Blog Archives
Villainous
Two titles isn’t enough to tell, but I’m beginning to think Hassan Lopez’s talent might lie in reduction. That sounds too negative. Rendering? Distillation? Refining? Sublimation? No, reduction must serve.
Like Clockwork Wars before it, Maniacal takes an idea and reduces it to its most essential. In Clockwork Wars, magic, technology, and religion were reduced to special buildings and their bonuses, but in an especially clever way that placed them inside the game world, both concrete and vulnerable. Maniacal does something similar for its Evil Genius simulator. Nearly every detail feels like there could have been more. Except, when placed in parallel, those parts accrete into something so smooth, so sparing, so — yes, I’m going to say it again — reduced, that anything extra would have been as vestigial as a hangnail.
Lifeless Planet
All you need to attract my attention is an utterance of three little words: Boelinger. Archipelago. Sequel. Everything else — the distant setting, the stock market, the expansions you can swap out to generate countless planets to explore — are really just icing.
Want to learn how to stop my attention dead in its tracks? Christophe Boelinger’s Living Planet knows the answer.
Talking About Games: What Is Critique?
In my field we spend a lot of time talking about the ambiguity of categories. One of the big examples is a relatively “new” period called Late Antiquity. The argument goes like this: in many imaginations, including those of many historians, there was Antiquity, with its Roman Empire and thickly-forested Europe and distant dynasties that we don’t talk about very often in the West; and then, after an ill-defined collapse, we eventually arrive in the Medieval Age, with its castles and plagues and religious wars.
The problem is that this model was too simple. Which, well, that’s part of any model’s goal: to simplify something complex into discrete parts so we can talk about it. Hence, a paradox. If your model is too granular, it’s impossible to conceptualize within a reasonable span of time. If it’s too simple, you overlook all the stuff that happened in the cracks. Like, y’know, what the collapse of the Roman Empire actually looked like. Or what all those distant dynasties were doing in the meantime. Categories enable us to learn, but they can also inhibit our learning.
Here’s another story about categories. Once, at a convention, I was invited to dinner with some fellow board game folk. We got to talking about our varying experiences in the hobby. Some were podcasters, others crafted visual media, and some were actual game designers or developers — another distinction that’s not entirely defined. When asked, I mentioned that I was a reviewer. The person beside me leaned forward and said, “Yes, but really, Dan is closer to a critic.”
A critic, you say? What’s that? Never mind. It sounds important.
Life Is the Bubbles
Game design is principally iterative. How’s that for an axiom? Although board gaming is no stranger to innovation, these are occasional detonations compared to our hobby’s long, slow, uphill periods of refinement. If that doesn’t sound glamorous, don’t shoot the messenger. Even less glamorous, the best refinements are often so granular that they often escape the untrained eye. How many cards you draw. The difference between drawing blind or from a market of visible offerings. The clarity of a user interface. Whether a defensive ability trumps all comers or merely hampers them. How smoothly points are calculated. What determines when the final tally is counted. The hundred small decisions that sum into a game that’s wildly different from another game, despite any number of outward similarities.
Oceans, designed by Nick Bentley, Dominic Crapuchettes, Ben Goldman, and Brian O’Neill, raises a sound question: how different is it from Evolution or Evolution: Climate? All were released by North Star Games. All are about explosive biological transformations and player-generated ecosystems. All are about eating your friends. Not like that, you dirty dog. With so many similarities, are there enough changes beyond the setting to warrant a second look?
Here’s a hint: everything I mentioned up in the first paragraph is something Oceans gets right, and those improvements still aren’t the best thing about it.
Winterbjorn
There’s a pleasant familiarity to rondels. Around and around your pawns go, their position determining what you’ll be doing this turn. Why do they complete this circuit, this flat circle of time? Are they fleeing or chasing, running toward or running away? Perhaps there is a deeper reason. Perhaps, if they repeat these rotations to satisfaction before the game is concluded, they will come face to face with themselves at last. Then there will be no more running. Only acceptance.
Or maybe it’s only because rondels are an efficient way to narrow a wide range of options to a digestible handful. That’s the case in Winterborne, anyway.
Five Generations: A Look at Oath
History is a funny thing. Ask yourself, what era do you live in? The modern age? Postmodern? Information? The Holocene, more specifically the Meghalayan? Or will the historians of far-flung generations assign a designation that doesn’t capture any of the details you personally associate with this moment? Everything our culture has accomplished, compressed by distance and necessity, into the Aluminum Age. At long last, the dead of the Bronze Age will nod in satisfaction at our diminishment.
When I spoke to Cole Wehrle about Oath, he called it a “hate letter” to civilization games and legacy games. It’s easy to see why. Like digging the fragments of a lost civilization from the compacted mass of an ancient trash heap, there are fragments to be found, shards and sherds, enough to make out an unmistakable imprint or two. Oath is a civilization game, but not like any you’ve played before. And it’s also a legacy game, but even less familiar. This is what I think about it. This is also the story of my first six plays. I hope you’ll soon understand why they’re the same thing.
Best Week 2019! The Index!
Another year, another Best Week. Below you’ll find the whole thing, indexed for ease of access. Simply click any of the images to be whisked away to the relevant article. And if you’re desperate for more Best Week but don’t want to wait until 2020, there’s nothing stopping you from reading and rereading these same articles. With some minor memory erasure, each encounter can be like new!
Best Week 2019! The Corrivals!
Righteous fury. It’s what makes me holler and huff at game night. Not very many games can spark it in me, but a few are experts at grinding my competitive side to a razor’s edge.
Today we’re talking about the year’s best games for getting hot under the collar, steamed in the head, and so spanking mad you can hardly see straight. These are the titles that make you drop the f-bomb at that one guy in your game group. They are reminders that we are reasonable beings second, that for uncountable eons before we sat down on the couch to talk it out, our first and original nature was that of tooth and claw. We have incisors and canines for a reason. These games are that reason.
Best Week 2019! The Conceptualists!
Like a mat of bacteria growing fuzzy on reliable feedstock, it sometimes seems like this industry thrives on imitation. But that’s only possible thanks to a rarer sort of game, those that step beyond assumed limits to create something truly unique. Thus the cycle perpetuates itself: imitation spawns innovation, which breeds further imitation. So shall it continue until sentient life is extinguished by atomic entropy.
Today is for the pioneers, those games that took a chance and, even if they were flawed in some way, managed to stick the landing. The year’s concept albums, in other words.
Best Week 2019! The Raconteurs!
It wouldn’t be a good year without at least a handful of games that know how to spin a yarn. Like any good storyteller, these understand that while the destination matters, the journey is the more important portion. Also like a good storyteller, nobody would describe them as “tight.” To be frank, some of these are flabs. Some have sharp edges. They make mistakes some folks argue should have been eliminated from board games centuries ago.
Not me. The joy of these games is found in the stories they tell. Sharp edges? Psh. You know what has sharp edges? Books, baby.






