Is Reiner Knizia’s Tigris & Euphrates thematic? From what I’ve seen people are split on this. I believe it is.
You are building up a civilization, having external and internal conflicts, and earning victory points in four categories. The scoring in T&E is possibly my favorite scoring system and I think it adds to the theme very well. You score points in four categories, but your final score is whichever category you have the least of. This means you must build up evenly, just like when building a civilization, it must be balanced.
I think the reason some people feel it is not thematic is its presentation. It has a rather abstract design of tiles and discs. But I don’t think that elaborate game production is necessary for a game to be thematic. The theme of T&E, building a civilization, is expressed in every mechanism of the game.
I think a game that brings across the theme in the mechanisms is more thematic than a game that has art and components that represent the theme, but lacks a mechanical representation of the theme. It’s more important to feel the theme than to see the theme.
The human mind can not create. It can’t actually come up with a new idea. Anything you think of is a remix of information you already have.
Confining yourself to the same activities and places can make your ability remix grow stale. There are only so many ways to combine the same ingredients.
So in order to increase your mental palette for remixing you need to gain new experiences, absorb new ideas. Do something different. Drive to work a different way. Try a new restaurant. Talk to new people. Changing your patterns can do wonders for idea generation.
I used to enter a lot of game design competitions. I’ve written about the benefits of them before. But eventually I had to cut back on how many I entered because I was always focusing on a new game for the next contest and never finishing anything.
Once I cut back, I spent a long time focusing almost entirely on Plutocracy. That was an enjoyable experience and got the game a long way towards completion. But for UnPub I wanted to have some shorter games that could get more tests in. So I made a list of some of my partially finished designs, and tried to work on all of them to get them ready for UnPub.
This was not a great idea. I had several games I liked and wanted to work on, but I spread myself too thin. I didn’t get all of the games to a finished enough state to bring. The time I spent on the games that I didn’t finish would have been better used working on the ones I ended up bringing.
It seems this is more of a personality trait and not just connected to entering too many contests. I like to bounce around from idea to idea and have trouble focusing when I’m not in the mood for a certain design.
To a point this is fine and lets me be productive on something, but I have a tendency to just keep adding projects and spreading myself too thin. I really need to be better about project management, and create an organizational system to track progress and keep my focus on a few games moving along.
Do you like to work on multiple games or do you focus on a single game? What are some methods you use for staying organized with multiple projects?
This week I’m taking a topic suggestion from C. M. Perry. He asks, What has helped you grow most as a designer. For me, the answer is other designers.
When I started designing games I didn’t know any other designers. My play testers were my family and friends. Who, for the most part, were not very experienced playing games and only knew of what I showed them.
This created an echo chamber with very little new information coming in, usually from podcasts. Once I met more designers, first online and then at design meet ups, there was a ton of new information coming in.
Other designers are a great resource. They have a lot of shared experience from their own game designs, but they also have a lot of different experiences and I think it’s this partial overlap in experience that makes it so easy to gain new knowledge from them.
Go meet other designers. Play their games, have them play yours. Talk about design. Talk about what resources you use. I’m sure you’ll have a lot of the same information, but you’ll also have some different information and sharing that is how we grow as designers.