Week 12 - Transparency


   The Watch it Played game I chose for this devlog is called The Castles of Burgundy. This game is reminiscent of games like Catan or Monopoly, where players go around the board collecting resources in order to build their kingdom. There are many actions for players to take throughout the game and a variety of different tiles to choose from. One could assume that a big variety of tiles and actions allows for varied and interesting gameplay, which can be true. Yet the main issue I find with this game can be summed up in one word: transparency. This game has complex and in-depth rules, and doesn't feel as accessible to all players due to this. One of Soren Johnson's main points is that "transparent mechanics increase the player's comfort." Comfort is an interesting and adequately descriptive word to use here. If you buy a new game and can't figure out how to play it, that's not a comfortable player experience. As a game developer, you want to ensure that your game is interesting, but also easily understood enough to where new players are able to pick it up without struggling too hard. While watching the video explaining the rules of The Castles of Burgundy, I felt lost pretty often. To me, it almost felt like sensory overload whenever the board was first shown. On top of a complex board, the rules also felt a bit intense. Another point Soren Johnson made is that "transparent, consistent rules run in the player's head, creating engagement." Having rules that are more easily understood can create better player engagement. If you are constantly having to check the rules to see which action you should take, maybe the game is a little more complicated than it needs to be.

   Another big aspect of transparency relating to game design is, "a transparent, consistent grammar.". A game's grammar not only establishes the tone and feel of the game, but it can also help simplify the rules and gameplay. "Grammar" in this sense does not only refer to wording on cards, but how cards, pieces, and other parts of the game work in tandem with each other to create an efficient player experience. If you have an established and unified system of when and how actions are taken in a game, it makes playing it much more straightforward and easier to understand, pick up, and enjoy. Finally, another aspect of game transparency is transparent abstraction. As Soren Johnson puts it, "transparent abstraction focuses players on the inner game." In this instance, this refers to mastering a game: ascending past casual gameplay. A well-designed game should be easy to pick up, but also able to be strategized and mastered by seasoned players. If a game stayed surface-level and simple, it wouldn't be too interesting replaying it later on. By making a game that has a sense of strategy and an edge of complexity, it ensures the longevity of a positive player experience. This is the one area that I feel The Castles of Burgundy truly excels at. While I feel like the extensive rules are generally its downfall, it also allows for returning players to strategize and plan out how they are going to play next time. Any game will get easier the more you play it, but with as many actions that are available to be taken in The Castles of Burgundy, there are many opportunities to learn and execute advanced styles of play.

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