June 17, 2014

Schools of Design and Their Core Priorities


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One of the regular topics on this blog has to do with the classification of games and the pursuit of a theory or framework that describes the operation and resulting experience of playing board games.

This interest is not driven by the assumption that we'll ever find a perfect system for actually classifying games. Rather, I feel the pursuit of such classification efforts and building a framework for understanding generates interesting discussion, builds knowledge, and creates insights that can be of value on their own.

I've discussed, in an earlier blog post, the idea of trying to define broader categories of games (e.g. What makes a euro a euro?). I want to return to this topic but bring in some other insights and references that I've come across, which will hopefully provide a more tangible and comprehensive picture.

This is a monstrous post ... you have been warned!



June 16, 2014

Dynamic Balancing Acts - A Perspective on Ginkgopolis


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This review was originally posted on BoardGameGeek.Com April 8, 2013.  As of this reposting, I've played Ginkgopolis over a dozen more times.  The below review still applies.

  
Ginkgopolis is Xavier Georges’ fifth (I believe) game, following Royal Palace (2008), Carson City (2009), Troyes (2010), and Tournay (2011), along with a smattering of expansions for some of the above. This is the first of Xavier’s game I have played, and is currently ranked 325 in BGG (April 8th, 2013). Both Troyes and Carson city rank higher (39th and 167th respectively).

I admit that I have not played Ginkgopolis exhaustively – as I only have 3 plays under my belt at the time of writing (one each at 5 players, 3 players, and 2 players). Despite this, I found myself enamored with the game, both its flaws and its successes, and spent considerable time thinking about it.

Reactions to Ginkgopolis seem a bit of a mixed bag. The primary criticisms of the game being lack of theme integration with the mechanics and the high level of apparent randomness and uncertainty in the game. I decided to write this review to explore these two criticisms and examine the overall gameplay dynamics at work. I will conclude with my thoughts on how Ginkgopolis “fits” into the overall gaming scene and why I think it will be a compelling but underappreciated game.



June 6, 2014

Big Game Theory! Expands into a New Universe


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The Big Game Theory! blog has a new, dedicated home in an alternate reality where BGG, impossibly, doesn't exist! What you say!?

The Big Game Theory blog launched at BoardGameGeek (BGG) to discuss boardgame design and design theory. The blog has been running at BGG since September 2011 and has generated a ton of great discussion and dedicated followers. So worry not, it will continue to be updated at the original location in full.

So why the dedicated site?



May 19, 2014

The Wondrous Ages I Have Known


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It’s been a while since the last post, and I feel an update is in order so you all don’t think I’ve succumbed to a game avalanche tumbling down out of my closest or that I've been dragged into Real-Life by some demon spawn. No – it’s been far more ordinary than that: family, work, deck (re)construction, traveling, and general chin scratching. All this, plus Age of Wonders 3 and some trepid steps towards a possible expansion for Hegemonic (more on that in the next blog post). As for this post - it's all about my reflections of Age of Wonders 3, a PC 4X game I am enjoying more and more by leaps and bounds.

Orc Sorcerer owns you!



April 25, 2014

A Call to Arms!


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Hello all!  It's been a little while since posting, and among other reasons was the most prominent one: last month saw the birth of our second child and all that entails. Things now seem to be slowing down on the crazy-factor scale, so I'm crawling out of the cave with a little request!

I've talked about Emissary in prior blog posts (Emissary: A Study in Brain-burn and Emergence) but I wanted to more formally open up the doors for broader playtesting of the game. It's been tweaked and developed quite a bit more since the last time I talked about it, and I'm now at a point where getting a broader set of opinions and reactions to the game would be just stupendous!



March 5, 2014

15 Years and Worlds Apart - Autumn Dynasty: Warlords & The King of Dragon Pass


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Introduction

I've been playing two games on my iPad recently, Autumn Dynasty Warlords (Touch Dimensions) and King of Dragon Pass (developer A Sharp for iOS on ITunes or PC @ GOG.com). While the two games are quite different in their intent and are separated by a mere 15-years of time - I can't help but draw comparisons between the two. In many respects, the merits and failings of each game may underscore a shift in game design over the years, or perhaps a shift in my own expectations and gaming desires in relation to the wider gaming audience.

In short, I feel that King of Dragon Pass does so many things right and creates a deep and captivating experience. And it really showcases and embodies the fleetingly lost art of game design. AD: Warlords on the other hand, like so many games in the Civ/4X genre today, seems more interested in having players "just do stuff" because once upon a time some older game had "players do that stuff" and established expectations. Yet in reality the stuff you do is trivial and dull, despite it hiding behind an otherwise intoxicating level of production polish.

Beware, harsh criticisms ahead ...



February 10, 2014

Game Format: Competitive, Cooperative, and Semi-Quasi-Collaboration Games


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One of my interesting side projects has been working with a few other BGG’ers in the Game Genome Project Guild. I’ve referenced this earlier on the blog, but the Game Genome Project (2.0) is an effort to start mapping all of the various characteristics of games across a number of different traits. One of the topics that’s been a fascinating source of speculation and reasoning has been the “Game Format” traits.

The “Game Format” trait is an attempt to describe the structure of a game in terms of its possible win conditions and teaming arrangements. Broadly, this trait can be used to define whether a game is cooperative or competitive (or in between), and whether formal teams are allowed and whether those teams are known, hidden, dynamic, or static over the course of the game. The effort to map all of this has led to some interesting observations – most notably that there are a lot of gaps where there do not appear to be many (or any) games that exist. Designers, get motivated!

This blog post will present the game format flow chart (enlarged at the end) by way of explaining the approach and key ideas that the brain trust developed. I should note that two fellow BGG’ers have been instrumental in developing this, and are equal collaborators on the effort. So big a shout out to FlyingArrow and Selwyth.



January 22, 2014

Crossing the Digital Veil


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Given that iOS Boardgames has been posting their 2013 year-end wrap ups and best of’s, it seems appropriate timing to tackle the subject as well. Back in August, I was gifted, courtesy of my wife as a birthday present, an iPad Mini – which I had hinted at wanting but assumed it wasn’t in the cards. So imagine my surprise when opening that up!

I had been using an older iPod touch for a few years, and managed to find a few boardgame App’s that worked on the older iOS version, but not many. With our growing family, I’ve been finding opportunities for face-to-face boardgaming becoming more sporadic as expected. There are a lot iPad only boardgame apps, and most needed a few version of iOS than the old iPod would support. So the iPad Mini would provide a way to play a much expanded library of games with friends (or other gamers) online, or even solo against the AI.

As a general note – while I do enjoy gaming (or boardgaming) on the iPad, it certainly isn’t the same as being face to face. For some games, it isn’t a huge deal breaker on my enjoyment of the game – but for others it can be. And yet other types of games are just never going to work as well in an online format.



January 16, 2014

The Gulf Between: Civ vs 4X Games


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I am always interested in 4X or Civilization style boardgames. I was thinking earlier about what aspects of these games makes one game a 4X game and not a Civ game. Or another Civ and not 4X. And another game a bit of both, or neither. I took a stab at outlining some of the key traits that distinguish and these two genres from one another.



December 5, 2013

A Designer’s Perspective on Audience Feedback


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When at BGGCON I was discussing game design with a friend and fellow game designer. He asked me what the biggest lesson was that I learned in the process of getting Hegemonic designed and published. I don’t think I had a very good answer to that question at the tip of my tongue. I believe I muttered something incoherent about streamlining mechanics or some other gibberish. I wasn’t satisfied with whatever it was I said, and I’ve been mulling over what I should have said ever since.

After a week or so, I’ve come up with the following answer, which is a little more insightful:



Realize that your game can’t be everything for everyone - even within the intended audience.