October 10, 2013

Conflict Soup for the Gamer’s Soul


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This post was a key link in the Game Genome Project effort to characterize a particular dimension of games, in this case the level of competition in a game.  It has been a great reference post that clarifies my thinking on the topic quite nicely.  I hope you find it helpful as well.  (July 7, 2014)


Lewis Pulsipher's recent post, “Competition, direct conflict, wargames, and screwage games,” discussed the degree of conflict in a game. The post stirred up a number of prior conversations I’ve had on the topic, and in particular the thinking a number of us invested in the Game Genome Project – specifically in the “competitiveness” category.

I posted a reply to Lewis’ post summarizing my stance on the subject, but thought it could warrant additional conversation, clarifications, examples, and general blabbering. So here we go...






October 7, 2013

Emissary: A Study in Brain-burn and Emergence


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Hopefully this whole post doesn't come across as pompous - but here's the gist of what I'm talking about today: I designed a Decktet game called "Emissary" as a Hegemonic-inspired light 4X style game. And, having played quite a number of games so far, I've been pleasantly surprised by the amount of "brain-burn" and also "emergence" that seems to be emanating from the game. Apologies for the self-indulgence - but that's how I feel about it, and it makes me excited.

So, I wanted to take a step back and look at the game through my critical-ish filters and articulate why it seems to induce brain-burn (in a good way mind you!) and emergent gameplay. All this in a game that plays in about 15 minutes per player (and supports 2-4 players). Maybe we can learn something along the way...



September 24, 2013

Hegemonic - A Pictorial History


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James Mathe from Minion Games received the first final production (retail) copy of Hegemonic from the printer, and took a number of unboxing photographs. All I can is that the game looks incredible. Hegemonic is a complex game with a lot of different pieces, and James did an outstanding job getting it all coordinated with the printer. I'm certainly inspired by what I see!

I thought it would be interesting to pause for a moment and do a little photo documentary of Hegemonic’s evolution from the early prototypes to the final copy, making note of some of the important events along the way.

The first steps for the design of Hegemonic occurred around September in 2010. In total, the process has taken roughly 3 years, with the game due to be shipping out to kickstarter backers later this fall.

Enjoy!



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.