Themes and mechanics, chickens and eggs.
Ya gotta love an guy that claims "German Games are Fradulent" right there in the article title. Greg Aleknevicus makes some good points. If Ra (Egyptian gods) can be rethemed as Razzia (gangsters), how good a job are those mechanics doing representing the theme? Well, not so good, which is pretty obvious.
His point about Tikal is well made too. If we're all "exploring" the wilderness, why do I get to decide where the new terrain goes? That's a good question. Further, he says (as a positive example) that if you strip all the theme from Duell, you could probably still decide that it looks like fencing. Agreed.
However, when he talks about Union Pacific, he says, "Some people have suggested that they prefer playing Union Pacific without a board at all." That is silly. Like it's ancestor Acquire, Union Pacific's game board provides competition for key connections which can be denied to other players.
That other Greg in my blogroll, Mr. Costikyan, rebuts this article here on his weblog. He points out that German board gaming is a mass market phenomenon, and should be rightly compared to American games like Monopoly and Life, to which they are far superior indeed.
He sums up with, "Eurogames rock. A-H published some of the finest boardgames the planet has ever seen. These are not contradictory statements." Every game design has theme, and every game design has mechanics. Sometimes, these things are intertwined. Sometimes, they are not.
A designer either approaches a game from top-down (theme first) or bottom-up (mechanics first). When a game can pass the test of removing all window dressing and the mechanics illustrate the theme, like in Duell, that's a special event. We tried to do this with LOTR. But it's not the only test for which games are good. Not at all.
Personally, I'm more of a top-down guy. I remember a board game on the Battle of Britain in which you rolled dice to attack. Some of those dice had sides that would hurt you (if you rolled a roundel instead of an iron cross as a British attacker, for example). The guy I played with thought this was ridiculous, and wouldn't play the game again. "Dealbreaker," we called it sometimes at The Old Place. Sometimes, when I notice a mechanic like this, it just sticks in my craw.
5 comments:
when you talk about design, it brings a tear to my eye and remember happier times
I recall James Ernest making similar comments about "themeless" games a few years back. It's not surprising German games lean that way, given their generally mathematical bent. Just like in real life, math is a tool that can be applied to any of a number of different things, and it's the same thing with game design that is founded on numbers, probabilities, and the like.
I agree with Girard.
Anyway, try more alcohol, makes things less sticky. Just be careful with it around your craw.
I've been gaining an appreciation and affinity for import games. If you think about it, America hasn't produced as many compelling hit board games in the last thirty years as they had in the first half of the 20th century.
Oh, and not to butter your toast but the "core mechanic" of Lord of the Rings TCG is just genious. It could be grafted onto any "adventure CCG."
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