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Monday and A Designing Triangle?

Gareth Madeley
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Hello, welcome to another thing of this blog.
Ok, so how did Monday go?

I'd recently received some new games from GMT: Here I Stand and Formula Motor Racing. I've got the Vassal version of Here I Stand and I've been playing to pick up the rules, and it's really fun and interesting. Unfortunately, we don't really have time to play it at the Lion, and instead we played Formula Motor Racing. It's a quick game with an incredibly quick rules explanation. It is fairly luck based, and one player critised the fact that I played a crash card eliminating one of his cars (he was chosen at random) and that the last card played decided the game. My response to those? 1. It's a 15 minute game. 2. It's a 15 minute game. In a two hour game, those are valid critisms, eliminating half of your position with one card or the last card deciding the entire game, however, with a 10-15 minute game, after the game, there's time for another round.

After this we split up into two fours,and I played Troyes. In this game, as I think I mentioned last time, each player knows a proportion of the final scoring, the problem with things like this is that they distract you from what else you should be doing, I got distracted, and concentrated on my card rather than getting points elsewhere. Differently want to play this more and get a better grasp of the strategy.

We had a few moments before the other players would finish their game, so we pulled out Parade which is a good filler, short, but it is more thinky and brain burning than a card game filler themed around Alice in Wonderland has any real right to be.

We finished Parade just as the other players had finished playing 7 Wonders, they all had to go, so we had a go with it. I was the first player to go into military, at the end of the first age, grabbing some points that turn. There are so many different possibilities of how the wonders will come out (especially when you take the A and B sides into consideration) which probably affects your strategy and the strategies of your neighbours.


I was recently listening to an old episode of the Dice Tower, in particular an old episode of GameTek, where Geoff Engelstein was talking about Godel's Incompleteness Theorems and how rules can't cover everything. An extention of this is that in a set of rules and axioms, there are some things that aren't covered, so they need to add extra rules to cover these points, which is my point.
While software development has the triangle fast-good-cheap, it seems that board game design has the triangle of simple-thematic-balanced (someone who's actually done some design should correct me if I'm wrong). Formula Motor Racing is simple and balanced, Troyes is less simple but more thematic, while Here I Stand is far more thematic, but much more complex (44 page rulebook). Or, if I were to run a contest for the first person to post and wrote it at 8 am GMT, it would be unbalanced in favour against Americans, however it would be incredibly simple. Designers, I'm guessing here, need to have an idea on this spectrum of where they want to be.

And well, this ramble has run out of steam, see you next time (hopefully). Thanks.
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5 Comments
Subscribe sub options Wed Mar 9, 2011 2:33 pm
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Trent Hamm
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Huxley
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See this text? It's a gratuitous waste of GeekGold.
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The game itself isn't important. Spending time intellectually jousting with likeminded folks is the real reason to game.
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Forbidden Island hits all three (simple, thematic, balanced), does it not?
 
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  • Posted Wed Mar 9, 2011 3:05 pm
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Dominic Crapuchettes
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This overtext is brought to you by the abstract strategy game Battle of LITS and the number 20.
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I think it is more of a continual line than a triangle. On the one end is simple, on the other end is thematic. You can always make a game more thematic by adding more rules. But a simple game can be balanced (like Go) or unbalanced, and a thematic game can also be balanced or unbalanced.
 
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  • Posted Wed Mar 9, 2011 3:25 pm
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Gareth Madeley
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Trent: While Forbidden Island technically has a theme, I'm not sure I'd say that the theme is a part of the game, which was the point I was making. I'm guessing it would incredibly easy to change the theme without affecting the rules in anyway (ie to infected zombies and finding four ingredients for a cure, or to a company being taken over by a rival needing to get four lawyers and executives to the CEO's office to prevent the take over)

Dominic: I was thinking a solid triangle where a game can be anywhere on the three scales. As a game can be very simple and very balanced with little theme (Go), very simple and very thematic with little balance (though it's hard to think of game that would fit this), or very thematic and very balanced with high complexity (the aforementioned Here I Stand).

Hmm, then again, I'm not really sure balance is a continuously measurable thing, it's probably a fairly discrete thing of balanced or not.
 
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  • Posted Wed Mar 9, 2011 4:51 pm
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Doug Bass
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I'm just throwing this out here, but what about using a Venn diagram? I would agree that Forbidden Island fits all three. And there are definitely games that are simple, but neither balanced nor thematic. War and Go Fish come to mind.



And I would put something like Go or Chess in the balanced only category. The rules may be simple, but the games are not.

Just an idea.

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  • Posted Wed Mar 9, 2011 5:16 pm
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Nevin Ball
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We had a few moments before the other players would finish their game, so we pulled out Parade which is a good filler, short, but it is more thinky and brain burning than a card game filler themed around Alice in Wonderland has any real right to be.


Agreed - there are a lot of interesting decisions and trade-offs to consider in Parade. I bought it as a Christmas stocking stuffer for my daughter and was surprised by how good the game is.
 
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  • Posted Thu Mar 10, 2011 6:37 pm
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