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 |
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 |
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 |
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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