.....going to start blogging again I should try and ensure the preview picture that comes up makes more sense then an Odyssey Photo (much as I love that Odyssey photo).
Fortunately I do have drawing of me as the Bishop of Games, the Dice Pope so lets use that.
Wednesday, 3 April 2019
Tuesday, 2 April 2019
Action Limitation
I got
thinking about action limitation and all the different ways board games limit
what you can do because having to choose what to do is what drives making decisions
(and good game play involves making informed decisions).
Turn is
not quite the right term because sometimes a turn is a subpart of a larger game
cycle. For example, worker placement your
turn is placing a worker and taking a single action. But that is contained within some sort of
larger action limitation because at some point the action spaces clear, workers
come home, and stuff goes back onto the board.
The term I’m
going for is “game cycle” it'll do for now.
Limited
Actions: you can do N actions from a list of available actions (where N can be
1) and you will have the same number of actions next game cycle.
Resource
Spend – there is a cost in doing something be that spending resources, money,
cards, or even exhausting a card. But if you can pay the cost you can keep doing stuff.
Common
actions – picking from a pool of common actions that only one person can do
within that game cycle.
Random available actions – what you can do in a turn changes based on some random factor could be rolling dice, drawing out of a bag, and having some cards available.
Push your luck – do stuff until some turn ending event you’d rather avoid happens.
Real time
passing – do an action that will take a certain amount of real time and you can’t
do something until that time has passed, generally controlled by a sand timer.
These
seem like major mechanics, but they are often combined together. But there are also other twists and modifiers
that designers use which I don't think quite make it to a major mechanic.
For
example
Sub Turns - for example do a thing(s), and then do another thing(s) a bit later on. For example Terraforming mars.
Not all
players have the same number of actions – for example Caverna when you get an
extra dwarf.
Picking
an action does something for other people as well – for example race for the
galaxy.
Actions have
a sequence – for example Antikes roundel
Drafting
your actions – for example Innis.
Making a
choice on a card – pick a or b for your self which then gives the other to
somebody else – for example fire on the lake.
Limited Repeatability
– there is some sort of limited repeatability.
To me
this covers a lot but I’m sure I’ve missed lots of possible options.
So lets
play a game – either suggest a mechanic I’ve missed and I’ll see if I think it’s
already covered by the above or suggest a game you don’t think goes into the above
structure and I’ll try and work out what I think it would be.......
Wednesday, 27 March 2019
Wingspan: thoughts on design and theme
Wingspan is a competitive, medium-weight, card-driven, engine-building board
game. You are bird enthusiasts—researchers, bird
watchers, ornithologists, and collectors—seeking to discover and attract the
best birds to your network of wildlife preserves.
You have
a pile of action cubes which you use to do one of 4 actions. Play a card (a bird) into one of your environments
by paying some food (and maybe some eggs) or you activate one of three environments. Each environment gives you one of the three main
resources of the game- food, eggs, or cards.
The more birds in an environment the better the action is, and sometimes
you can trade food, eggs, or cards for another type of resource. If a bird has a brown action you get to do
that brown action when you use that environment. Once all your action cubes
are done the round ends, you get scored on some end of round scoring thing, mark
how well you did with an action cube and then do another turn. 4 turns in total and it’s all over and you
score game end card(s). Most points win.
That is basically it.
The first
thing to talk about is just how much this game delivers with a simple rules
set. 3 main resources (cards, eggs, food
– of which there are 5 sub types), and 4 actions (one of which is play a card)
and the other three work the same way they just deliver different stuff. That’s not a lot but it delivers lots of
choices, with the value of a card being very much determined by what you’ve already
got down, your resources, the bonus scoring for that round, what other people
have down. Lovely.
Each individual
card is simple and the language clear, and even when combined with other cards abilities they never get
complicated or unclear but they do get interesting and effective – finding a
sweet combo is *kisses air*.
Let us
take the moment to appreciate the design that went into the decision that you
start off with lots of simple actions – but as the game goes down you lose
actions but each action increase in effectiveness. Brilliant.
Another nice touch is that your abilities fire in an order right to left
– so no trying to work out if you can eek out a better result with a different
order. Make that decision when you play
the card. Or how the action is kept
moving because you can draw blind or you can draw from 3 face up cards but those
face up cards don’t replenish until after your turn. So the amount you have to consider on your
turn lower, and things keep moving no matter how many cards you are
drawing.
If
Innsmouth Escape got me into board game design by making me go “I can do betterthen that”,
Wingspan makes me go “I should give up – I will never be that good”.
Now I want to talk about theme and this gets supper nerdy.
This is a game that drips with theme. It is about birds, and the cards are covered in bird related details. Wingspan, max egg numbers, nest type, what they eat, where they can live. I have absolutely no doubt that these details are informed by the real world and not by what the designer wanted. So nothing is pasted on about this theme.
So why
did I sit there playing it, enjoying it and think “you know this system would
work really well for an economic engine builder?”
I think
the answer was because I was experiencing Ludo Narrative Dissonance – which is
a term normally used for video games but in this case means the decisions and the theme
were not in accord.
It’s what
I tend to think of as “how evocative is it”?
Do I feel like the person, thing, or entity the game is telling me I am? On that account Wingspan sort of falls down because
honestly I don’t feel like a bird enthusiast – I feel like somebody looking for
efficiencies, eeking out synergies to get ahead of the competition. Just how and why do "bird enthusiasts—researchers, bird watchers, ornithologists, and collectors" - "build engines"? I mean the dissonance is right in the description at the top. With a lot of consideration I did come to the conclusion 'by creating an eco system' was the answer to what sort of engine do twitchers create. But personally it never felt like an eco system.
For me this is far from a deal breaker. I want a copy and will happily play your copy until I get my own. Heck I played it 3 times over the weekend because I enjoyed it so much. But it felt a really interesting example of why the term “theme” in board games is a lot more complicated then people seem to think it is.
As a side
note I did start sketching out what a reskin into an economic game would look
like (food = resources, eggs = population, cards = research) but I very quickly
found my self going so what sort of building could be built in all three of the
areas? How do you produce the sheer
range of different buildings/cards all with there subtle little differences? Which is an indication to me just how much birds
really did drive elements of the game design.
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