Last post we looked at thematic vs.
mechanical design. Today, we look at two specifically mechanistic elements of
game design aesthetics..
SIMPLICITY VS. COMPLEXITY
Some games are incredibly simple and
take less than ten minutes to explain, while others are built to add as much
detail and simulation as possible into their structure. The relative simplicity
or complexity does not always reflect actual depth, however.
Go is as simple as a game can get, but Go masters spend decades perfecting their play. Chess is not as simple as Go but it has similar depth right out of the box with a simple board and five types of unit that provide only the most abstract representations of a medieval battlefield. These two games are the ideal of simple games: easy to learn, difficult to master.
The average Avalon Hill war-game,
however, while extremely good at simulating the minute effects of a ton of very
specific battlefield situations, is extremely complex and most table-top
wargames (especially those of a historical nature) tend towards extreme detail
that demands some dedication from its players in order to learn and master its
intricacies. This is no guarantee of depth, however, as wargames, no matter how
detailed, live or die by the scenarios designed for them and scenario building
is one of the main challenges of good war-game design. But on their own, they are difficult to learn and difficult to master.
Complexity should not be taken as a
'negative' in any sense of the word. Some complex games, like Twilight
Imperium, have a steep learning curve, but once the rules are learned and used,
they 'click' and require only the occasional reference to the rulebook. In
return, this complexity offers a level of detail, simulation and story-telling
that makes them extremely fulfilling experiences (almost like a cooperative saga
written out in a few hours of play), even if you only pull them out once or
twice a year.
Alternately, Nuclear War or other
'beer & pretzels' type games are simpler but within that simplicity is a
highly thematic and quick playing experience that can be equally entertaining
in the right setting and not nearly as taxing as an 8 player (and thus 8 hour)
game of Twilight Imperium.
I have played, enjoyed and own games
from one end of this scale to the other and find that the mood at the table is
more relevant to the aesthetic appeal of a game in this instance than any hard
and fast preference. I do, however, know those who scoff at 'silly simple
games' and others who wouldn't touch any game with a rulebook of more than a
few pages in length, so it is still a measure that should be considered when
creating a game for a specific audience, say children, casual gamers or
dedicated simulationists.
RANDOM VS. DETERMINANT
There are games in which your
strategy is fairly limited, sometimes to the point where your only real
strategy is to be ‘lucky.’ At the other end of the scale are games in which
chance has no part in gameplay and all results are determined by the moves and
reactions of the players.
‘Sorry!’ ‘Candyland,’ 'Chaos
Marauders' and many of the commercial board games from the 70’s and 80’s were totally
random. There was no real strategy that could help you win consistently. The
roll of the dice or the draw of a card was the only true determinant of victory
and defeat.
Chess and Go on the other hand, are totally devoid of chance, and victory or defeat is entirely in the hands of the player. Every move has a pre-determined result and the only way to stymie a winning strategy is for the opponent to counter it with a strategy of their own.
Most games tend to favor a middle of the road approach. Wargames, for example, tend to favor a strategic level of movement but combine unit value with random number generation to determine the results of attacks, while many Eurogames tend towards card management skills as well as concrete strategies.
I tend to favor games with a good
deal of determinism spiced with a smattering of randomness, where concrete
strategy has to be balanced with a degree of risk management and victory can be
grabbed from the jaws of defeat by a well-timed random event. This is more
reflective of the way the real world works, increasing the unpredictability,
and in my view, the excitement, of the endgame.
But, again, there is a highly subjective element to what some might find fun or relaxing and in what environment, and no one game will scratch all itches. Sometimes you want to really get into a game, but other times, good, dumb, random fun is where it's at...
PART 3: PLAYER AGENCY AESTHETICS...
But, again, there is a highly subjective element to what some might find fun or relaxing and in what environment, and no one game will scratch all itches. Sometimes you want to really get into a game, but other times, good, dumb, random fun is where it's at...
PART 3: PLAYER AGENCY AESTHETICS...
I feel like something is left out of here, which is strategic play resulting from randomness. Look at Liar's Dice. Although a game may lean on random chance, extremely strategic games can come from the luck factor. This is something I haven't really seen in board games, but it's found in betting games.
ReplyDeleteThis would be an example where the Random rating would be +1 or even 0, if the two are equal parts of play. Remember that this is a scale of one to the other, with the ends representing an extreme where one is completely dominant and the middle representing some mix of the two.
DeleteMy rating of Nuclear War for example, is Random +1. The driving force of the game is randomness, random card draws in this case, but the randomness can be managed in a number of ways.
Liar's Dice, which is a bluffing game first and foremost, is very similar. I'd rate it Random as well, because the only real game mechanic is rolling dice and there is no way to manage the dice or change the results. On the other hand, the bluffing element is so important, that the dice almost don't matter unless a bluff is called. I'd give it a Random 0 for that reason: it's random, but it is the Player Interaction (a +3) that drives the game.