Showing posts with label Puerto Rico. Show all posts
Showing posts with label Puerto Rico. Show all posts

Tuesday, July 7, 2015

Flirting with the Classics

Every now and again someone comes either to some gaming forums, or directly to Kickstarter, and says that they are going to revolutionize modern tabletop gaming, just to follow it up with a roll and move game, or with a groundbreaking invention of a six-sided die with symbols instead of numbers. Gamers always get a good laugh out of such individuals.

Image Source: BoardGameGeek
There is no better way to prove that being familiar with some of the modern classics of board gaming is essential to becoming a designer – and a publisher. If you know what tabletop gaming is today, you’ll also instantly know that your revolutionary idea to make a game where you collect sets of cards and roll no dice (balsphemy!), is not as revolutionary as you’ve thought. That will allow you to save some time – and save yourself some grief. But what about designers and publishers who already know the world of boardgaming?

Well, if you’re business is publishing new games, you should know new games. You should know what’s going on. You should know who won the Spiel des Jahres (congrats, Colt Express!) and Kennerspiel des Jahres (congrats, Broom Service!), you might even want to know who received the Spiele Hit Fur Experten award (wink-wink, nudge-nudge, Progress!). You should go to conventions to see what people enjoy the most now, check the BGG Hotness… and still find the time to play the classics. 

Image Source: BoardGameGeek
Seriously, if you missed Goa and you’re design/publish Eurogames, go play it now! Go play Ticket to Ride, fall asleep over Caylus (oh yeah, I went there), sit down to a game of Puerto Rico and see what the original game of role selection is all about (or even try the famous corn strategy). Make your buddy put that old copy of StarCraft on their table and see where Forbidden Stars (and possibly a few dozen other Ameritrashy-wargames) takes its mojo from. I think you already get the gist.

Because, seriously, sometimes going back to the roots gives you a perspective no new game ever will. And I’m telling you this as a fan of deckbuilding, as a designer of a game that uses deckbuilding mechanisms (Mistfall, if you had any doubts), and as a person who goes back to Dominion regularly to bathe in the glory that is the fluidity, the speed, the unique dynamics of a simple and yet refined game another deckbuilder is still to achieve (with Ascension being the only one that ever came close – but trading in some of its depth for theme). 

The truth is that no matter who you are – a designer, a publisher, “just” a gamer – you really should not only follow the new, but also get down with the old. And it’s not because of some silly idea of paying one’s due, not because of some nostalgic fad, but simply because you might find some really good things you’ve been missing on as a player – and some pretty damn inspirational stuff perfect if you are a creative.

Image Source: BoardGameGeek

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Tuesday, April 21, 2015

Cardboard Conarium

For some time there had been a certain amusing acronym kicked around BoardGameGeek. Just Another Soulless Euro, or simply JASE, provided a way of expressing the irritation with a certain method of creating Eurogames, or a new and handy way to stick it to the “Eurosnoots”. Regardless of the term’s origin, its first purpose, and how JASE had been used by different gamers, it did pose an interesting question: what provides a board game with a soul? 


Image Source: BoardGameGeek
A soul is a pretty nebulous concept. There are many definitions and ideas when it comes to human souls, but in terms of inanimate objects, a soul only represents a certain set of almost undefinable features that make it stand out - and that makes us feel more attached to the said object. We often hear that a house, a car, even something as small as an old tape recorder might have a soul, and when we say it, we usually want to show that it is in some way special. Usually, special to us. 

Trying to pick apart the idea of a board game having a soul will thus be heavily biased by personal experiences. For that exact reason, I will always say that Puerto Rico is a game with a soul, as it was my first Eurogame - and my first step into a new world of gaming, a world hidden within the world I seemed to had already explored. Similarly, Through the Ages will (to me) remain a game richer and more beautiful than any other in the world, as it was my first step into tabletop civilization games - and a first spark of the type of love that never burns out. 

But both Puerto Rico and Through the Ages have one more very important thing going on for them: they were both innovative (apart from being solid games), which not only put them high on my personal list, but also made them games highly regarded by hobbyists around the world. The idea of an action picked by one player and then performed by others created almost a whole genre of games, and depicting the process of building a civilization through disassociated mechanisms (which, when coming together, create a surprisingly thematic experience) had proven beyond doubt how creative and diverse the board gaming hobby can really be.
Image Source: BoardGameGeek
With the above in mind, it seems that supplying a soul when creating a board game is a simple process - or, at least, simple if you are making a solid game with an innovative idea. And yet, it is not, and it cannot be, a precise science, as there are some games that seem to hit both of these marks, and yet people generally don’t seem to identify them as games with a soul. Dominion can probably serve as a great example here, being both innovative (so innovative in fact, that it did create a whole new genre of games), and more solid than many of its followers. 

Image Source: BoardGameGeek
Dominion had it all, and yet time has proven it to be a game many refer to as dry, which almost automatically makes a game soulless. So perhaps there is also a matter of theme to consider, an atmosphere created by the game’s elements, making it stand out, sometimes even placating the more critical gamers ready to condemn a game for its mechanical deficiencies. I believe there are many deckbuilders not quite as solid as Dominion, or at least not as versatile, which are still perceived as a bit more memorable, a bit more engaging (on a more abstract level), a bit more… soul-full? 

As I said in the beginning, a soul of a game is often a matter of personal preference, as much as it is a combination of more tangible factors. Our own Progress: Evolution of Technology and Versailles always seemed to me - and to many people from my gaming group - games with souls. And at the same time they were praised as mechanically sound but ultimately deemed soulless by many of those who I’ve played them with. 

Thus, it seems that there is no recipe, not even a final definition of a board game soul we could all use. But at least there are some definitions serviceable for personal use. So, what is yours?

 
Just to put a little plug (and date this note somewhat), we are running a contest now, with ten copies of Versailles - each supplied with this cute little depiction of King Louis. If you want to get your hands on one of them, just go here for details.

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Thursday, December 11, 2014

No second chance to make a first impression



The theme of a game is something that needs to be considered carefully, as I tried to prove the last time I tackled the topic, pointing to issues that turned out to be somewhat problematic when it came to reception of some games. Sometimes navigating through what rubs players the right or the wrong way turns out to be surprisingly difficult, as a small misstep can make some of our potential customers unwilling to buy our product, regardless of the quality of its mechanisms. So, maybe dropping the theme completely would be a better idea altogether?

Image source: 
BoardGameGeek
The obvious answer is, well, no. Themes are there for two important purposes. The first one relates our game to other games already present on the market, allowing it to either stand out, or fall in line with similar products. This is a little bit like sending a message: “If you like games like Puerto Rico or Caylus, you will like this game as well” or “This might tickle your fancy if you like Talisman style fantasy adventures”.

The second purpose is of a seemingly different nature, as it is a more practical one. A theme is something that helps us learn a game. It uses shortcuts that help our brain process all the new information we are feeding it in order to finally sit down and have some fun around a gaming table.

Now, I know that at this point some of you might say that a lot of games do not have a theme and they are doing pretty well. However, even in some of those cases rudimentary theming is often also involved, especially if the game comes with six types of pieces, with each of them using different movement rules (and as a side note: while I would never try to argue that Chess is thematic, once you read The Flanders Panel, you will never look upon Chess the way you had looked at the game before).

Image source: 
BoardGameGeek
However, if you try to completely remove a theme from a more complicated (rules wise) game like Agricola, you will quickly see how ungodly difficult it would be to teach it to new people. Just think about trying to make new players remember that the yellow and orange pieces are multiplied through placing them on brown squares (which you first place on green squares), while the white, black and brown pieces are gained through placing them on green squares which need to be either surrounded by your sticks or need to contain a cube of your colour before you are actually allowed to place them, and any multiplication is performed only once every four, three or two rounds.

The two above reasons make some of the most abstract European games, excellent titles like the classic Goa, Shipyard or Yspahan cling to their theme, hoping that even with a significant number of disassociated mechanisms, they will still be able to make use of the ones that make some sense, and give new players a foothold, that will allow them to actually learn the rest of the game.

In short, the theme of the game is there to translate a bunch of complicated mechanisms into a language we can easily understand and relate to something we already know. Farming, building a castle, constructing ships, sending good overseas – all this help us make enough sense of some wooden cubes and some strange symbols to actually have fun while pushing them around a board. And the memory of this process also allows us to choose efficiently while making purchases, which brings us back to relating our game to other games on the market.

Image source: 
BoardGameGeek
A proper theme of a game announces what we can expect inside the box. A ship, a sheep and a sad guy on the cover will tell us that we will most probably be optimizing our moves, exchanging cubes for other cubes and preparing a nice point salad. A dude with an oversized weapon, a fiery dragon or a charging army will tell us that we will most probably be rolling dice, playing “in your face” cards, putting narration over common sense and relying on both strategy and luck to win the day. Altogether, the box tells us then, if the learning process will be aided by a positive filter, or hampered by a negative one.

Finally, it all boils down to our likes and dislikes yet again. I know a very aggressive gamer, a fan of extremely confrontational games, who suffered through an explanation of Istanbul and ended up really liking the game, after he had powered through the somewhat stunted learning process to appease his wife. I also know a very multiplayer solitaire centred gamer who decided to give Combat Commander just one try and ended up having lots of fun leading her troops, but only after overcoming her aversion to aggressive gameplay and World War II history.

And as much as the above cases tell us that many gamers can actually enjoy games towards which they were initially reluctant, the publishers should probably learn a completely opposite lesson. Because in fact, most people will not play a product they are not fond of right from the start, and with the abundance of games on the market today, no game will have a first (not to mention the second) chance to make a good impression – and very rarely will there be another person around to help with making the first one really count.

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Tuesday, February 19, 2013

Board games - between art and engineering

Source: www.123rf.com
Some may argue that designing a board game is not art, it is simply the process of dressing up a mathematical structure with a theme and the few tweaks that make the game interesting can be easily added during play-testing. If you play Uwe Rosenberg's Agricola you will most likely have the peculiar feeling that the game has been engineered o be perfectly balanced, still offering enough options that no two games are alike.

The whole genre of German (or Euro) games are usually almost luck independent, they challenge only the wit and skills of the players and the more you play the better you are. In a typical Euro-game, it is quite unlikely for an experienced player to be defeated by a newbie. Therefore, we may safely say that most Euro-game have an engineered engine, a mathematical model which is usually nicely hidden behind a village or town building like theme to make it more attractive to light gamers and families.

However, those of you who have played lots of Euro-games know already that there are hardly two games alike - I am talking here about the good games, not about cheap clones - and that every game challenges you in a different way. If you know how to win Agricola, you won't be able to apply the same 'algorithm' for Puerto Rico, Trajan or Ora et Labora. As a game designer myself, I must argue against the assumption that most Euros are a nice cover for simple (or complex) maths. I am not saying that there isn't a core based on an algorithm, most good games have that, I am simply stating that there's a lot more to making a game than the maths behind it.

You may have noticed that the best games out there are innovative in at least one way. This is where art or inspiration comes in. It's not enough to be a good engineer and apply optimization algorithms to have a good game. You might end up with a perfectly balanced game, but to achieve the holy grail (new + fun + balanced) you need a drop of ... something else. Innovation is not as easy to describe and quantify, but I will give it a try. When Puerto Rico was launched, it brought something that most player have not seen before, the mechanism of the common action chosen by the active player, executed by everyone. This was the new and brilliant touch that pushed Puerto Rico to the top of gaming charts. In Terra Mystica (best Euro I have ever played) it's difficult to pin-point a single innovation that makes the game great. If I had to choose, I would go with the way the theme integrates with the game mechanisms. I don't know how the authors worked this game, but I notice the result. Terra Mystica does not feel at all like two separate parts, the algorithm and the theme, it feels like an inseparable integrated body. Each race has one or more unique abilities and it also comes with deviation from the standard costs vs. advantages. However, each race feels so solid that I could not have imagined it having different abilities. Designing this game is definitely a combination between art and engineering, because the game a whole is balanced without being boring and each race is unique without being overpowered.

Let's take a look to a different genre, the Ameritrash games. In my opinion, most of these games are leaning more towards the art side. To make a successful game of this genre, you need inspiration above all. You need to have a story, an universe that sucks people. Of course you will also need solid game mechanisms, but the theme dictates the mechanisms and not the other way around.

Regardless of its type, whether it is thematic, family or strategy, any game is a mix of inspiration and hard work. The hard work is usually on the engineering side, when you bust you brains to balance resources or to quantify different paths to victory but the small tweaks that make a good game great are always the fruit of inspiration. In my opinion, making a game is just as much art as it is engineering because you need to be creative to make a board game but you also need to develop a technique of development to make the game playable and balanced.


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