So there has been much talk about *tapping* and keeping track of states during a game, I thought it would be a great chance to open up the discussion as a wider range topic. Let us call it State Tracking for this discussion.
If you think about it, pretty much any game you play will contain some form of State Tracking. If nothing more than a pawn on a square of Chutes & Ladders, a position of a Chess piece, or laying down train cars for Ticket To Ride, State Tracking is and will be an important design element of current and future game designs.
With so many games it seems that there could be an endless number of ways to handle State Tracking, so lets discuss the following:
1) Is it possible to design a game without some form of State Tracking?
I am not sure that this is possible, though I am sure I am missing something that causes this misconception in my head. But basically if you have a way to determine a winner of a game, you must have kept track of each players score. Thus you have a state, since each players score is a state.
2) What are some of the more used State Tracking mechanics?
For example counters, rotating cards, writing down with pencial and paper
3) Are themed based State Tracking mechanics better to use in a design than simple unthemed State Tracking mecahnics?
Not sure it matters but keeping track of the longest route for Ticket to Ride using train cars, just works. And to me this state tracking is integrated nicely into the theme of the game.
4) What current games on the market use State Tracking mechanics in an original way?
Not sure, nothing is coming to mind besides that crazy *tapping* method. And that is no longer original in my opinion.
5) Do you attempt to find new ways to track states in your games? If so have you created anything *original*?
I have not really thought to much or to hard about creating original ways to track states in a game. I think for me my methods of tracking states in a game tend to be a result of other game mechanics and based on the objectives contained in the game.
Not sure I gave enough into to makes this a real TiGD topic, but I think it is an important topic because we might uncover some fun ideas! I did not even include any questions about how State Trackin does or does not influence player emotions..... might be fun to discuss also.
I need to look into the Rondel used in Antike, I have not had a chance to play Antike yet, sadly I do not get a chance to play many games these days.
I am still in search of a game that does not require the use of a State Tracking mechanic. Everything I own or look up on BGG seems to contain some form of State Tracking (as I have it defined, maybe my definition is too broad).
Anyone know of a game that does not track some type of information? And is this even possible?