There’s a phrase we use in English, one meant to strike upon its hearer the importance of a topic or the need to keep an atrocity close at heart for fear of its repetition. You’ve heard it before, cast in somber and memorializing tones: “Lest we forget.” The irony, of course, is that we’re a fastidiously forgetful species. We forget things all the time. As a defense mechanism, forgetfulness is unrivaled. In the rare occasion that we don’t forget, we do our damnedest to afflict ourselves with collective amnesia. Lest we recall.
John Clowdus’s history trilogy plays like variations on a theme. Its three titles, Neolithic, Bronze Age, and The Middle Ages, are mechanically similar. They’re all about excavating cards from a deck and then using those cards to build toward a brighter future.
They also express something deeper: cultural memory, in all its complexity and simplicity.
One of the things I appreciate most about John Clowdus is the way he peppers his games with moments of thematic coherence, when systems and setting enter into alignment to create an intuitive shorthand for what the game is asking you to do. In Omen: A Reign of War, these moments revolved around mythological beasts upending both the rules of nature and the rules of the game. In The North, it was sparse actions reinforcing the sense that you were renovating long-dormant machines. Even Mezo spun a cosmology in which the gods were always peering around the corners of reality, inspiring as much as directly intervening.
And in Bronze Age, this coherence has everything to do with the collapse.
John Clowdus is best known for his small designs. And, naturally, in today’s episode of the Space-Biff! Space-Cast!, he’s willing to talk to Dan Thurot about small games old and new, including which of his titles he prefers to Omen: A Reign of War. But now Clowdus is also a bona fide big-box game designer thanks to Mezo. Listen in as he spills the beans about the challenges and advantages of designing a game that can’t fit into your pocket.