I've just finished reading the Kobold Guide to Board Game Design. And in one of the articles mentions this framework of the three act narrative structure applied to Board Games.
I found it interesting as it resonated with an issue I've been having with my own game where the whole game feels just like a long middle act that suddenly ends.
I've been trying different ways to build up to a more satisfying conclusion but I'm finding it hard as the mechanics don't change during the game so you do the same kind of things at the start of the game until the very end.
Have you faced a similar situation? How did you resolve it?
Anyway, I thought it was an interesting concept so I wanted to share it with you lovely people.
Have you thought about your game in terms of narrative structure?
From what I've gathered we could say that there's a "natural" progression that games have that sometimes mirrors that of the 3 arc structure. I guess we could describe a setup-conflict-conclusion gameplay structure in most games.
What you helped me realize is that progression isn't just mechanical, so while individual actions might be the same trough the game the consequences of those actions and the relationships to other components/mechanics is changing constantly, and there are also some other tricks to force a sense of conclusion, taking again the UNO example, having to say that you have one card left forces the urgency of the end and gives that coherent sense of conclusion if the player manages to finish the game, so there's a bit of a mechanical trick there and that might be what's missing from my game rather than a change of gameplay.
@Juzek: This is my almost abandoned game.
Here's a post with the rules and a link to a tabletopia version of the game (WIP).
I think the issue with my game lies somewhere in the win condition. I have a few experiments on my mind to see if I can shake things up.
The idea that I think has more potential is to have separate decks for each player and to have the game end when one player is left without cards. That might put more pressure on players and create a more visual reminder of the ending for the players.
Amazing stuff, thanks for the replies!