Friday 25 October 2013

Taking Power

#5 - Tammany Hall

One of the great things about games is their power to tell stories. Whether it's knights fighting dragons or German bureaucrats buying merchant houses, games can engross you in narratives that you create with your friends. My favourite game stories are those with troubling historical settings: those periods when reprehensible actions led to positive effects or good intentions created disasters. Unfortunately, most games get in the way of these narratives by having contrivances that may make for fun experiences but break the suspension of disbelief. Why are the Catan's harbours built before anybody's settled the island? Why are the richest real estate barons in New Jersey forced to stay at each other's hotels? All too often, game designers focus on the puzzle-like and competitive aspects of games, ignoring their storytelling potential. It's possible to design a game that's interesting because of both the challenge it poses and the stories it tells. It's hard, but when it succeeds, it's amazing. Not attempting to create that connection between the game, the players and a story is a missed opportunity.

No game capitalizes on that opportunity as well as Tammany Hall. Nothing feels shoehorned in; every aspect of the game flows naturally and logically from its setting and characters without sacrificing any strategic depth. The fact that the setting is 19th century New York City and the characters are corrupt politicians who stop at nothing to gain power makes me wonder whether Doug Eckhart designed the game specifically for me.

Monday 14 October 2013

That Game With All the Names and Stuff

#6 - Time's Up!

A quick warning: I'm about to get very high-minded writing about a game that is essentially a souped-up version of charades. Before I do, I'd like to make one thing very clear: Time's Up! is fun. It's a ridiculous, ludicrous, hilarious good time. I cannot recommend enough to anybody who likes doing fun things. Go, grab your friends and play it right now. You will not regret it, because the game is awesome. Got that? Good.

Simply being fun would not be enough for Time's Up! to make it onto this list. I've played a lot of games with that same pure, intense, fun feeling that
Time's Up! overflows with. But this one has something more: it's not just fun, it's interesting. “Fun” makes me enjoy a game while I'm playing it; “interesting” keeps me enjoying it even after the game is over. And Time's Up! is as exceptionally interesting as it is fun. It takes one of the most classic gaming paradigms – the guessing game – and turns it into a vehicle for exploring how discourse communities are created.