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The qualities of Fun
Stephen Avery
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Suwanee
Georgia
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I was playing with a game design a few weeks ago and had an unfortunate revelation. “Once I work out the balance issues with this will it actually be fun…?” It made me start thinking about what are the qualities of a game that make it fun and why. I’m sure I’m missing several so chime in if you wish. Here’s what I’ve got so far...
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Posted Tue Oct 19, 2004 6:27 pm
1. Board Game: Ingenious [Average Rating:7.41 Overall Rank:76]
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Stephen Avery
United States
Suwanee
Georgia
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Evolving strategy
Evo, St. Petersburg, San Juan. The satisfaction of nursing a plan and opportunism for the big payoff
David Seddon
United Kingdom
Loughborough
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This is also true of many wargames. In fact most of the best ones.

Midway and 30 Years War Quad (Decision) have this quality for instance.
Mark Haberman
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San Juan definately has multiple strategies, but they are sometimes dictated to you by your cards.

I'm fairly sure that St. Pete has only one strategy and that the small tactical choices to achieve that strategy is what makes the game fun.

I think the problem with St. Pete is that it looks like a strategic game, when it is in fact a tactical game. When taken as such it is pretty good imo.
Chuck Uherske
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Once again, Thi has brilliantly encapsulated the feeling of playing a game -- in this case, why (to me) it feels more interesting to play a game of El Grande than Puerto Rico.
Jason Wiebe
Canada
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I guess it depends on your definition of strategy - I think there is just as much to Puerto Rico - BUT it changes depending on the actions of others. I know there are only a set amount of options - but I have seen (and committed!) some moves that mess other people up just because you didn't do what they wanted. Grand world-changing startegy? Nah. But strategy nonetheless. And yes, I think El Grande has more strategy to it.
Thi Nguyen
United States
Los Angeles
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Jay -
2. Board Game: Hive [Average Rating:7.38 Overall Rank:85]
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Stephen Avery
United States
Suwanee
Georgia
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Tactian
Dia de los muertes, Hive, Wings of War, The pleasure of outmanuvering your opponent. A lot of abstract, trick taking and wargames fall into this catagory
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Agreed. I really want a good copy of this game; my homemade version just isn't good enough.
3. Board Game: Bang! [Average Rating:6.82 Overall Rank:336]
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Stephen Avery
United States
Suwanee
Georgia
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Take That!
The joy of putting your opponent in dire straights and avoiding them yourself
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Mississippi
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The perfect group game in my opinion.
Thi Nguyen
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Los Angeles
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Screwing over an opponent I find much more satisfying when it comes out of a reasonably long-term plan on my part, a controlled thing.

I find playing a randomly drawn card to screw over somebody not particularly satisfying. As happens in a thousand games I can think of.

On the other hand, in Taj Mahal, noticing that another person desperately wants the commodoties in this province coming up in three turns, is drawing all the pink elephants to get it, and then dropping out earlier yourself and taking enough pink elephants to beat him - that's goddamn fun.

(Another neat place this turns up is in Meuterer - wresting control and sending the ship somewhere else - but that's much more short-term.)

4. Board Game: Diplomacy [Average Rating:7.16 Overall Rank:182]
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Stephen Avery
United States
Suwanee
Georgia
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Doublecross
The malicious zeal of Take That! with the trickery of bluffing.
Scott Gray
United States
Lexington
South Carolina
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Kingmaker is even better at this!!!
5. Board Game: The Settlers of Catan [Average Rating:7.61 Overall Rank:45]
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Stephen Avery
United States
Suwanee
Georgia
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the Deal
Settlers, modern art. May the best negotiator win.
Mike Chase
United States
Fremont
California
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I'm The Boss is the most fun deal-making game I know. But it's intense, and not for the weak-hearted.
Will Morgan
United States
Nashville
Tennessee
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I personally like Chinatown best in this category. Bohnhanza for a light deal-maker maybe.. of course these are both quite different than Modern Art and Settlers.
6. Board Game: Java [Average Rating:7.08 Overall Rank:230]
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Stephen Avery
United States
Suwanee
Georgia
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Building, building, built
Satisfacton comes from accumulation. (or its inverse going, going, gone)
Gary Webster
United States
Littleton
CO
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Where this one gets strange is in the final scoring. All of a sudden, it's not where you built, but who's got developers in what village. NOBODY wants to start the last turn, because it so dominates the scoring that the first guy to do it is hamstrung regarding movement!

IMO, of course.
7. Board Game: PitchCar [Average Rating:7.28 Overall Rank:122]
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Stephen Avery
United States
Suwanee
Georgia
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Nimble Fingers
Jenga, Pitchcar, X-bugs. Pleasure is gained from the accomplishment of dextrious ledgermain.
8. Board Game: Talisman [Average Rating:6.48 Overall Rank:841]
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Stephen Avery
United States
Suwanee
Georgia
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RPG factor
Simulation is the best form of flattery…
9. Board Game: Liar's Dice [Average Rating:7.03 Overall Rank:215]
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Stephen Avery
United States
Suwanee
Georgia
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The Bluff
A favorite of mischevious players everywhere.
10. Board Game: Saint Petersburg [Average Rating:7.34 Overall Rank:90]
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Ben Vögel
United States
Golden Valley
Minnesota
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Efficiency

St. Pete is all about maximizing and cost/benefit analysis. For those of us who enjoy that exercise this is a great game with good replay value, for others who don't, they often consider this game overrated.
Håkan König
Sweden
Oxie
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Funkenschlag/Power Grid definitely comes under this section.
Chuck Uherske
United States
Rockville
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I have several favorite games that depend on the accumulation of small advantages along the way: Samarkand, Traumfabrik, Cartagena, and Empire Builder all do in their own ways.
Paul Sommer
Denmark
copenhagen downtown
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I keep hearing that this game is broken and therefore have stayed away from it.
Mark Haberman
United States
Painesville
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Not broken, but if one good aristocrat shows up in the first round and the other is bad (in 2-player game) it is hard to recover from.

It dosen't happen all that often though, and there are some suggested varients to "fix" it if it bothers you too much.
Nomadic Gamer
United States
Palatine
Illinois
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Don't believe it's broken. they li-,oops, I mean exagerate
the possibilities of unlucky draws.:p
Shyue Chou Chuang
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Singapore
Singapore
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Not broken. However, it appears that in a four-player game, there is an optimal strategy. That has been long discussed in the spielfreaks mailing list and the rec.games.board newsgroup.

:meeple:

The game gets tired very quickly after.
11. Board Game: Clans [Average Rating:6.60 Overall Rank:532]
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Ben Vögel
United States
Golden Valley
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The Hidden Agenda

Concealing your clan's color as long as possible.
Hiding the strength and exact disposition of your forces in Columbia's block games.
The joy of the element of surprise and the delicious agony of the fog of war.
Chuck Uherske
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OK, this one ranks very high for me. In fact it may be why I don't like negotiation being brought into non-negotiation games.

There's hardly anything I like more in gaming then devising a secret plan in response to unique conditions and then springing it on my unsuspecting opponents. That's the tops in gaming, I think. It's also undermined if the game turns into a negotiation game. I don't want to get on the anti-negotation game rant here, because I do love negotiation games like I'm the Boss. But in the wrong place, it takes away this element, perhaps the single most fun element of gaming for me.
12. Board Game: Viva Pamplona [Average Rating:6.39 Overall Rank:1517]
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Stven Carlberg
United States
Atlanta
Georgia
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The dramatic moment.

One thing that can make a game fun is when a lot of little activities precede one key event upon which everyone's fortunes will turn. I've chosen Viva Pamplona! as a prime example of this, where everybody does their dice rolls and their maneuvering based on what they think El Torro might do, and then there's that wonderful make-or-break moment where the turn of the card for El Torro gets all the cheers and boos at the table. It's not a heavy strategic game, but the dramatic moment makes it fun.
Thi Nguyen
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Acquire is the grand-daddy of this. Screaming, cussing madness when those merges come.

I love games where a long build-up comes to a decisive moment - and when that decisive moment is very under the control of the players.
Chuck Uherske
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Acquire is the game that came to my mind as well.
Stephen Avery
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I was going to post the Big Risk as a catagory but I couldn't think of a game where fates change because of a all or nothing decision (which I odd my style of play favors impulsive opportunistic games)
13. Board Game: Edel, Stein & Reich [Average Rating:7.10 Overall Rank:290]
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Thi Nguyen
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Telepathy

When you figure out exactly what your opponents are going to do, their intentions, and act precisely to block them.

Obviously, all variants of simulataneous rock-paper-scissor - like Edel Stein Reich - have this. It's also hella fun in all the wheel-selection in El Grande and Maharaja (though I find my telepathy skills are quite low in Maharaja.)

Shows up in all the hidden-goal geographic games, like Wilderness Adventure and Expedition.

Shows up also once you start playing LOTR: The Confrontation a *lot* with one guy. Sometimes you can just *know* where he's hiding Frodo, and come up with some bizarre plan that can nail him, way back near the back, with your dark rider.

I find that this happens in the games with some hidden information but plenty, plenty, plenty of on-board information (El Grande). Or hidden information with very channelized combinations (LOTR: The Confrontation). It's a rare thing, a game that encourages telepathy. They are to be found, loved, cherished, and encouraged to breed.
Stephen Avery
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I often play Shipwrecked for a quickie and you're right. Fun, fun, fun outguessing someone (especially repeatedley -hehe)
14. Board Game: Princes of the Renaissance [Average Rating:7.54 Overall Rank:114]
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Joe Gola
United States
Redding
Connecticut
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Immersion

I love games which are bursting with different factors to ponder and dizzying with player interaction. El Grande, Liberte, Princes of the Renaissance, Taj Mahal...there are no optimal moves, perfect strategies or easy answers. After a while, you don't know where you are or what time it is, and suddenly there's a low thrum coming from the back of your head as your subconscious kicks in to take up some of the work load. Strange messages in unfamiliar handwriting are sent up to the front office: "TWENTY-THREE MARKS IS TOO MUCH TO PAY FOR THE CRANBERRIES!" and "ATTACK PORTUGAL NOW! ATAAAAACK PORTUGAAAAL!!!" Now you're kind of sweating a little, and your back is beginning to hurt. Will Trevor notice that you have four planes in Dallas? Has Catherine been holding the Tort Reform card all this time? Can you get away with a plan so inconceivably fiendish that it may just make Gaming History?


Danny's not here, Mrs. Torrance...he's gone away....
Mark Haberman
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I'm jealous...I wish I could write more better.:(
Ben .
United Kingdom
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Surrey
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Immersion and the mysterious vanishing of hours....

The scene: we are onto the third game of the evening. The crusty remains of the pizza and the few empty drinks cans the only reminder that we did actually stop at some point to eat. I think......

Lloyd: "Can I sleep on your couch?"
Me: "Ha! Presuure getting to you?"
Lloyd: "No. Really - can I sleep on your couch?"
Me: "Errr - sure - why?"
Lloyd: "I've missed the last train"
Me: "Are you sure? Maybe if I drive you to the station..."
Lloyd: "Nope. I think it's already left"

...pause...

Lloyd: "About 2 hours ago"
15. Board Game: Merchant of Venus [Average Rating:7.19 Overall Rank:228]
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Peter Domeij
Sweden
Sundbyberg
Unspecified
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Balance Act
In this game you must balance between move to discover lucrative trade routes, and stop move to make the trades to get money. Speed/momentum are one key, stopping to make business the other key. The balancing between those two makes this AH-game really fun to play. Something that I cannot say about the other old AH-games I have.
There must be other games with balance act, but MoV is a good example.
16. Board Game: Age of Steam [Average Rating:7.93 Overall Rank:14]
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Peter Domeij
Sweden
Sundbyberg
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Generic Outfit/Components
If this game would have been adapted for the Mid-west America only, the long term fun-factor would have been lower. But this game can be set anywhere/anytime in the world. Power Grid and Ticket to Ride are good examples for being board-generic. Wargames with plastic miniatures are also good for designer-wannabies like me. I have a lot of fun making an A&A:Risk.
17. Board Game: Pueblo [Average Rating:6.90 Overall Rank:359]
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The Comeback

There are the rare games that give you a huge rush when you play from behind. There is the thrill of knowing that you are setting yourself up for the win, putting the pieces into place, and yet slowly but surely falling further and further behind your opponents. The adrenaline kicks in when the final piece of your plan falls into place, you see minutes ahead into the future, and you know that your victory is assured IF your clairvoyance was accurate and your planning was flawless. Slowly, steadily, like an onrushing tide, the gap between you and your opponents shrinks like a grape in the scorching sun. The little gremlin in your head squeaks his little cry of joy as your score surpasses the fool who believed that he had the game in hand. The warm, glowing feeling of Hannibal Smith's proverbial "I love it when a plan comes together" comes over you as the final turn ends, and you emerge, triumphant, in yet another comeback win.

(Applies also to: The Princes of Florence, Magic: the Gathering, Um Reifenbreite, Power Grid, Daytona 500)
18. Board Game: X-Machina [Average Rating:6.15 Overall Rank:3386]
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Joan Wendland
United States
Unspecified
Unspecified
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Creativity - I managed to make a teleporter out of dry ice and socks!
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Paul DeStefano
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I've come up with many wonderous mechanics which fail to be fun at all. Its usually what I think are the stupid things that tend to elicit the right response from players. I don't believe it can be quantified.
Chuck Uherske
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Well, I loved it, although we've only played a couple of times. I had such a good time it set me to thinking about why.

Is it because the game so well simulates a race, and taps into that childlike fascination with watching several racers trying to get to the finish line first?

Is it because the board and materials are more toylike than I'd expected, adding to a juvenile sense of fun?

Is it because the game is just the optimal, "fun" balance of luck and skill? Is it in some undefinable, yet tangible, sweet spot? Would requiring more calculating deepen the game but subtract fun? Would more luck detract from the reward of the game?

Is it the light blend of auction, hand management, bluffing and racing simulation?

I really don't know, but each time it was just really -- well, er. . . for lack of a better word -- FUN!
Thi Nguyen
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A lot of the joy of D 500 I think is in the fact that you get *all* your cards up front, and get to plan and figure out what other people are planning. Interactivity of low-level tactics with long-term planning. Same thing as in El Grande or Modern Art, but purer.
Bill Allen
Australia
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Nice list,

Would make a good discussion topic (what makes a game fun?) over at the BoardGame Designers Forum ( www.bgdf.com)
Stephen Avery
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Thanks, An offhand comment that is thrown back in my face almost each game session...

"It's all about the Fun, baby!"
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