Showing posts with label Shipyard. Show all posts
Showing posts with label Shipyard. Show all posts

Thursday, August 27, 2015

A Boardgaming Hobbit

Multiplayer solitaire. Two words that more often than not are used these days to condemn a game, as if automatically making it somehow worse than any a design that will have players at each other’s throats in a matter of minutes – or at least make players fight tooth and nail for scarce resources or territories.

Multiplayer solitaire. Two words that more often than not are used these days to condemn a game, as if automatically making it somehow worse than any a design that will have players at each other’s throats in a matter of minutes – or at least make players fight tooth and nail for scarce resources or territories.

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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, 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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Saturday, August 23, 2014

The Agent and the Narrator

According to an old joke about Talisman, the first prototype of the game was actually a single six-sided die. The players would sit down staring at it for four hours, and then roll off to see who won the game.

Image source: 
BoardGameGeek
Obviously, the joke is still being told by the people who do not enjoy the overall experience offered by the cult classic. They seem uninterested in the heroic stories created by hours of rolling dice, moving around the board and then either drawing a card, or... rolling more dice. And it does not necessarily mean that they hate wizards, dragons and magical swords (although some of them actually do). What it does mean is that they are unsatisfied with the level of agency offered by the game.

Last week I said that a certain level of randomness seems to be a required element of any adventure game. I think we can agree now that if everything can be weighed and measured before the game, there will be no adventure – only an exercise in optimization or, in other words, a German style game. Randomness is, obviously, not only an element of an adventure game. Even Agricola randomizes some of its elements, but only up to a certain extent. The players are first treated to a random distribution of cards, and during the game they have to take into account the fact that the appearance of some action spaces is random – although this randomness is also very limited.

Image source: 
BoardGameGeek
It is actually quite easy to get randomness right in a Eurogame. Just remember a simple rule: randomness first, decisions later. Shipyard introduces this element by giving players scoring tiles before the game, just like Lords ofWaterdeep which – although plagued with the quest cards random draw which felled many a strategy – supplies each player with a lord card that tells them what they will score points for.

Adventure games are, however, slightly more difficult to calibrate. In optimization games agency is king – but it is narrating a story that adventure games are all about. And here, it seems, erring on the side of caution means that it is better to make a game more random, than one that can be fully planned from the first turn and then flawlessly executed. Does that mean that all adventure games will inevitably boil down to, more or less, Talisman clones?

Certainly not, as some designers have already proven – with Mage Knight being the most recent example of an adventure game that really puts the player in the driver’s seat, while sometimes heavily taxing their little grey cells. What is important to take note of here: randomness is not gone, but it still precedes all decisions made by a player on their turn – just like in many Eurogames.

Image source: 
BoardGameGeek
As a fan of games with a clear narrative arc, I enjoyed my time with Mage Knight, just as much as I enjoyed a few dozen games of Lord of the Rings: The Card Game, where a random card draw created challenges for players to deal with using their custom made decks and (on a more turn-by-turn basis) their hands of cards. I was, however, surprised that many adventure game fans had a completely different view of those two games, finding them dull, too complicated or simply “not really adventure games”.


All in all, getting an adventure game design right is not only about creating a set of working mechanisms, but about (and perhaps even more so) balancing the player agency and the game’s narrative aspect. It is obvious a single design will not satisfy every gamer, which makes this balancing act, ever interesting from a design standpoint - and exciting for gamers open to experiencing new ideas within their favoured genre.

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