Hello, I'm new here and I have just introduced myself in Welcome To BGDF with a post titled "Am I deluded?" where I talk about my love for the aesthetics of the old school classic games, such as chess, backgammon, go, mah jong, etc, and my simultaneous frustration that I don't actually enjoy playing them all that much. I want to enjoy them. I want to enjoy them enough to invest in deluxe, handcrafted editions that I could while away happy hours on.
But I don't.
In my mind there exists, somewhere, a possibly mythical game balance that none of these games actually achieve, despite their massive popularity. Let me share my beef with the most obvious ones and please feel free to tell me I just won't be satisfied :)
Backgammon - probably the game I enjoy and play the most out of the old classics, so clearly I'm not too dissatisfied with it. My niggling grump about Backgammon is simply that the amount of dice rolling leaves each individual game too open to chance. For sure, if you play in a tournament using the gambling dice then over the course of a number of games between two opponents you may get a feel for which of them understands and plays the game best, but I want a game that can be won each time by the person who simply played the best in that one particular instance, not the one who was disproportionately favoured by Lady Luck.
Chess - So now I am going to contradict myself horribly, but I can't help myself. As an intermediate to low ability Chess player I find it nigh on impossible to find somebody to play with who is of a comparable ability. One player will pound me into defeat decisively every time while another player won't be able to compete with me at all. Neither is particularly enjoyable for me.
So Backgammon and Chess represent for me two ends of a spectrum: one relies too much on chance and one relies too much on skill. It's my wish to create a game with the kind of old school aesthetic that I love so much, but which sits somewhere between backgammon and Chess in terms of the amount of skill and luck one needs to win. What I'm talking about is a game where there is just enough of an element of chance to mix things up a little, while still favouring skill over blind luck. And the game should just be dynamic and plain fun. I know - I'm hard to please.
Go - Go is a game that I love the look of, but when I started to learn the rules I was so uninspired that I never even looked to find somebody to play with. I know there are people all over the world who love this game but it just doesn't feel like fun to me. I imagine it as a subtle, hard earned pleasure, and i want to enjoy myself from the beginning. I'd much rather play Othello (aka Reversi), but the simplicity of this game means I tend to get bored after not too many games. Again, I sense some undiscovered balance somewhere between Go and Reversi that would suit me well if I could find it.
Mah Jong - Am I even spelling that right? Feel free to correct me. Mah Jong is a game that I love the tactile quality of. All of those beautiful tiles clicking and clacking against each other. I find a nicely made Mah Jong set a sensual pleasure to hold and look at. But playing the game! Miserable! For some people life is to be endured rather than enjoyed. I think these are the people that Mah Jong was made for: will I make the right decisions in life and will life then reward me? That's the kind of feeling I get when playing Mah Jong, and I don't like it.
Ha hah! I hope I'm not coming across as some unpleaseable moaner - I genuinely love playing games. But the holy grail of the most well balanced game (for me) still eludes me. Anybody agree with me? Anybody think I'm being unreasonable?
Thanks for responding Radioactivemouse. Yup, you're right of course - talking about a perfectly balanced game is kind of pointless, it being a subjective matter. That's why I qualified my spiel with "for me" in brackets at the end.
So, yes, I'm looking to create a game that feels "perfectly" balanced to the kind of player I am: somebody who is slightly lazy and slightly shallow :) I'm after maximum enjoyment with minimum effort, ha ha. As gamers go I score low on the geekometer. But this may turn out to be a strength when seeking to design a game that appeals to a broader market.
The way my own game is playing now I suspect it probably has layers of depth that could dismay me if I ever came up against an opponent who had actually made a mission of analysing it properly.
I do take on what you say about new abstract games being overshadowed these days by themed games. The marketing strategy would need to have a special and surprising ingredient to give it a chance. I've got something in mind, but it's gonna be a couple of years at least before I'm ready to implement that.
I'm extremely out of touch with modern boardgames (which should perhaps bother me, but I have an unusual mix of humility and arrogance that serves me well). The non-abstract boardgames I remember enjoying the most are Space Crusade and HeroQuest. With these games I had a sense of being able to enter into the arena of the game and express my personality through my gameplay. Of course I'm sure this can be true of most games, but less so than with something like noughts and crosses than Space Crusade.
I'm wanting my own game to give me a similar feeling: that my abstract playing pieces are moving about in a dynamic environment, engaged in a mission that can be achieved through a variety of playing styles (that reflect the personality of the player). These are the kind of considerations that inform my design decisions.