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Future Contest Themes
- To: piecepack@yahoogroups.com
- Subject: Future Contest Themes
- From: "mschoessow" <mikeschoessow@...>
- Date: Sun, 07 Sep 2003 17:14:09 -0000
- User-agent: eGroups-EW/0.82
I understand that Phillip already has a theme in mind for the next
design competition (although I have no idea what it is), but I
thought it still might be interesting to discuss potential themes
for future contests. It's not so easy coming up with a good theme,
as I found out when it was my task last year. In fact it was my
brother Steve who suggested the Changing Landscapes theme.
We are looking forward to the fifth design competition now, and
assuming we have many more of them in the future, the choosing of
new, fresh, and helpful themes will become increasingly dificult. At
some point the use of themes may need to be re-thought in some way,
and of course this decision is always ultimately up to the winnwer
of the previous contest, assuming they want it (at least that's the
precedent, and it seems to be working fine in my opinion).
The contest themes we've seen so far can be classified into
categories (BTW, "theme" is not really the best word for what we are
talking about, but I'll stick with it for now). Firstly, there are
those that imply a mechanic or class of mechanics. Changing
Landscapes was an example of this, where there was a requirement
that the board or playing area shift or change in some way during
the game. Another category of theme is subject. An example of this
is the most recent contest, History Repeats Itself, in which all
games were required to address a historical event. The very first
contest, with it's requirement that all games be built around some
aspect of the passage of time, was another example of a theme based
on subject. A third category, which we haven't seen yet, involves
game "type". This would involve a requirement that all games be, for
example, race games, or alignment games, or displacement games, etc.
These are all recognized fundamental types of games (see Bell or
Parlett). The second contest, Ludic Synergy, included a requirement
that the authors must combine another game system with the piecepack
system within their games. The requirement in this case involved the
bits used to play the game. So, some fairly obvious categories are,
1) Mechanic
2) Subject
3) Type
4) Bits
Other categories I can think of that we have not yet seen are,
5) Time (a requirement involving game or turn length)
6) Dexterity (requiring physical skill such as balancing or flicking)
7) Cooperative (players compete against the game, not each other)
Possibly the dexterity category is already covered by category 3,
but even if so, it's different enough to deserve its own category.
Cooperative games are also an interesting category that is gaining
some popularity since the publishing of Knizia's big Lord of the
Rings cooperative game. Cooperative games are essentially group
solitaires, in which all the players are on the same side and work
together to beat the game.
Below are some potential future contest themes in "bare bones" form.
I'm not claiming that these would all make for great contests. In
fact I think some of them are pretty poor, but I wanted to throw
something out there to stimulate thought. The number in parentheses
indentifies the category in each case.
Negotiation. Games must involve negotiation between players. (1)
Teams. Games must involve team play or partnership play between at
least two of the players. (1)
Big. Games must utilize most of the bits from two piecepacks. (4)
Community. Games may not involve player ownership of tiles, coins,
pawns, or dice. (1)
Cooperate. Games must constitute cooperative endeavors between all
players. (7)
Democratic. Player voting must play a significant role. (1)
Empire. Games must be about the rise of empire. (2)
Race. The goal must be to be first in completing some task of
movement, construction, or alignment. (3)
Free Form. Games may not be based on sequential player turns (i.e.,
player turns must be determined by game play rather than directly by
game rules). This theme would also accept games in which there are
no turns (i.e., simultaneous or opportunistic movement schemes). (1)
Collect. Games must involve set collection. (1)
I didn't feel particularly inspired when coming up with this list
(it just isn't one of those days for me :-) Anybody else have an
idea for a theme, or comments on the uses of themes in future
contests?
-Mike Schoessow