In boardgames, game design, mechanics on June 23rd, 2011 at 2:30 pm
In the comments to my last post, Ben Draper asked me if I knew of any board games with (by my definition) bad reward mechanics to match the RPG example of the old World of Darkness games. I knew there was one floating around the back of my mind, but it took me a couple of hours to remember what it was. I’d even committed to writing about it once already, as a negative example of craft in game design.
Trias is a game about dinosaurs and continental drift. Played on a modular hexagonal board with three types of terrain: mountains, forest and plains (the board’s origin is probably a couple of cannibalized Settlers of Catan sets) which the players seed with herds of their respective dino species. During the game, the players breed and move their herds around the board and break the board up into sub-continents by drifting hexes outward into new positions.
It’s a straightforward area majority game in the mold of El Grande or San Marco with the continents the players create acting as scoring areas. Whenever a continent is broken in two by drift, one of the new landmasses is scored. The player that has the most herds on the new landmass receives two points and the second-place player scores one. At the end of the game (after the asteroid strikes, destroying all dinosaur life) there is a final scoring of all the continents where the winning species receives one point for each hex making up the continent and the second-place species earning half that many points. Read the rest of this entry »
In boardgames, game design, mechanics on October 18th, 2010 at 2:26 pm
Like most people in my generation of gamers, I love rolling dice; big handfuls of them when possible. Unfortunately, this clashes with a lot of other elements of my taste in games, and there are very few dice games that I love as much as I love rolling dice. While I don’t think I have all the answers for what makes a brilliant dice game, I do have some thoughts; principles, if you will.
I choose the word principles advisedly. Principles should be followed but, unlike laws or rules, they are provided with the expectation that they will be broken *when there is sufficient justification*. I’m not sure how much the designers of the recent spate of dice games (To Court the King, Kingsburg, Pickomino, Roll Through the Ages, &c.) considered these problems, but all of them, as far as I know, break one or more of these principles, and I don’t think they have sufficient compensation for it. Read the rest of this entry »
In boardgames, game design, mechanics, race for the galaxy, techniques on October 5th, 2010 at 10:32 am
One reason why I love Race for the Galaxy so much is the strong exploration element. You find new combinations of cards and powers regularly – even after hundreds of plays – which keeps it a fresh, fun experience. The reason Race for the Galaxy maintains this for so many plays when other games are exhausted after a handful of times is that it demands strategic bricolage. Read the rest of this entry »
In game design, mechanics on September 23rd, 2010 at 11:26 am
The concept of narrative arc in board games was (to my knowledge) first described by Jonathan Degann in an essay he wrote for the (sadly moribund) Games Journal as part of his Game Design 101 series. It didn’t find a lot of traction for some reason, though, and it doesn’t come up much in the analysis of board and card games. I think it’s an important analytical tool so I thought I’d dredge it up from the depths, clean it off, and see if I can offer a few extra notes about it. Read the rest of this entry »
In game design, mechanics on January 19th, 2010 at 2:22 pm
I didn’t intend for my post on the role of craft in game design to be the start of another series of articles, but it appears that there is some demand for more on the topic. Well, from Ryan Macklin and Seth Ben Ezra anyway. I guess I’ll try writing a couple more pieces and see how it goes.
Seth suggested that I dissect a few games, looking at the craft (and lack thereof) in their designs. Doing an adequate job of this for an entire game would require a pamphlet, not a blog post, though, and I’m not up to taking on such a large project. Instead, I’m going to pull out individual rule systems, or clusters of closely-related systems, and discuss them. So far, I have four subjects in mind, and we’ll see if there is demand for more after that. Read the rest of this entry »
In game design on January 5th, 2010 at 4:56 pm
Large swathes of the gaming community devote themselves to finding new mechanics and (for roleplayers) new techniques of play. Games are routinely dismissed with the simple statement that they offer nothing new. I am something of a neophile, so I understand this position, but I also feel that it misses the point. Often, these games do not suffer from a lack of novelty, as their critics say. Instead, they are poorly crafted. Craft is something you have to feel, though. You cannot (easily) point to it in a rulebook or explain in a review (let alone a quick, dismissive comment), so it’s easier to fall back on something superficial like a lack of novelty.
This, of course, begs the question, what is craft? Read the rest of this entry »