (I’m a sucker for a beautiful design) and sold me on the game. Or it might be that the game is doing something clever or original and I just want to check it out so I can get a sense for the mechanics.

The 3’s (Like to Haves) are a big hodgepodge of stuff. Mostly, I wouldn’t consider buying any of these games outright, but if there was a too good to pass up deal or a favorable trade opportunity, I’d probably take it. Mostly, these are games I’d be happy to try should the opportunity present itself, but I’m not going to go out of my way either.

The 4’s and 5’s are basically the “long-term memory” vault – game’s I’ve examined at one point or another but really have no intention (or much interest) in actually playing. But there might be something about it that I want to refer back to in the future when I’m lying awake at night trying to remember, “what was that game with the thing that did this?.” If I’ve added it to my wishlish I can probably find it!

So, what is today’s post all about? I wanted to look at the top few games in my wishlist, the 1’s and 2’s (and a dash of the 3’s) and talk about what has me interested in each of them. 



July 24, 2013

What makes a Euro a Euro?


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Every so often (like every other day it seems) a topic comes up discussing what it is that makes a eurogame a eurogame, and not something else, you know like an Ameritrash game. Or a wargame. The reality is that there will never be a perfectly accurate definition or checklist of traits that makes a game part of one particular group or genre and not another. All the terms are too subjective and mutable, and frankly the discourse continues to evolve at a rapid rate, making it a challenge to pin things down as generalizations.

I’ve been meaning to write this post for a while, in large part as a response to an older article, The Essence of Euro-style Games by Lewis Pulsipher at the Games Journal. His article discussed 13 points, which he felt broadly defined the eurogame. Since the time the article was written, 2006, I feel the list remains only partially valid as the cauldron of eurogames has grown immensely since that time, and in particular the complexity of many euro designs has increased markedly since then.

Really, Pulsipher’s article is more successful at defining a particular slice of the broader euro-game spectrum: the “German family game.” German family games started the whole eurogame phenomena - and many of the underlying tenants of German family game design remain signature aspects of eurogames today. Yet the early German family games were designed to fit a particular social niche (note the word “family” in the label) and breaking out of that context we’ve seen designs evolve in all kinds of directions, particularly in regard to complexity and game length, yet they all share a common ancestry.

So, this post is an attempt to “update” the list of traits that typically make a euro a euro – and not something else. But first, a disclaimer:



July 12, 2013

Critically Effective


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Samo’s thread, The thrill of (game) bashing., has generated some interesting discussion about the nature of boardgame criticism, an endlessly fascinating topic (to some of us anyway). I wanted to follow up with a few related thoughts of my own, aimed at established and aspiring boardgame critics – but also more generally to everyone, even outside of the context of boardgames.

The subject at hand is two-fold; first how to be an effective (or “constructive”) critic, and second (to a lesser extent) how to “take criticism.”

Professionally, I’m in the architectural/landscape design profession, working both in private practice as well as teaching graduate-level design and planning courses. In my view, the entire field of design (related to but different than purely artistic fields like fine art) is predicated on criticism; or in the verbiage we use “critique.” Criticism provides the mechanism to advance a specific design project and make it successful – as well as advancing the entire design field. It works a little like this:



July 10, 2013

For the Love of the Decktet


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This past father’s day a little package arrived in the mail, which contained the official Decktet book. I’ve owned a copy of the Decktet cards for about two years – and was mostly relying on the Decktet wiki to look up rules for games I heard about and wanted to try. But having the book itself has made all the difference in the world – and has somehow magnified my appreciation and love for the Decktet.

This post will reflect a little on the Decktet and some of the games I’ve played (and enjoyed). In addition, I wanted to use this opportunity to highlight a Decktet game I’m creating – one that is attempting to create a 4X / Civ style game using the Decktet; a tall order for a little deck of 45 cards.



June 17, 2013

Digital Kills the Physical Star


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There is an interesting debate raging over in THIS thread, which has to do with how much of the “video game” content related to iOS or other digital ports of boardgames is permitted (aka moderated) to permeate into BGG. This is one small manifestation of the watershed of changes the boardgaming hobby is experiencing as iOS and other digital implementations of boardgames continues to grow by leaps and bounds – and the pressures to come to terms with these changes will, I feel, continue to mount.

I’d prefer not to get into the policies of BGG and where content can or should land on the BGG/VGG divide. That’s a whole separate and specific topic to the Geek. Rather, I’d like to use the moment to talk about what the debate and the line between boardgame and video game represents for the future boardgames more broadly. And I have some questions in mind!



June 13, 2013

A View from My Lerkim


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This may or may not be the start of an intra-blog series where I blather on for a spell about what I’ve been up to in various arenas of the gaming hobby. Dr. Seuss references aside, consider it a companion piece to my Skunkwork posts – which talk about my current game design projects.

I’ll tackle a few different topics, so please feel free to chime in and let me know what strikes your fancy.



June 10, 2013

My Journey into Haunting Ambivalence


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Not to be outdone by fellow bloggers, I figured I’d post my own link to a Michael Barnes article that resonates well with me. The article “So Sick of Your Excuses” is a memorable tirade about the corporatization of the video game industry that routinely results in worse game products:

Michael Barnes wrote:
And maybe- just maybe, guys- gaming consumers aren’t Pavlovian idiots responding to your marketing. Maybe- just maybe- consumers should be respected instead of treated as marks for day one DLC scams, unasked for multiplayer, and used game lock-out tactics like online passes. Could it be that maybe people are starting to NOT want the shit you’re selling? Could it be that with more choices available, the guys that treat their customers like mindless trash are the ones seeing losses, failures, and missed expectations?

I’ve been a video gamer since the 80’s when I was a young little lad. Perhaps I have always look back with rose-tinted glasses, but for me the best moments of video gaming existed roughly in the 1997 to 2003 era. Since then, I really struggle to engage with most video games – despite high levels of initial interest. Perhaps it’s that I’m getting burnt out on most of the titles, or perhaps my expectations are off and I’ll never recapture the glory days. Or perhaps, it’s as M. Barnes says, and the games “just fucking suck.”



April 10, 2013

A Budding Infatuation with Game Systems


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Infatuation

I’ve found that I’m becoming more and more infatuated with abstract gaming systems, or at least the idea of them, since I haven’t dug too far into the possibilities. This all started with acquiring the Decktet and discovering a number of games that I enjoy, most notably Magnate, but I’ve also played Jacynth, Goblin Market, and Emu Ranchers. Beyond the Decktet, the things calling to me include IceHouse/Tree House, Piecepack, as well as possibilities unlocked with 6 suited decks such as the beautiful Blue Sea deck. And I’ve always appreciated traditional card games as well, Euchre, Rook, President (& Asshole), Golf in particular.

Part of my interest is driven by the idea that you can have this relatively compact set of components that can be used to play many different games, perhaps even a lifetimes worth. And the range of potential games spans across the whole gamut from heavy strategic games to light fillers. What’s not to love about it?



February 11, 2013

A Failure to End - Too much "What" and Not Enough "Why"


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When it comes to games, I want gameplay genuinely deep in strategy. I want the question of what the best strategic choice is at a point in time to be significant. If there is always a clear path forward, the game isn’t about formulating a unique strategy to match the moment, it’s about following a prescriptive pathway. That’s not depth, its optimization. I don’t want to play Empire Manager: Spreadsheet Edition. I want to play Empire Uberlord: Mastermind Edition.

This post considers a number of things that I feel 4X games (computer games specifically) aim to achieve but routinely fail to deliver in the pursuit of “deep” gameplay. In large part, I believe this is a result of game developer’s spending too much time working out the “what” of gameplay instead of working out the “why”.

This is going to sound cynical and snarky, be prepared!