Front Page

Content

Authors

Game Index

Forums

Site Tools

Submissions

About

Latest Blogs...

K
khadar786
April 30, 2024
K
kishanrg
April 29, 2024

Advancing Rummy Game Development in India

Designer and Publisher Blogs
J
jackson24442
April 26, 2024
K
kishanseo
April 22, 2024
K
kishanrg
March 27, 2024

Popular Real Money Blackjack Games Online

Designer and Publisher Blogs
K
kishanrg
March 20, 2024

What Is The Cost Of Developing A Rummy Game?

Designer and Publisher Blogs
K
kishanrg
March 18, 2024

Satta Matka Game API Providers in India

Designer and Publisher Blogs
J
jesshopes
March 01, 2024
S
Sagrilarus
September 22, 2023
S
shubhbr
June 02, 2023
Hot
S
Sagrilarus
May 08, 2023
J
Jexik
March 19, 2023
M
mark32
December 19, 2022

Anagram Intrigue

Member Blogs
S
Sagrilarus
November 20, 2022
J
Jexik
November 14, 2022

Lose and Learn

Member Blogs

Not Your Parent's Games

Hot
M Updated
There Will Be Games

 

AlwaysOnMyMindUScover

The last few weeks we've been doing a March Madness voting bracket of classic AT games on the forums. We're down to the Final Four and something jumped out at me...

Two of the final four (Cosmic Encounter and Dune) were designed by the same basic team at Eon in the late 70's. I think it's kind of a sad comment on where the current state of game design is. So is nostalgia really this strong and we're all old or did hobby boardgaming just peak early in terms of truly monumental designs? Or something else?

Even looking at the other top designs from the previous round we have just a couple recent designs, most of which are remixes of ideas and mechanics that have been around for over a decade at least.

Personally I think we've fallen into a similar trap that rock (or punk or countless other "rock combo" sub-genres) has; we're stuck in a paradigm that is hugely stiflingly creatively and the vast majority of "new" ideas are just rehashings of different already established elements. Like you can only go so far with a couple guitars, a bass and drums. You can still create something powerful and incredible, and the conviction and overall packaging with which you deliver this material can be amazing, but at the end of the day it's not really pushing anything forward. In game design we generally have a few established paradigms and then it's mostly just a bunch of remixes. Some of them are totally awesome, yet aren't doing the same kinds of things that a Cosmic Encounter did.
There are some cool new ideas out there like real time play but generally speaking, the last really BIG thing I can think of was Magic the Gathering, and it's real big thing was the integration of sales and content delivery into the game play space, so not even a pure design decision.

Looking at the original Sweet Sixteen games from the first round, the game that excites me most is Space Alert. I sure as fuck didn't vote for it nor do I really LOVE playing it, but it's usage of a soundtrack and timed game elements seem to be pushing game design forward in a very real way that none of the other recent games on the list are. I'd much rather play Mage Knight or Chaos in the Old World, but from a hoity toity critical standpoint, fuck em both. I think this gets at another huge issue facing designers looking to do actually groundbreaking stuff; "games" are supposed to be "fun" and since I have more fun playing CitOW, I'm gonna talk it up over Space Alert and play it a lot more and generally reward the design that's not doing anything new or interesting.


Video games have been suffering through a similar growing up period and are finally really starting to push some of these boundries. Moving beyond just shooting dudes in the dick or jumping around on platforms, we have games like Journey where the concept of what defines a "game" is put into question, but these are still just early baby steps into a new world.
What we need in boardgaming is something like what happened when rap or electronica hit the music scene; I want something that redefines what a "game" can be and how I interact with it and others. I want new ways of looking at conflict and gaming and how that can be expressed. Somebody, get on that!

There Will Be Games
Log in to comment