Discussion about this post

User's avatar
Spouting Thomas's avatar

I just discovered your Substack and have been going back and reading old posts. Really been enjoying your thoughts on game design.

But while I appreciate the overall point about Banner Saga, I can't stop myself from nitpicking on one thing that isn't even gaming related:

>Seems far-fetched but in the Revolutionary War not lining up to be shot was considered cheating.

This seems to be a misconception a lot of people have, but it isn't true. The infantry line tactics used in the age of muskets were more or less optimal under normal battlefield conditions given the technology of the time.

And there certainly wasn't some sort of gentlemanly standard that required armies to abide by those tactics. The British were surprised how effective American skirmishers, firing from behind cover with long-range rifles, could be under certain conditions -- though as a tool of harassment, not one that could win battles. But they weren't scandalized. They turned right around and used those same tactics in the Napoleonic Wars.

I think the classic example of highly ritualized warfare is the Aztecs. They basically had an entirely different set of conventions between no-limits real wars and ritualistic Flower Wars. This might be an underexplored idea for a tactics game.

Expand full comment
orion_black's avatar

I don't like the "theme vs mechanics" framing because it suggests a conflict where one side should be the winner, and in some instances it might not be the best axis to think about an issue. I like to think about it from a usability perspective, more concretely in terms of affordances. What mechanics are suggested by this ui/theming/visual representation/narrative arcs/...? and similarly the other way around.

I feel if you examine any theming carefully enough, all games kind of fall apart. So you want enough parts to point a certain direction to avoid unnecessary examination. Your board game example is good to illustrate this, given that at an "ui" level the game suggest (perhaps via a personal tableau with card sized slots) a certain limit, you never have to make sense of it by other means, nor you get to question it at theming level, where it would certainly fall apart.

Expand full comment
3 more comments...

No posts