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When does a theme become unsuitable for kids?

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Anonymous

Hi everyone! I've been lurking on this site for a few months, reading everything and adding nearly nothing to pot. Shame on me :oops: . So here's my first serious post:

In two of the games I'm working on currently, I have to decide on a few thematic aspects, which may affect the game mechanics as well.

The first game is about hybrids made up of parts of "real" animals (you can mix up to four animals at a time), and diet plays a great role in the mechanics. Players choose a diet for their critter for the turn simoultaneously, and then divide the avaliable foodstuffs among them based on this choice.
The problem is with two kind of diet, namely: carrion eating, and cannibalism. I have little experience with kids of younger age, and have a hard time telling, if these two concepts is too disturbing for them or not. Will a 10 year old girl ever choose to be a carrion eater?

The second game is about prehistoric tribes and deities. The players can offer goods and foodstuff to a god to wish for grants that help them in one aspect of the game (wish for more rain, for exmpl.)
Question: the players could offer tokens on the board as well. Which is human sacrifice. Which is a 'no-no'. Is it?

I would be really interested to hear what to you think about this two.
Have you ever encountered the same kind of decision in your designs?

seo
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When does a theme become unsuitable for kids?

Cannibalism and carrion eating in animals are common themes in National Geographic TV shows, so I don't think they're necessarily banned as a game element. It's all up to how you handle them. Carrion might be disgusting but not objectionable by definition, as it is pretty common among many different animals.

I can't assure you a 10 year old girl would love to "be" a carrion eater animal, but a boy that age most likely will. It can even be part of the game interest: girls might decide to eat grass and flowers, while boys rather be hunters or carrion eaters. As long as both options give similar chances of winning the game, I think it just adds interest to the game: you can choose the tactic you like most.

Canibalism is a bit more delicate, IMHO, but just a couple weeks ago I saw a show in NG about canibal creatures (scorpions, even a shark who kills its siblings inside theyr mothers whomb), so I think it's not a total no-no either.

Human sacrifice might be a seed for trouble marketing the game for children, but I think it might work without trouble for an older audience.

Just my 2 cents.

larienna
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It difficult to say

From what I know, kid below 8 years old must think that the world is perfect. They must not get in contact with ugly creatures monsters and violence. They must think that we live in an utopian world. This give them somekind of protection for when they get older.

I am against free violence like we are seing in video games today since it is not essential to the design. But for example, violence in a horror game can be useful since you want to scare people. In your case, there is no free violence, it's just a concept which seems to be touchy.

You could make you game for 12 and above, that should not be a real problem. You could hide the violent/ugly material: use less disturbing words to describe the act, do not show disturbing images.

For the human sacrifice, I have seen a book for children that talked about the aztec where we could clearly see human sacrifice with blood from far away. I was surprised myself.

So my final choice would be 12 and above + hidden material.

Anonymous
When does a theme become unsuitable for kids?

Thanks for your opinions. As the game will be too complicated for children below 12, I don't think it will be a real problem.

About human sacrifice topic> I never wanted to present the issue visually in the game. I deeplz dislike the idea of a board game to be bloody. Let's leave that for video games and brainless movies.
All that happens is that a player turns in a few of his/her tokens on the board for extra game money / mana / divine favor / whatever. But in this case even the concept may be something that parents wouldn't want to be in a boardgame.
However, considering a complexity somewhere between Dune (1979) and Settlers of Catan (I know, this is a pretty wide interval, but try to hit middle ground), it may not be a problem at all.

seo
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When does a theme become unsuitable for kids?

You'll always find people objecting to almost any idea you might use in a game. But most people can discern between something you use as a theme or mechanic in a game, be it human sacrifice, war, fight, theft, betrayal or intrigue, and promoting those things in real life.

I think sacrificing tokens for money in a game would be ok for any reasonable person, even if your game theme calls it human sacrifice.

Seo

jwarrend
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When does a theme become unsuitable for kids?

seo wrote:
You'll always find people objecting to almost any idea you might use in a game. But most people can discern between something you use as a theme or mechanic in a game, be it human sacrifice, war, fight, theft, betrayal or intrigue, and promoting those things in real life.

I think sacrificing tokens for money in a game would be ok for any reasonable person, even if your game theme calls it human sacrifice.

I'm not so sure; I think of myself as being a fairly reasonable person, and yet the idea of a game that involves sacrifice of any kind, human or otherwise, is unattractive to me. I've never really sought to play Amun-Re for this very reason, and as it happens, I'm not alone in feeling this way. (Here's a discussion of a similar topic a while back).

The salient points are that different people will be uncomfortable with certain mechanics for different reasons. Sometimes, it's just packaging: could you call your mechanic something other than "human sacrifice", for example?

As a designer, you are obligated to respect the differences of opinion between yourself and your audience. That some people will not like a "human sacrifice" mechanic is a given. But it would be a grave mistake to get annoyed by that, or to in any way denigrate people who feel that way (to imply that they are "unreasonable", as seo does, is skating very close to the line). This won't win any converts to your game, but will almost certainly alienate those folks from future projects.

Best of luck,

Jeff

RookieDesign
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When does a theme become unsuitable for kids?

Interesting thread.

I'm share my opinion on this. I don't think it is so much about the fact that you have human sacrifice or cannibalism in your game that's bothering.

If your goal is to make an educational game, I would say that you should keep these concept. Human Sacrifice : If you make the game well enough, it will be clear these concept are related to our human history. That these things existed many years ago but are now outdated and uncivilized. I'm not in favor of hiding past history from children.

On the cannibalism again make the concept clear that it appear in the animal kingdom and not between humans.

Now if you do a less educative game, you can reduce the human sacrifice to sacrifice. Maybe also you can remove cannibalism from your game and the mechanic and fun won't be affected.

Good luck

Hedge-o-Matic
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When does a theme become unsuitable for kids?

I think this all depends. if your game is trying to draw a clear distinction between humans and other animals, then you should stress that fact. If not, your presentation of carrion eating and cannibalism as just options animals take (even humans) depending on circumstances and preference.

Yep, humans eat all sorts of things, including each other. Including this option in a game might allow you to highlight some of the downsides to cannibalism among any species, namely that of disease vectors. For example, if an animal A eats another animal, it's also ingesting all of the micro-organisms in it. If it eats animal B, those organisms might not be able to react to the system of animal A, and will be destroyed. but if animal A eats another animal A, the micro-organisms are far more likely to be something that can exploit animal A. This is why cannibalism among any animal species if relatively rare: it weakens the population that takes it too far. This is a valid point to make in an educational game.

As for carrion, the effort involved in hunting and killing should reflect the benefits of fresh food. Carrion presents lower-grade nutrition at a huge discount: little danger or effort involved. another good point to make.

Human sacrifice is a hostorical fact, and kids are not unfamiliar with this. Even a "conservative" Jewish or Christian upbringing will have confronted kids with the concept. Abraham and his son, anyone?

Don't let squaemishness rule your design. If your goal is to teach, find a way to do it. The truth isn't always pretty.

Gogolski
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When does a theme become unsuitable for kids?

If you look at it mechanic-wise, human sacrifice and cannibalism can also have disastrous effects on the population that a player controls.

Look at 'Human Sacrifice': If a player has to sacrifice 10% of his population to ensure rain and good crops or save hunting, that player has 10% less population to harvest the crops or to hunt. (Let alone defend the tribe from whatever dangers that roam the board...)

Carrion-eating might cause disease, as you are essentially eating dead stuff you find, some of it rotting and fermenting...

Cheese.
-Fred-

seo
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When does a theme become unsuitable for kids?

Jeff wrote:
As a designer, you are obligated to respect the differences of opinion between yourself and your audience. That some people will not like a "human sacrifice" mechanic is a given. But it would be a grave mistake to get annoyed by that, or to in any way denigrate people who feel that way (to imply that they are "unreasonable", as seo does, is skating very close to the line). This won't win any converts to your game, but will almost certainly alienate those folks from future projects.

I didn't mean to offend anyone. I'm affraid my choice of words wasn't the right one. Sorry. :-(

It's the price of not being a native english speaker, I guess.

Again, sorry if I sounded harsh. I should have said "most people" or something of the sort, instead of "any reasonable person".

I think Hedge-o-Matic already expressed my feelings well enough.

Seo

FastLearner
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When does a theme become unsuitable for kids?

jwarrend wrote:
As a designer, you are obligated to respect the differences of opinion between yourself and your audience. That some people will not like a "human sacrifice" mechanic is a given. But it would be a grave mistake to get annoyed by that, or to in any way denigrate people who feel that way (to imply that they are "unreasonable", as seo does, is skating very close to the line). This won't win any converts to your game, but will almost certainly alienate those folks from future projects.

While I agree that implying that someone is unreasonable for holding a certain belief is a mistake, I disagree with the overall sentiment.

As a designer, you're not obligated to consider the differences of opinion between yourself and your audience at all. You are obligated only to create whatever you're driven to create.

If you want to sell your creation to people who have different opinions than you, then you may well want to censor yourself. But, in my opinion, as a designer not only are you under no obligation to do so, you have a right to put forth any opinion or viewpoint you want.

In this sense, designing games is very much like art. And from that perspective, your only obligation is to be true to yourself.

-- Matthew

jwarrend
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When does a theme become unsuitable for kids?

FastLearner wrote:

While I agree that implying that someone is unreasonable for holding a certain belief is a mistake, I disagree with the overall sentiment.

As a designer, you're not obligated to consider the differences of opinion between yourself and your audience at all. You are obligated only to create whatever you're driven to create.

We're talking about two different things. I didn't say that you had to take the viewpoints of others into account when designing a game. What I was talking about was more after the game is done, and you've put in a "controversial" mechanic, and some people are offended by it or object to it in some way. I am saying that it would be imprudent and unfair to blame the audience for objecting to the controversial aspects. Just as you're not obligated to change your game to suit others, others aren't obligated to approve of the artistic statement you've made, and they aren't "bad" for failing to do so.

Hope that clears it up.

-Jeff

FastLearner
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When does a theme become unsuitable for kids?

Sounds like we're in perfect agreement, then. :)

Anonymous
When does a theme become unsuitable for kids?

Wow. Didn't realized that this tiny question of mine will draw so much attention. Thanks.

The thing Hedge-o-Matic wrote about diseases involved with cannibalism is great. I'm way better than avarage in biology, but that thing never occured to me. I'll surely implement it in the mechanic.

You know, I tend to keep my work top secret for two reasons:

1. I don't like "I have a 'great' idea, just don't know what to do with it" posts, mine posts included

2. I feared that someone will pick my concept, and do something better with it than I could

Now I realized three things:

1. I'm pretty stuck with this game, but the little idea Hedge-o-Matic presented just gave me a boost. Sometimes it's better to admit, than sitting in place for weeks

2. If someone will make something better out of my ideas, shame on me, for not being creative enough. The world got better, anyway, and if I can't come up with new ideas, I won't get anywhere.

3. I think I'm gonna share more in the future :)

FastLearner
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When does a theme become unsuitable for kids?

We're certainly all about sharing, here.

Months back (a year ago or more, even?) we had Game Design Showdowns in the chat room. Players had 10 minutes or less to write descriptions of games based on a theme and one to three mechanisms. The results were simply amazing: many, many clever ideas for games using those restrictions, all in less than 10 minutes.

That certified for me that ideas are cheap: that anyone with a mind for this can come up with a dozen solid ideas for games a day if you exercise the right mental "muscles."

It's transforming those ideas into playable, good games where 95% of the talent lies. That's where the "stealable" stuff would eventually come from. And even there, unless it's utterly brilliant in terms of grabbing market share (like Magic the Gathering), it's still not worth it for anyone to steal because profit margins on games are so incredibly tight anyway, no game publisher, existing or new, is willing to publish something that will get a bunch of negative publicity.

I'm not suggesting that folks should publish the full rules and details of every game they've designed here on the board, but as most of us here have come to realize, it's very safe and, as you point out, very useful to at least share the basics. And the Game Design Workshop here shows how very useful it is to share even more (I know I learned a ton about designing my other games based on the feedback I got from posting an early version of my game Everest in the workshop).

To summarize: welcome aboard! :)

-- Matthew

phpbbadmin
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When does a theme become unsuitable for kids?

Materu,

One thing I want to add about your canibalism and sacrificial mechanics is that perhaps all you need to do is not describe them thematically in such great detail. A lot of games do this and we don't blink twice. I.E. You can sacrifice X of soldiers at any time to gain Y # of money. In this example you're not really saying what happened to the soldiers for you to get the money. If you worded it like this: "At any time you can sell out 5 of your soldiers to the enemy for $10,000" then that might be more controversial and harder to swallow. If you're less descriptive about your canibalism and sacrificing mechanics; i.e. just describe the if/then aspect of the rule, then you will be less likely to raise any eyebrows. I think this will be especially true for a biologically theme game such as the one you are working on. Players can make the thematic conclusion for themselves, and in that aspect it will be less offensive as well.

Good luck with your game! Your graphics look great. Have you checked into similar games like Evo, Urland, Trias or Primordial Soup?

-Darke

Anonymous
When does a theme become unsuitable for kids?

I made a homemade copy of Trias, but my ggroup didn't like it. I find the drifting mechanic great tough.

like Ursuppe very much, only computer version tough.

seen Evo on BGG, but never had the oportunity to try it out. Like the way it handles traits (like movement distributed between all of your pawns, etc)

But these are all about area control, and since we have these great titles in this theme, I think it's better to do something different than trying to better the classics

Primordial Soup? What's that? on to BGG

Anonymous
When does a theme become unsuitable for kids?

Any comments on game mechanics? I made that monster sized post, and now nobody has the time to read all that.

Gotta make it smaller....somehow....

Or is it just too blurry and confusing to comment on?

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