Showing posts with label Terra Mystica. Show all posts
Showing posts with label Terra Mystica. Show all posts

Thursday, August 6, 2015

Making Mind Games


You might say that making a good deception-based game is a task more difficult than making, say, a Eurogame. After all, games that make us question the truthfulness of our friends are based on a set of concepts much more nebulous than a well-written and tested mathematical model that will run your trading in the Mediterranean game.

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, 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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Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
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Monday, January 28, 2013

Convention report - GobCon

This weekend I had the pleasure of attending GobCon on behalf of NSKN. It was not the usual gaming convention, but rather a gathering of friends who shared one thing - the passion for board games.

My first evening (Friday) was dedicated to Exodus: Proxima Centauri. It had been a while since my last Exodus game, so I enjoyed it even more, especially since the one player who has not played the game before was the one to win our 6-player game. The game took about 3 1/2 hours, well withing the specified game time on the box. Even though I played Exodus countless times, I must admit that I still did not figure out the strategy for the win :)

On Saturday I enjoy a 7-player game of Battlestar Galactica with the Pegasus expansion. I am a big fan of the series and of the board game, but it was the first time I had the chance to see the expansion at work and to play as a revealed cylon from the beginning. It was a tight struggle between the humans and the cylons, teh humanity prevailed but everyone left the gaming table happy regardless of the result.

After a lavish Italian lunch, I play tested a prototype of Venetiae, the creation of an Italian designer. Venetiae is a 'stock market' game, in which the four of us bought and sold good in our attempt to make profit. The game proved to be very well balanced and a lot of fun. I enjoyed playing a well-made prototype which offered the feeling of a published game, without any clumsy mechanisms or unfinished rules. The game works very well and is in need of an illustrator's final touch and a publisher.

The last game of the day was Fief, a game of politics, war and ...treason. It was my first play and even though the rules explanation took almost an hour, I had a good grasp of the game from the very beginning. My ally and I proved to be less than inspired in our resource management and battle tactics, so we quickly fell behind also because we were not willing to break our alliance and side with the more developed players. Fief encourages making and breaking allegiances and a promise is valid as long as it benefits you. Overall, one of the best political games I played lately.

The final day of GobCon was Sunday and the highlight of my day was a 5-player game of Terra Mystica. I like Euro-games and I am willing to give any game a try, but I am not so easy to impress. However, Terra Mystica was wat above my expectations. The game mechanisms are clean, very well defined and brilliantly integrated. There are a lot of decisions for the players and each of them can push the balance one way or another. It is a combination between worker placement and city building, with a lot of interesting tweaks. The most impressive feature is the asymmetric game play, very unusual for German games. Each race has its strengths and weaknesses, mixed together in a very balanced game. With a game length of less than two hours for five players it is the game I am looking forward to playing again the most.

This concludes my short convention report, but not before stating one more time that visiting and playing in Italy is always a great experience.


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More about NSKN Legendary Games on the website Facebook | Twitter | BGG |  ScoopIT Magazine | Blog
Warriors & Traders can also be found on its own website | Facebook |  BGG
Exodus: Proxima Centauri: website BGG
Wild Fun West: website | BGG
Follow us on Twitter: AgniAlexandraAndrei and Vlad