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Something I found while updating Twitter, hope you enjoy it.

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-Eberhardt-
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questccg
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Hmm...

Is there a *condensed* version of this article?! It's not that I don't enjoy reading, it's probably simply because I have to read 500 pages of ugly documentation this week... And I am not looking forward to that task!

My rather short attention span today - is well making that article to be like a novel in itself! :P

Update: I got the idea that the article was about "Theme" and mechanics that evoke a sense of "Theme".

larienna
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Very interesting. I read the

Very interesting. I read the short orginal article it refers to, but I have not read entirely the above article.

But it seems to go in the direction I was thinking a long time ago that the game must give you the feeling that you are actually fullfilling a role.

jrc5639
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Theme

Theme is definitely important to a game. Although most of the game designing I do focused on mechanics it all still starts with a theme.

I thinks its a testimony to the importance of theme, that even the most theme-less euro-ish games still feel the need to paste on a theme and make matching artwork.

larienna
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Finished reading the article.

Finished reading the article. Here is the comment I left on his page:

Quote:

Very interesting, I always knew that the game needed to give you the impression that you were actually a commander or plantation owner for real and that many games failed to do so. But I could not actually point out how.

One thing I found is the concept that board games are a bit like dream. You can have some illogical mechanics like dreams can have illogical concepts, but if you have too much of them you will snap out of the dream. For example in Puerto Rico, since the only illogical mechanic is the role selection system, I still feeling that I am a plantation owner despite the role mechanic. But in agricola, there is too much illogical mechanics to make me feel as a farmer. I called it the inception therory, because I got inspired after watching inception movie.

Else, in summary, you seem to say that in order for a game to be thematic, you need to give players a lot of choice so that they could feel a bit like a table top RPG where they can actually do anything. One thing for sure, it should be more suitable for video game or computer assisted board games like XCOM because many mechanics could be hidden to the user, so giving player more choice does increase the amount of rules the player needs to learn. But streamlining some rules could actually help sove that problem, but it you streamline too much then the mechanics becomes more abstract so less thematic. It's a though balance to reach.

Another situation I experimented it was when playing a improvised solo game as a toy. There was an infinite amount of actions I could do which made me feel like if I was there and doing them for real.

-Eberhardt-
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@QuestCCG

QuestCCG

I'll look for something for you and post here if I find it. :)

Cheers
Jon

questccg wrote:
Is there a *condensed* version of this article?! It's not that I don't enjoy reading, it's probably simply because I have to read 500 pages of ugly documentation this week... And I am not looking forward to that task!

My rather short attention span today - is well making that article to be like a novel in itself! :P

Update: I got the idea that the article was about "Theme" and mechanics that evoke a sense of "Theme".

-Eberhardt-
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@JRC5639

I agree with you that a game must have solid mechanics otherwise it may be broken; however I enjoyed this and wanted to share it.

jrc5639 wrote:
Theme is definitely important to a game. Although most of the game designing I do focused on mechanics it all still starts with a theme.

I thinks its a testimony to the importance of theme, that even the most theme-less euro-ish games still feel the need to paste on a theme and make matching artwork.

-Eberhardt-
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@larienna

Article referenced here: http://www.nohighscores.com/2014/09/18/cracked-lcd-reiner-knizia-master-...

larienna wrote:
I was thinking a long time ago that the game must give you the feeling that you are actually fullfilling a role.

I agree with that if everyone has a role, the mechanics are solid and it's themed well the game will do well. I.e. (Indie) Lost Woods, (Publisher) Shadows over Camelot, etc.

BubbleChucks
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I found it unusual that

I found it unusual that Reiner Knizia was used as the champion of theme. I don’t think there is any arguing that he has designed some truly great games and his impact on the gaming industry has been positive and significant – long may it continue. Although, I don’t think that theme has ever been his strong point.

One thing that has occurred to me lately is the overriding importance of theme in the success of a game. When I say theme, I am employing it in the loosest of senses, to the point where it no longer equates to what I personally feel qualifies as a strong theme.

I’m talking about the surging success of “toys” with a pasted on game element that have to come to represent the epitome of thematic immersion. The games in question usually include a hoard of ever expanding plastic miniatures with uninspiring and stripped down game play that leads towards a random dice roll for resolution – repeated for 1 to 2 hours.

Personally, I find the high marks that are usually awarded to expansion for these type of games to be the most difficult thing to comprehend. In my view an expansion should add new dynamics to the game that increase the player experience (without comprising the initial game). They should open up new pathways of experience, new decisions or new opportunities for divergent play.

In short they should demonstrate some form of active creative input from the designer/developer and a desire to open up the possibilities presented by the core game. They should offer something more than an additional "toy" with an accompanying stat card or something similar.

It would be much simpler for the reviewers to simply state "all the new expansions for this game will get a 9 or a 10, because I can't really say anything about them. Other than the fact that they do pretty much the same as what you already have, but with a cool new component to add to your toy collection", instead of doing multiple reviews for the same product.

When I see such games I can’t help but feel that the miniatures or gimmick where conceived first and then the developer/designer spent a short amount of time pasting a mediocre game onto the package to support them. In a contrasting way to the many euro games that have been designed with complex immersive mechanics only to have a random theme slapped on top of them to make them aesthetically appealing.

One instance that sticks in my mind was the feeling I had when I watched an X-Com review by the Dice Tower. The reviewers spent roughly 7 minutes talking about the app and little to no time talking about the game, probably because when you take the app out of the question there isn't a lot of game to talk about. Collect stuff that affects dice resolution rolls, decide which order you will resolve your dice resolutions, roll a couple of dice to randomly decide success/failure and repeat for 1-2 hours.

Theme and mechanics are important and it would be nice to see more games that exemplify the demonstration of thought and consideration in both areas. Instead of disjointed euros or component heavy games, or gimmick games, that simply give adults a reason to play with attractive “toys” under the guise of playing a game.

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