Hi Everyone,
I'd like to solicit opinions and thoughts on a topic that is, in my opinion, one of the core elements of non-abstract game design - how to create a feeling for the theme and make the players think they are actually participating in the event. I'll give some examples.
I have rediscovered games after a 20+ year absence and most of the examples, I'm afraid, are somewhat negative but should serve to illustrate the problems I have in design, trying to ensure the players are involved with the game. My partner in this is my wife, Julia, who is not a games player as such but who does enjoy many of the games.
Ticket To Ride. This came heavily recommended by many people. For me, it's a rummy game and there's no sense of 'building a railroad'. Not a criticism of the game as such, we both like it, and it's one of Julia's favourites because she enjoys 'connecting things'.
Carcassonne. No sense of 'building' or 'creating' a land, and the Farmers, Monks and Knights don't give the game any sense of 'feel' either although we enjoy trying to create big castles (probably not the best strategy but there you go). Enjoyable all the same but essentially abstract.
Lost Cities. Another highly-recommended game that is rummy. There's absolutely no sense of 'adventure' at all. Having said that, it's one of Julia's favourites and we usually end up playing this at the end of a session.
St Petersburg. We've played this about a dozen times and continually think we're missing something. We keep playing to see if it will 'fall into place'. Maybe we need more than two. But there's no sense of atmosphere or period.
Korsar. This is the updated version of Pirat but, again, it's rummy with a touch of whist. This proved very disappointing, absolutely no sense of yo-ho-ho.
Formula De. Recommended as the best motor racing game. Interesting and clever mechanics although the one who gets a couple of good throws inevitably wins. Not bad but we think there must be a better racing game out there somewhere - already invented or not!
Battle Cry. I played a lot of war games in my early days and someone who reviewed this said that said even his girlfriend liked it, but wargames were totally new to Julia. War tends not to be a girlie thing and she really didn't like it at all. However, the mechanics are interesting and perhaps with the right opponent it could have been more 'involving'.
So maybe I should give some examples of games that I did feel involved in. Well, the truth is most of my gaming experiences were over 20 years ago and although I can remember playing lots of games, I'm afraid none particularly stick in my mind. We played a lot of D&D (I'm not counting RPG here), Avalon Hill, TSR, SPI and a whole host of others - Waddingtons, abstract, card games... I just know I enjoyed many. Perhaps it's an age thing...
So I'm wondering what it takes to make a truly 'involving' game. I think the artwork in important but not necessarily the most important aspect. Good mechanics, I think are essential - too much luck and you feel that you have no control over events.
What part does complexity play? Does a game need a certain level of complexity for the player to become involved? Too much complexity, on the other hand, will turn may players off.
Is it down to the people you're playing with? Does a knowledge of mechanics diminish the game play? Do you analyse the mechanics more than 'playing the game'?
So many questions.
Essentially, I'm looking for opinions about what makes a game involving for the players. All thoughts welcome.
Ian
I'm not sure what I want :-). Having been a little disappointed with the 'feel factor' of several games (although not necessarily their playability) I was wondering how feeling and involvement might be incorporated into a game - mechanics, artwork, whatever?
Sims are obviously one way and my fuzzy memory suggests that I did enjoy these games many years ago. However, most sims tend to be quite complex and long which would deter many players. Is there a correlation here between complexity and involvement? Possibly. Are there any short involving sims?
Is it possible to get some sort of 'feel' in a card game, for example, or are you doomed to regurgitate rummy/whist variations?
Puerto Rico we didn't get so I can't comment on it, I'm afraid.
Ian