Showing posts with label Martin Wallace. Show all posts
Showing posts with label Martin Wallace. Show all posts

Thursday, July 30, 2015

The Steam Theme


Last week I talked about games that share a system, a set of rules designed for a specific game that later on came to – officially or not – spawn other games, and in some extreme cases, create a new genre. But it’s obviously not the only way to create a group of games some people are fans of, as equally – if not stronger – ties can also come to exist between games that share a common theme. Very much like the ties that exist between different train games.

Would you like to read more? We're moving to the New NSKN Blog. You will find the rest of this article here. Oh, and do tell us what you think of our new blog!

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Tuesday, June 16, 2015

More theme - yay or nay?

What do we need a theme in a game for? If it’s a Eurogame, we probably need it to help out in the learning process a little bit, and to not be in the way when the learning is over. And if the theme ever rears its ugly head too much, things may get suddenly worse.

Image source: BoardGameGeek.
Thematic Eurogames certainly exist. The problem here is that depending on who you ask, what is and is not thematic differs significantly. A game considered super-thematic by some, is dry and completely devoid of any theme to others. Just look at Lords of Waterdeep, that was both praised for a high level of immersion (for a Eurogame), and bashed for being a soulless cube pusher, thinly layered with a Dungeons & Dragons theme.

It’s obvious that to an extent it is what we like or dislike that makes us consider a game thematic or dry. Some specific elements work better to anchor us in what a game is supposed to depict. For example, I find Shipyard (a very abstract abstract Eurogame by Vladimir Suchý) thematic despite having to work with several different rondels as well as a pile of disassociated mechanisms working in the game, simply because the goal is to build ships – and build them on a board, using tiles that make the final outcome look like an actual ship.

However, sometimes one of the design goals for a game is to more accurately depict whatever the game is about. And this means introducing rules that would “simulate” some real-life phenomenon or mechanism, with a possible outcome of making a game that is more “realistic” – and often less of a solid game.

Image source: BoardGameGeek.
Among many games Martin Wallace has designed over the years, few have been bashed as much as Tinners’ Trail – a light Eurogame about mining and selling tin in 19th century Cornwall. Wallace (by his own admission) was aiming to create a game that could accurately show the volatility of the 19th century market, which is why he introduced a dice based mechanism that would change the price of tin from turn to turn – sometimes significantly. What he actually did is design a game that was quickly dismissed by many hardcore Eurogamers – or immediately house-ruled to make it more strategic – and probably less realistic.

The question of realism is one we actually tackle on a regular basis. Should a game be more balanced, more well-rounded, and less “realistic” to be considered better? Or should it be maybe a bit less of a solid game, but slightly more thematic? Until now we’ve been walking the “more solid” path, but we are very curious to know what you think.
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Thursday, May 14, 2015

Plastic vs. Wood - Pros and cons of standardizing in board games (III)

Some time ago we started a discussion about standardizing board game components.
Originally I wanted to debate the pros and cons of plastic vs. wood, as many games offer the design space to choose between these two types of material, but then I realized that was a much to narrow topic. So, let's take a look at plastic and wood and their advantages and disadvantages and where and how do they fit best.

Custom Tokens


One of my first board games was Agricola, a classic and former BGG top ranked game. I was lucky enough to find a copy in Romania back in the day, when board games were as hard to find as gems. A few years later I saw a more recent edition of the same game. With the same rules, the new edition of Agricola triggered a completely different feeling because the token were personalized. The sheep were no longer white-ish cubes but tiny sheep, the grains were no longer yellow discs but little yellow grain-like custom wooden tokens and the cows looked like... cows! And yet the game played just as well with the old tokens.

Do you think that custom wooden pieces add value to a board game? This is the first tough question I want to ask today.


Custom tokens in Euphoria: Build a Better Dystopia
source: BoardGameGeek

In my personal opinion they do, but like every good thing, it comes with an ugly hidden part. Custom tokens are more expensive than regular plain old cubes, discs and meeples. The added value is there, but it comes with a cost which is reflected in the final price of the game. Without going through the whole pricing philosophy, I can give you a simple example: Versailles, with an $55 MSRP - a game printed in 6000 copies - would have had an MSRP of $67.5 with custom wooden tokens. 

So it all comes down to this: would you rather pay a bit more for custom wooden token or settle for the lowest possible price and play with cubes and discs?

Before you answer this question, please take a look at Euphoria to see some of the best custom token in a board game. For me that game would not be the same with plain wooden tokens.


Plastic tokens


There's a whole new universe of tokens made of plastic. I personally discovered this rather late, a few years ago and at NSKN we have not taken advantage of this discovery yet.


Plastic tokens
source: plastictoken.co.uk

Regular plastic tokens are significantly cheaper than wooden tokens of the same size. But the key word here is regular. I We could easily replace the wooden resource cubes in Praetor with plastic cubes of roughly the same color. The same for Versailles. But the million dollar (actually just $5K) question is: how would you feel seeing plastic resources in a game about ancient Rome or medieval France for just a few bucks less?

Anyone who has played board games by Martin Wallace will know his "trademark" plastic coins which look a little like the ones in the image above but worse. I personally do not mind them, they seems to add a certain charm and to his games, but I know many who find them "too cheap". On the other hand, the plastic gems in Ascension look and feel great and I don't know anyone complaining about them.


It is probably a matter of taste - whether one likes plastic tokens or not - but they definitely did not become mainstream yet. My bet is on the gaining ground because they are cheaper than wooden tokens, they are even more solid and they can come in almost any color.

There is only one downside: plastic tokens require molds which are expensive, so without making tens of thousands of copies of a game, custom plastic tokens are not really an option.

So, how do you feel about them? Is plastic a real competitor for wood? Would you rather stick to the "classic" cubes and discs or do you see added value in custom tokens, plastic or wooden alike?



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Friday, September 19, 2014

Every Game is Broken

Recently I have mentioned A Few Acres of Snow more than once, using it both as an example of an innovative design, as well as a tragically flawed one. Indeed, a specific, flawlessly executed strategy will win the game for the British pretty much every time. There seems to be no doubt that the game is broken – so broken in fact, that it has been given as a single example of a design that is beyond repair. Is it however as lonely in its misery as we grew to think?

Image source: 
BoardGameGeek
The answer is simple: it is not. There are many games from less known designers that would also quickly turn out to be subpar, with either a single strategy being prevalent, or a specific swing of luck being the force that is most influential when tallying the final scores. Nobody seems really surprised when an unbalanced game published by a smaller company hits the shelves. We do seem to expect, however, that the biggest and brightest will always deliver a product we will not be able to break.

The truth is that deeming a game broken is a somewhat fuzzy process, dependant on a variety of different factors. Is Munchkin broken? Is Fluxx unplayable? Many people might say that they are, but what they are in fact expressing is their dislike of the genre those games represent. Those games were never meant to be balanced, the design goal was not to give all players equal chances, to provide them with a catch-up mechanism or to ensure there is more than one way to victory.

Image source: 
BoardGameGeek
The problem gets even more complicated when we take a look at some of the German style games, especially those simpler, family oriented ones. Take Coal Baron for example – a rather light game with a simple and straightforward path to victory and a few interesting mechanisms, that can still be taken apart by a player able to optimize their every movement. How about Russian Railroads? It is a seemingly more complicated design that can still be played according to a very simple algorithm that, if used by one player, will make them the victor every time or, if executed by more than one person, will hand the victory to whoever made the first move.

The problem is that the same may be basically said about chess. It is a perfect example of a game that, when played by opponents perfectly executing the best strategies, will always end in white’s victory. Does it mean that chess is broken? Again, based on their dislikes, some people would probably say that it is, but it is not true.

Now, the problem with A Few Acres of Snow is a slightly different one. Due to its asymmetry, the design favours only one side of the conflict. It still requires perfect or near-perfect execution of the winning strategy, but with two equally skilled, experienced opponents, winning the game might as well be determined at the stage of randomly assigning who gets to play the British. This, again, is not a very unique problem.

Image source: 
BoardGameGeek
A similar one is easily found in the previous editions of Twilight Struggle, which seemed to favour the Soviets (and, by some accounts, still favours them, regardless of the fix offered in an early errata and then incorporated into the deluxe edition). Some wargame designers are even conscious enough to offer a simple balancing mechanism, with opponents bidding to play a specific side of the conflict. The last game I came upon this in was Red Winter – and nobody even suggests that it might be broken.

Again, A Few Acres of Snow seems to be further down the path of broken, as its structure makes the bidding pointless. The winning strategy is not based on victory points, so the players would just be buying a victory before the game starts, provided they know what to do exactly to win the game. But to know that means to either find out by visiting the game’s BGG profile or to be smart and determined enough to actually discover the strategy and perfect its execution, so that any semblance of game balance is irrevocably lost. Still, if you do not simply use other people’s experiences, there is usually a lot of game to be had before you are able to deem A Few Acres of Snow broken. And for most players that will mean playing the game about as many times as one plays any other game in their collection – especially if the collection is at least fifty to a hundred boxes strong.

Image source: 
BoardGameGeek
The amusing conclusion here is that games are not broken by finding an outstanding design flaw – they are broken because people who are too smart or too determined play them. If not for the great following, A Few Acres of Snow would probably still be considered a flawless design. If not for a disturbingly inquisitive presence at my gaming table, I would probably still be able to enjoy Russian Railroads, oblivious of the way it can be played to win every time.

It may, thus, seem that the biggest plight of designer board games are the people who seem the best gamers: the smart, analytical minds, able to pull a design apart and utterly annihilate the illusion that there are many equally viable strategies to play and win. And it may also seem that there is no game that is not broken – and that it is more a matter of how broken any given design really is than if it is breakable at all.

From a design standpoint, however, the player that is much smarter than average is not as dangerous as the average player that, for whatever reason, decides to assume the mantle of the village idiot. This, however, I will analyze next time – for there is even more to consider here, as not all of us gamers can be exceptionally smart all the time, but we can sure act like half-wits whenever we damn please. And we do, more often than we would like to admit.


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