Latest / Pick Up and Deliver / Board Game Experiments
Transcript
- 0:04Speaker 1: Welcome to pick Up and Deliver, the podcast where I
- 0:06Speaker 1: pick up my audio recorder as I leave the library
- 0:09Speaker 1: and deliver an episode to you while I walk home.
- 0:11Speaker 1: I'm Brendan Riley. Welcome listeners to another episode. On a
- 0:24Speaker 1: lovely day here in suburban Chicago. The weather is still beautiful,
- 0:27Speaker 1: but it's starting to cloud.
- 0:28Speaker 2: Over a little.
- 0:29Speaker 1: I wonder if I stay outside for another hour, if
- 0:31Speaker 1: I might get rained on. I won't be outside for
- 0:33Speaker 1: another hour, because that's not the deal we have. It'll
- 0:36Speaker 1: be fifteen to twenty minutes. That's the plan. Anyhow well,
- 0:39Speaker 1: I wanted.
- 0:39Speaker 2: To talk to you today.
- 0:40Speaker 1: I had a fun post over on the Pickup and
- 0:43Speaker 1: Deliver forum, So I would like to thank Gabriel Edge
- 0:47Speaker 1: for posting this request or this suggestion, question comment and
- 0:52Speaker 1: now it's gonna be an episode. Gabriel wrote that he
- 0:55Speaker 1: was originally miss it was originally confused or surprised by
- 1:02Speaker 1: the episode. Things I like about the number six hundred
- 1:05Speaker 1: and forty, which I wrote obviously struggling for a topic.
- 1:09Speaker 1: And Gabriel said that when he first saw the episode
- 1:12Speaker 1: title in his head, he connected it to five oh four,
- 1:15Speaker 1: which makes sense because that's like the only board game
- 1:17Speaker 1: where it's just three digits, and started to ask questions
- 1:23Speaker 1: about that. Then, when he listened to the episode, realized
- 1:26Speaker 1: it wasn't about five oh four, but it did get
- 1:29Speaker 1: him to thinking and asked this question, which I thought
- 1:32Speaker 1: i'd answer today. He said, he wrote, what are some
- 1:35Speaker 1: experiments in board games you really liked? What are some
- 1:38Speaker 1: experiments in board games you really appreciated or admired even
- 1:42Speaker 1: if you didn't like them?
- 1:43Speaker 2: When does artistry? When does?
- 1:46Speaker 1: When does gaming push the boundaries of artistry in the medium?
- 1:50Speaker 1: And when should people push it further? I handwrote that,
- 1:53Speaker 1: and it looks like I left some words out, so apologies.
- 1:55Speaker 2: If the language is awkward, that's my fault.
- 1:58Speaker 1: I was reading a handwritten note, So thank you for
- 2:01Speaker 1: the question and suggestion, Gabriel. If you'd like to offer
- 2:05Speaker 1: a suggestion for an episode theme, head over to board
- 2:08Speaker 1: game Geek Guild three six nine and post it in
- 2:10Speaker 1: the forum the pick Up and Deliver forum.
- 2:13Speaker 2: You could also send me a message.
- 2:14Speaker 1: Wombat nineteen nine is my username on Board Game Geek,
- 2:17Speaker 1: or email me Brendan at.
- 2:18Speaker 2: Rattoboxgames dot com.
- 2:20Speaker 1: So I thought I would start a little bit with
- 2:22Speaker 1: think games that have experiments that I liked and why
- 2:26Speaker 1: I thought they were experiments. And then games that have
- 2:29Speaker 1: experiments that I admire even if I didn't like it
- 2:32Speaker 1: or some cases haven't played them. And then we can
- 2:34Speaker 1: talk a little bit about why why artists game design
- 2:37Speaker 1: artists should push the boundaries and what I think it
- 2:39Speaker 1: means when they do that. So start with I have
- 2:42Speaker 1: four games I want to talk to that I think
- 2:44Speaker 1: we're interesting experiments in game design and I like them.
- 2:48Speaker 1: The first of these is Arkham Horror the Card Game.
- 2:51Speaker 1: Now I will fully grant Arkham Horror the Card Game
- 2:54Speaker 1: is not entirely experimental in a number of ways. One,
- 2:57Speaker 1: a lot of people talked about how it borrowed from
- 3:01Speaker 1: the Lord of the Rings card game, and I absolutely
- 3:04Speaker 1: can see that.
- 3:04Speaker 2: Having played the Lord of the Rings card game a
- 3:06Speaker 2: couple times, I.
- 3:07Speaker 1: Can absolutely see how the Arkham Horror card Game borrowed
- 3:11Speaker 1: from that. That said, there's a lot of things in
- 3:13Speaker 1: the Arkham Horror Card Game that are different and weird
- 3:16Speaker 1: and interesting. The choice to use a token bag as
- 3:20Speaker 1: the randomizer is really interesting because it allows them to
- 3:23Speaker 1: create a modifiable, randomized scenario, and that's not something I've
- 3:27Speaker 1: seen in a ton of games.
- 3:28Speaker 2: I know, it's not entirely new.
- 3:30Speaker 1: Arkham Horror Card Game actually really represents very nicely one
- 3:34Speaker 1: of my favorite things about board game design, which is
- 3:37Speaker 1: iterative experimentation, where they borrow stuff from a lot of
- 3:42Speaker 1: different places and use that to come up with something
- 3:45Speaker 1: interesting and new. In the case of Arkham Horror, the
- 3:48Speaker 1: interesting and new thing they came up with was so
- 3:50Speaker 1: they borrowed the randomized token bag from the card game.
- 3:55Speaker 1: They also came up with this location system where they
- 4:00Speaker 1: had different locations that were on the cards, and then
- 4:03Speaker 1: you had to go from.
- 4:04Speaker 2: Location to location.
- 4:05Speaker 1: As I recall, that was not in the Lord of
- 4:08Speaker 1: the Rings game, although I only played a couple scenarios
- 4:11Speaker 1: from that game, but they did, and Lord of the
- 4:13Speaker 1: Rings game have competing agendas. As I recall that the
- 4:16Speaker 1: good guys have a thing they're trying to do to advance,
- 4:18Speaker 1: and the bad guys have a thing they're doing that
- 4:20Speaker 1: will advance, and you're trying to get yours advance before theirs.
- 4:23Speaker 2: Is they borrow that they brought it over.
- 4:25Speaker 1: The third thing they borrowed from Lord of the Rings,
- 4:26Speaker 1: which I guess they borrowed from other things too, But
- 4:28Speaker 1: because that was a cooperative game.
- 4:30Speaker 2: It's the tightest analog.
- 4:32Speaker 1: They borrowed the living card game model, where you get
- 4:35Speaker 1: a bunch of cards from faction and then you build
- 4:39Speaker 1: a character deck, and your character can take cards from
- 4:42Speaker 1: specific factions and different factions are good at things, and
- 4:45Speaker 1: you build your deck to bring it into play. But
- 4:48Speaker 1: starting from that base, they then innovated a bunch of
- 4:50Speaker 1: things new, Like I said, the token bag, the locations,
- 4:53Speaker 1: the way the locations work, the intense variety of scenarios
- 4:58Speaker 1: that they've created, and the connected long form scenario that emerges.
- 5:03Speaker 2: Now, this is a thing that I believe Lord of.
- 5:04Speaker 1: The Rings did as well, but I didn't like I said,
- 5:07Speaker 1: I didn't play that that much, So for me, it
- 5:09Speaker 1: felt like an experiment. The big thing is it was
- 5:12Speaker 1: very hard. If you played it, you often would lose,
- 5:15Speaker 1: and of course they had fail forward as one of
- 5:17Speaker 1: the elements of the game.
- 5:18Speaker 2: And so bringing all these things together.
- 5:20Speaker 1: Into a new format was a delightful experiment and I
- 5:25Speaker 1: think it really paid off. People took to it right away,
- 5:28Speaker 1: and it's still they're still bringing out new scenarios. The
- 5:30Speaker 1: last one was about a year ago, so we can
- 5:33Speaker 1: expect the new scenario to come out any day now,
- 5:36Speaker 1: but they are reprinting and maintaining these in print, so
- 5:39Speaker 1: it definitely is a successful game model and a really
- 5:42Speaker 1: interesting game to play. So first experiment, I like Arkham
- 5:45Speaker 1: horror hard game. Next up, I will point to one
- 5:48Speaker 1: that I liked but my gaming group didn't really like,
- 5:50Speaker 1: and this is The King's Dilemma. The King's Dilemma is
- 5:53Speaker 1: a sort of role playing game where you play a
- 5:57Speaker 1: family who has the ear of the King. You are
- 6:00Speaker 1: an hereditary royal family. You have a position on the
- 6:04Speaker 1: King's Council, and you offer the king advice. Your family
- 6:10Speaker 1: has specific motivations, things that you're interested in doing or
- 6:13Speaker 1: interested in, and those things are a big part of
- 6:18Speaker 1: what you're trying to do at any given moment. You're
- 6:20Speaker 1: trying to influence the king such that your personal motivations
- 6:24Speaker 1: end up being where the game ends, and so a
- 6:27Speaker 1: lot of it is manipulating the other players and voting
- 6:29Speaker 1: for what you want, but then you're also listening to
- 6:31Speaker 1: what's happening in the kingdom, and sometimes your motivations make
- 6:34Speaker 1: you vote for things that you don't really like, which
- 6:36Speaker 1: is an interesting division to be at or contrast to
- 6:39Speaker 1: be at. The game also has this developing storyline that
- 6:42Speaker 1: I really like, and interesting methods for maintaining your family's
- 6:49Speaker 1: influence over that time. I really like the way that
- 6:53Speaker 1: the King's Dilemma works, and I wish that my group
- 6:56Speaker 1: had liked it better so we'd played more than five games.
- 6:59Speaker 2: Hello. It is resettable, though, so I've been meaning to
- 7:02Speaker 2: reset it. I think I have to do.
- 7:04Speaker 1: A little bit of work to reset the player boards,
- 7:07Speaker 1: but for the most part, you can set it back
- 7:09Speaker 1: up and try again. That is the King's Dilemma. Next
- 7:12Speaker 1: up Sidereal Confluence Sadira. Confluence is a really interesting experiment.
- 7:16Speaker 1: When you listen to the designer talk. His goal was
- 7:19Speaker 1: to make a game where trading in negotiation, where you
- 7:23Speaker 1: succeed by being the best at sharing rather than at hoarding.
- 7:27Speaker 1: You win by having the most, but the way that
- 7:29Speaker 1: you get that is by sharing the best. And I
- 7:32Speaker 1: think that's a really fascinating premise for a game, and
- 7:35Speaker 1: I think the game is a really interesting design that
- 7:38Speaker 1: leads toward that premise.
- 7:40Speaker 2: It's also just really bold and everything it does.
- 7:43Speaker 1: The idea that there's this huge mass of cards you
- 7:45Speaker 1: put on on the table. There are nine different factions
- 7:48Speaker 1: in the base game, and I have the expansion as well.
- 7:50Speaker 1: Jeans there's eighteen factions to choose from. There's something like
- 7:54Speaker 1: nine different resources that are moving around the board. The
- 7:58Speaker 1: gameplay is very complicated. I love a game that's an
- 8:00Speaker 1: experiment in that way that just pushes the edge of
- 8:04Speaker 1: what people can do in a game, and I think
- 8:07Speaker 1: it succeeds. It's fascinating and interesting, and just talking about
- 8:10Speaker 1: here makes me want to play it again. That's Sibeerial Confluence,
- 8:14Speaker 1: trading and negotiation in the Elysium quadrant. I believe it
- 8:17Speaker 1: is the subtitle and finally, the last game out of
- 8:21Speaker 1: point two as an interesting experiment is A Studying Emerald.
- 8:24Speaker 1: A Studying Emerald is from twenty thirteen, and I've played
- 8:29Speaker 1: both the original and the revision. I know that Coman
- 8:32Speaker 1: Games is doing a new reprint that imagines the game
- 8:36Speaker 1: again in a new way. I'm not that interested in it.
- 8:39Speaker 1: I like the one I have. I don't know that
- 8:41Speaker 1: I need a new one, though, I guess I can
- 8:42Speaker 1: look when it comes out.
- 8:44Speaker 2: I already have missed it.
- 8:45Speaker 1: I'm not tracking that very closely because I'm trying to
- 8:47Speaker 1: be more thrifty and tracking kickstarters is a.
- 8:50Speaker 2: Good way to not be thrifty.
- 8:52Speaker 1: That said, a studying Emerald just had a really interesting
- 8:57Speaker 1: gameplay end condition that I that drove the whole game
- 9:00Speaker 1: and is fascinating. And the idea was you are secretly
- 9:03Speaker 1: on either the Restorationist or the Loyalist team. During the game,
- 9:08Speaker 1: everyone's score reflects that they could be on either team
- 9:12Speaker 1: reflects the highest possible score they could have, and if
- 9:15Speaker 1: you get found out, then your score would reflect what
- 9:18Speaker 1: was found out. The big thing is you don't know
- 9:20Speaker 1: who's on your team, and nobody else does either, and
- 9:24Speaker 1: at the end of the game, whichever team has the
- 9:26Speaker 1: lowest scoring player that whole team loses, and then the
- 9:30Speaker 1: person who's highest scoring of the team that didn't lose wins.
- 9:33Speaker 1: It's a fascinating and really volatile way for a game
- 9:37Speaker 1: to work. When it came out, the deck building parts
- 9:41Speaker 1: and a lot of the gameplay was kind of confusing,
- 9:44Speaker 1: and I think borderline difficult to play.
- 9:47Speaker 2: It was a hard teach. Last time I played it,
- 9:49Speaker 2: I didn't find it to be that hard to teach.
- 9:51Speaker 1: So games have gotten more complex or I've become a
- 9:53Speaker 1: more complex gamer. Both of those might be true, but
- 9:56Speaker 1: In that time, a Studying Emerald has become easier to play,
- 9:59Speaker 1: not harder. It's a fascinating game. I love playing it
- 10:02Speaker 1: whenever I get a chance. Just talking about here makes
- 10:04Speaker 1: me want to get it out and play it again.
- 10:06Speaker 1: So that is a studying Emerald. I'm talking about the
- 10:09Speaker 1: first edition from twenty thirteen. The second edition they muted
- 10:13Speaker 1: that end game condition some and I think, I don't
- 10:16Speaker 1: know why you would.
- 10:17Speaker 2: I guess to make it a little more palatable, but whatever.
- 10:20Speaker 2: So those are.
- 10:20Speaker 1: Games where there's an interesting experiment and I admire it.
- 10:24Speaker 1: So now let's talk about games where there's an interesting
- 10:26Speaker 1: experiment and either I haven't played it or I didn't
- 10:29Speaker 1: like it. The first thing these is Chronicles of Crime.
- 10:32Speaker 1: Chronicles of Crime was an early entrance into the using
- 10:35Speaker 1: an app to play a game market, and there's a
- 10:38Speaker 1: lot of potential in the model they came up with.
- 10:40Speaker 1: It's just fascinating. So the game is a mystery game
- 10:43Speaker 1: where you have a bunch of different locations you can
- 10:46Speaker 1: go to. You have a bunch of different things that
- 10:48Speaker 1: would be involved in a mystery. These could be objects.
- 10:52Speaker 1: They're objects, right, and then you have a whole bunch
- 10:55Speaker 1: of different people cards, everything is numbered, and everything has
- 10:58Speaker 1: QR codes on it. The way the game works is
- 11:00Speaker 1: at the beginning you get from the app, you get
- 11:03Speaker 1: a case introduction. Then you have characters that go to
- 11:06Speaker 1: a specific place, and then you investigate by like you
- 11:10Speaker 1: go to the crime scene and then there's like a
- 11:12Speaker 1: three D rendering of the crime scene that you look
- 11:15Speaker 1: at in your phone, and ideally it's designed to be
- 11:18Speaker 1: like a three D glasses, like you put them on
- 11:21Speaker 1: your face and you turn around and look around and
- 11:23Speaker 1: then you call out stuff you see. So if you
- 11:24Speaker 1: see a bloody knife, you'd say, hey, I see a
- 11:26Speaker 1: bloody knife, and the people who are playing would then
- 11:29Speaker 1: from the object deck they would say, you know, bladed weapon,
- 11:33Speaker 1: And so as you call it things you see, they
- 11:36Speaker 1: would add to the evidence display different objects that you've
- 11:40Speaker 1: seen in the crime scene. Then when you go talk
- 11:42Speaker 1: to people, you can ask them about those items. So
- 11:45Speaker 1: when you find a witness, you scan the witness and
- 11:48Speaker 1: then that tells the app you're interrogating them, and then
- 11:51Speaker 1: you scan the object and it tells Then the witness
- 11:54Speaker 1: tells you something about that object or tells you nothing.
- 11:56Speaker 1: Either way, it eats up your time every time you
- 11:58Speaker 1: scan an object for question.
- 12:00Speaker 2: So the game is built.
- 12:01Speaker 1: Around this idea of using up time trying to decide
- 12:03Speaker 1: how to best manage your time. It's similar in feel
- 12:06Speaker 1: to Sherlock Holm's Consulting Detective in terms of what you're
- 12:08Speaker 1: trying to do.
- 12:09Speaker 2: There's a mystery.
- 12:09Speaker 1: You're trying to figure out who done it and why
- 12:11Speaker 1: and where. But it's eminently malleable, right. They can always
- 12:16Speaker 1: release new cases as downloadable content, which when we were
- 12:20Speaker 1: playing it, we did download a couple of those. They
- 12:22Speaker 1: were pretty interesting, and then they can also release more
- 12:26Speaker 1: locations and people and cards. They've released a number of
- 12:29Speaker 1: expansions that are different eras, so they changed the game
- 12:32Speaker 1: slightly with different groups of places, people, and things. They've
- 12:35Speaker 1: also released theme packs, so you can play basically as
- 12:39Speaker 1: Scooby Doo or you can play as like Supernatural Investor or.
- 12:44Speaker 1: I think it's film noir investigation kind of as one
- 12:47Speaker 1: of the theme packs.
- 12:49Speaker 2: So it's an interesting game. I think it is.
- 12:53Speaker 1: The mysteries are compelling, but ultimately I came down on
- 12:58Speaker 1: the side of it's not my favorite. I don't really
- 13:02Speaker 1: need to play it a lot more because it's sort
- 13:05Speaker 1: of like playing a video game. When you play it,
- 13:08Speaker 1: you spend so much time on your phone that it
- 13:11Speaker 1: feels like I mean, it is a good integration of
- 13:14Speaker 1: board game in phone, but it feels a little too
- 13:16Speaker 1: phone focused for me, and from that perspective, it fails.
- 13:21Speaker 1: But it was an interesting experiment, and we've seen a
- 13:24Speaker 1: bunch of things follow from that that I think are
- 13:27Speaker 1: very compelling, including I think the return from Return to
- 13:30Speaker 1: Dark Tower learned from that experiment. I can't say for
- 13:34Speaker 1: certain that they did, but I think so. That's Chronicles
- 13:37Speaker 1: of Crime. The next experiment that I want to point
- 13:39Speaker 1: to that I admire greatly is the Pandemic Legacy series. Now,
- 13:43Speaker 1: if I was just picking one, Pandemically Legacy Season one
- 13:46Speaker 1: knocks it out.
- 13:47Speaker 2: Of the park. That is a thing I love. It
- 13:50Speaker 2: is incredible, really really good.
- 13:52Speaker 1: The other Pandemic Legacy games Season two, which takes place
- 13:55Speaker 1: in the future, and season zero, which takes into place
- 13:58Speaker 1: in the past, We're both good, but not amazing.
- 14:01Speaker 2: For me.
- 14:02Speaker 1: They were sequels to a really great movie, generally going
- 14:07Speaker 1: to be good, not as good as the movie would
- 14:10Speaker 1: be by itself. I love what Legacy games do, the
- 14:13Speaker 1: ambition that they create, the interaction that they create, where
- 14:17Speaker 1: you are changing the game permanently. I stand strongly by
- 14:23Speaker 1: the idea that the term legacy is useful as a
- 14:27Speaker 1: line in the sand for a game where if you're
- 14:31Speaker 1: playing by the way the.
- 14:32Speaker 2: Game is written, you change it permanently.
- 14:34Speaker 1: And I recognize there are some people who do workarounds
- 14:37Speaker 1: for that pandemically legacy. Maybe instead of destroying cards, people
- 14:41Speaker 1: hide them when they're supposed to sticker cards. Maybe they
- 14:44Speaker 1: make a photocopy of their player thing, and when they're
- 14:47Speaker 1: sticking it, they write in the photocopy so they keep
- 14:50Speaker 1: the game pristine.
- 14:51Speaker 2: Sure, you can do that.
- 14:52Speaker 1: You can usually find a workaround to not physically alter
- 14:55Speaker 1: the game. But it is really compelling when you physically
- 14:57Speaker 1: alter the game because because it's permanent and makes the
- 15:01Speaker 1: decisions feel meaningful in a way that I have yet
- 15:04Speaker 1: to find in another game when it's less permanent, although
- 15:08Speaker 1: Arkham Horror gets pretty close in the way that you
- 15:11Speaker 1: add things to your deck or take things out of
- 15:13Speaker 1: your deck when you make decisions, those feel relatively permanent,
- 15:16Speaker 1: even if you aren't actually damaging any cards. Nonetheless, so
- 15:21Speaker 1: I do really love Pandemic Legacy season one. I thought
- 15:24Speaker 1: seasons two and zero were really interesting and fun. I
- 15:27Speaker 1: don't know that I love them the way that I
- 15:29Speaker 1: love Season one, but I definitely admire the whole legacy system.
- 15:33Speaker 1: Another innovation that I admire the ambition, but I did
- 15:37Speaker 1: not love.
- 15:37Speaker 2: The output is key Forge.
- 15:39Speaker 1: For those of you who don't remember key Forge as
- 15:42Speaker 1: a system, this is a Richard Garfield designed game, and
- 15:46Speaker 1: the idea was that there's a pool of cards and
- 15:49Speaker 1: instead of building decks, what you get is a set
- 15:52Speaker 1: deck that has a mix of cards that is sort
- 15:55Speaker 1: of randomly determined by computer. There's an algorithm that determines
- 15:59Speaker 1: what you get. The specifics are determined by computer, and
- 16:03Speaker 1: then when you play your deck over time you learn
- 16:05Speaker 1: to pilot it to get the most out of it,
- 16:07Speaker 1: and it gains the sort of rating. So when you're
- 16:10Speaker 1: playing competitively, the more effective a deck is, the more
- 16:14Speaker 1: Harrison Harrison bergeron waits it takes on to keep it
- 16:18Speaker 1: from winning, and once you've won a certain amount, then
- 16:20Speaker 1: that deck is retired from competitive play. It's a really
- 16:23Speaker 1: fascinating idea. Each deck has a name that's computer generated,
- 16:27Speaker 1: which caused a little bit of chaos early on because
- 16:31Speaker 1: the generator had some flaws in it, so it made
- 16:33Speaker 1: a couple deck names that were not acceptable. I remember
- 16:37Speaker 1: one of them that got a publication. There was a
- 16:39Speaker 1: deck name. One of the decks was called the Farmer
- 16:41Speaker 1: of Racism. That's not good, but generally really interesting idea
- 16:47Speaker 1: and fascinating from all sorts of perspective, the idea of
- 16:51Speaker 1: a machine generated, computer generated game. Because also the pattern
- 16:57Speaker 1: on the back of the cards was procedurally generated. Each
- 17:00Speaker 1: deck had its own pattern on the back of the cards,
- 17:03Speaker 1: I believe, and then each deck was entirely unique. No
- 17:07Speaker 1: other deck had those same cards. And because the decks
- 17:10Speaker 1: are all registered through a central system, when you would
- 17:12Speaker 1: go play, you have to use the cards that are
- 17:14Speaker 1: in the deck, And the decks were relatively cheap, something
- 17:16Speaker 1: like ten bucks each, so you could just get a
- 17:20Speaker 1: couple decks and start playing, and then when you were
- 17:22Speaker 1: kind of getting tired of those, you go buy another deck.
- 17:24Speaker 2: So that was key Forge.
- 17:26Speaker 1: They also made a game called discover Lands Unknown that
- 17:28Speaker 1: tried to use a similar system. It was a game
- 17:30Speaker 1: that came with a whole bunch of different stuff, and
- 17:32Speaker 1: there was a huge pool of things that could be
- 17:34Speaker 1: in it.
- 17:35Speaker 2: And your game came with some of those.
- 17:37Speaker 1: That game was much less popular, in fact, pretty disliked
- 17:40Speaker 1: for the idea that someone might get a better copy
- 17:43Speaker 1: than the one I have.
- 17:43Speaker 2: Why can't I have all the stuff?
- 17:45Speaker 1: It was kind of the thing people seem to understand
- 17:47Speaker 1: KeyForge in a system of in a world of collectible
- 17:50Speaker 1: card games, Keyfarge seemed to take better than discover Lands Unknown,
- 17:55Speaker 1: So I've heard from people that discovers interesting as a game.
- 17:59Speaker 1: Either way, I admire the ambition of trying to figure out,
- 18:02Speaker 1: what is this thing we could do that would be
- 18:04Speaker 1: so totally different. Finally, the last one I want to
- 18:07Speaker 1: point too is actually itself. I admire it as in
- 18:11Speaker 1: its ambition, and I have a copy, and I think
- 18:12Speaker 1: it's fun, but also a thing that over time would
- 18:19Speaker 1: it comes to represent for me a category of things.
- 18:21Speaker 1: And this is trying to blend mechanisms in a new way.
- 18:25Speaker 2: In particular Terror.
- 18:26Speaker 1: In Mepal City or the copy I have is actually
- 18:28Speaker 1: called Rampage. In it, you play a giant lizard trying
- 18:32Speaker 1: to destroy a city, and it's got Euro scoring, so
- 18:35Speaker 1: you are trying to gain points and score things based
- 18:38Speaker 1: on kind of traditional Euro setups. But the game itself
- 18:44Speaker 1: is a flicking and dexterity game where you are doing
- 18:48Speaker 1: different things to interact with the board and win points
- 18:51Speaker 1: through dexterity. Now, the mix of these two things is
- 18:54Speaker 1: unusual and pretty interesting, and this is something that they
- 18:57Speaker 1: tried again. I haven't played the Sonoma, but I leave
- 19:00Speaker 1: I believe Sonoma was a worker was a flicking eurogame,
- 19:04Speaker 1: and then a Dungeon Fighter is a game where you
- 19:08Speaker 1: where you're throwing your dice and the way you throw
- 19:11Speaker 1: your dice matters. So there are other games that have
- 19:13Speaker 1: tried this, and I think it's an interesting mix of
- 19:16Speaker 1: things and I admire it. Ter In Mepal City is
- 19:20Speaker 1: a good time occasionally. I haven't busted out in a while,
- 19:23Speaker 1: not since COVID. Actually, I was thinking about it. I
- 19:25Speaker 1: may need to buy a thing to put in the
- 19:27Speaker 1: box because one of the things you can do in
- 19:29Speaker 1: the game is you can put your chin on your figure.
- 19:33Speaker 1: Then you can blow on the board. And we live
- 19:35Speaker 1: in the post COVID era. Nobody wants people blowing on
- 19:38Speaker 1: their board game. But I was thinking a little hand
- 19:40Speaker 1: wind pump thing might be able to simulate that. It's
- 19:45Speaker 1: tern Mepal City from Anton Basa originally published as a Rampage,
- 19:50Speaker 1: but then they got sued because they didn't have the
- 19:52Speaker 1: license for that IP. So those are games that I
- 19:56Speaker 1: both enjoy, like I really enjoy and admire what they've
- 19:59Speaker 1: done to be EXPERI mental end games where I admire
- 20:02Speaker 1: what they've done, but I don't enjoy them or don't
- 20:04Speaker 1: enjoy them a ton. So what does this say about games?
- 20:08Speaker 1: I think most games follow the traditions of most novels.
- 20:12Speaker 1: And I remember reading this somewhere and I did a
- 20:14Speaker 1: little I did a five minute search and I could
- 20:16Speaker 1: not find who said it. But I remember reading somewhere
- 20:19Speaker 1: that there was a publisher or some people thinking about
- 20:23Speaker 1: I feel like romance novels. Maybe this was part of it.
- 20:25Speaker 1: That a new text has to fit the genre that's
- 20:28Speaker 1: expected in about eighty five percent of what it does,
- 20:32Speaker 1: and that it can do about fifteen percent new stuff.
- 20:36Speaker 1: And a text a thing that people are buying or
- 20:39Speaker 1: engaging with that does fifteen percent new eighty five familiar.
- 20:42Speaker 1: That is the sweet spot for people taking in a
- 20:44Speaker 1: new thing. And if you think about when board games
- 20:47Speaker 1: come out, often this is what they're doing right, Like
- 20:51Speaker 1: it is a such and such game. We can explain
- 20:54Speaker 1: games by a particular mechanism or set of mechanisms, and
- 20:58Speaker 1: then we often add, but here's the twist, here the
- 21:00Speaker 1: new thing it does. And I think that that is
- 21:02Speaker 1: often what makes games really work in terms of capturing
- 21:07Speaker 1: the public imagination and doing a lot of good sales
- 21:09Speaker 1: is that they don't challenge us too much in terms
- 21:12Speaker 1: of figuring out what They don't challenge challenge us too
- 21:21Speaker 1: much in terms of figuring out what we're doing in
- 21:24Speaker 1: the game, but instead they they offer us a little
- 21:29Speaker 1: bit new and a little bit familiar. The games that
- 21:32Speaker 1: are really interesting are the ones that offer us a
- 21:34Speaker 1: lot new.
- 21:35Speaker 2: These are a much harder.
- 21:36Speaker 1: Sell because how do we know people will like them?
- 21:38Speaker 1: And this is often when we see games that really flop.
- 21:41Speaker 1: Part of why they really flopped is they tried a
- 21:43Speaker 1: thing new that people didn't like. An example is Nicktophobia.
- 21:47Speaker 1: This is a game I saw that came out. People
- 21:48Speaker 1: were really excited about it and interested in it because
- 21:51Speaker 1: it's a game designed to be played where the players
- 21:56Speaker 1: are blindfolded and the villain is not game has taxile
- 22:00Speaker 1: pieces you're supposed to.
- 22:01Speaker 2: Figure out where you are, et cetera, et cetera.
- 22:03Speaker 1: I heard a lot of people talking about as they
- 22:05Speaker 1: thought it was really interesting, and then it did not
- 22:07Speaker 1: sell well, or it sold well initially and then people
- 22:10Speaker 1: don't play it much because it turns out people don't
- 22:12Speaker 1: like being blindfolded, particularly at like a public game day.
- 22:16Speaker 1: Sitting in a space surrounded by strangers blindfolded is weird
- 22:21Speaker 1: and not everybody's favorite. On the other hand, sometimes a
- 22:25Speaker 1: game will just come out of nowhere and really do
- 22:26Speaker 1: a thing, an interesting thing new. The first time I
- 22:28Speaker 1: heard about Dixit and I played it, I was like, Wow,
- 22:30Speaker 1: this is amazing. And then when Mysterium came out, that
- 22:33Speaker 1: was a good example of like a new thing to
- 22:35Speaker 1: use an old thing.
- 22:36Speaker 2: Right it is a mystery solving game that's old.
- 22:39Speaker 1: You use Dixit cards that's old, but you combine them
- 22:41Speaker 1: it feels really new and make it a cooperative game
- 22:44Speaker 1: whoa really new And so I feel like the games
- 22:47Speaker 1: that are most successful in terms of being experimental are
- 22:49Speaker 1: the ones that push the boundary a bit but hold
- 22:52Speaker 1: back from really going crazy. But going crazy is the
- 22:56Speaker 1: ones that I think are really admirable. Sometimes they were great,
- 23:00Speaker 1: sometimes they fail, but the ones where they're like I
- 23:03Speaker 1: have this road I'm driving down and I don't want
- 23:05Speaker 1: to stop along the way I want to go to
- 23:08Speaker 1: where I get to where I'm going. I think it's
- 23:10Speaker 1: interesting to look at uve Rosenberg's output in this context
- 23:14Speaker 1: because Uviy Rosenberg was really famous for worker placement games
- 23:18Speaker 1: for a long time, right, and then he made these
- 23:20Speaker 1: sort of small puzzly games.
- 23:22Speaker 2: Then he started making polyomeno games. He made Patchwork.
- 23:25Speaker 1: He made a series of three games I believe, Summer Garden,
- 23:29Speaker 1: Indian Summer, and there was a Spring one, Spring Thaw
- 23:34Speaker 1: or something like that.
- 23:35Speaker 2: All three of these.
- 23:36Speaker 1: Games involved different ways of using polyamenos to do stuff.
- 23:39Speaker 1: He's come up with a couple more since then. But
- 23:41Speaker 1: then out of the blue he comes out with a
- 23:43Speaker 1: Feast for Odin, which feels like this, I mean nothing
- 23:47Speaker 1: in it was entirely new, but it felt so different
- 23:50Speaker 1: than everything else that was out in scope and the
- 23:53Speaker 1: kinds of mechanisms you were using. It felt experimental and
- 23:56Speaker 1: succeeded dramatically. Now somebody like uve Rosenberg, he's gonna win
- 24:00Speaker 1: when he's like, yeah, it's a worker placement game, but
- 24:02Speaker 1: there's sixty worker slots, and the placement you're doing involves
- 24:07Speaker 1: arranging polyamenos, or the resources you're getting involved polyamenals, those
- 24:11Speaker 1: things mixed together really work. But he can experiment a
- 24:14Speaker 1: little bit like that because he's Uber Rosenberg. He's got
- 24:17Speaker 1: a lot of credit, so he gets a benefit. I
- 24:19Speaker 1: think if you keep an eye on Kickstarter or backer
- 24:22Speaker 1: kit and look at the people who are indie.
- 24:25Speaker 2: Players, sometimes you'll see somebody come out with a thing
- 24:27Speaker 2: that's just wild. It's just out there.
- 24:29Speaker 1: Sometimes it's great, Sometimes it's a total disaster, but it's
- 24:32Speaker 1: often very interesting.
- 24:33Speaker 2: I don't know that I said anything there.
- 24:35Speaker 1: They get more articulated what I like about experimental games
- 24:38Speaker 1: rather than how do we know when someone should be?
- 24:40Speaker 1: But I embrace it and I'm looking forward to seeing
- 24:43Speaker 1: more as the hobby continues to grow. So what games
- 24:49Speaker 1: that made some board game experimentation do you like? Head
- 24:53Speaker 1: over to board game gee Kield three two sixty nine
- 24:55Speaker 1: and let me know, share your thoughts, tell me which
- 24:58Speaker 1: games succeeded, Which games do you admire but didn't succeed.
- 25:02Speaker 1: What experiments would you like to see people do?
- 25:05Speaker 2: You can also.
- 25:06Speaker 1: Email me Brendan at rattleboxgames dot com, or you can
- 25:10Speaker 1: send me a message on board game geek.
- 25:12Speaker 2: Wombat nineteen ninety is my user name there.
- 25:15Speaker 1: Thank you for joining me. On my walk today. I
- 25:16Speaker 1: hope your next walk is Bussins and fine w Goodbye
- 25:40Speaker 2: Brought to you by Rattlebox Game