Every day for the last 10 months, I’ve lived in fear that the executive branch of my own country would raise our import taxes to an extreme level that would significantly damage Stonemaier Games and the thousands of small businesses seeking to serve their US customers, retailers, and employees.
So when the Supreme Court ruled on Friday that the tariff taxes and the way they were implemented were unconstitutional, I had a huge sense of relief. Relief that small businesses can no longer be used as pawns in a global game. Relief that the whim of one person can no longer effectively change the landed cost of our product from $10 to $25.
Yes, there are still legal ways for the executive branch to impose tariff taxes. They seem really passionate about making small businesses in the US pay more taxes. But these methods have limits: For example, the new tariff tax is 15% (that’s the max it can be), and it needs congressional approval to extend beyond 150 days.
In the immediate future, I don’t think we’ll see much of an impact on prices, as anything in stock in the US already had its tariff tax paid when it entered the country (if it was manufactured elsewhere). My perception is that many businesses avoided raising prices and instead just ate the extra costs (that’s what we did; we did not increase any prices).
There is also the possibility of tariff tax refunds. To date, Stonemaier Games has paid just under $300,000 in tariff taxes to the US government. I’m not counting on getting any of that back–it will be nice if we do, and I hope that other businesses do, but the level of uncertainty isn’t something for which we can plan.
My hope, as always, is that what happens next will help me best serve my coworkers, our independent contractors and partners, and our customers in the US and around the world (consumers, retailers, and distributors). I wish the same for all other small businesses.
How have the tariff taxes affected you, and what is your hope for the future of tariff taxes?
***
If you want to question the feasibility of manufacturing highly customized games in the US, the ethics of manufacturing in other countries, or the politics of opposing tariff taxes, please read this and this.
I find it hard to believe the Company of Heroes board game is five years old. This splendid adaptation of the popular real-time strategy PC game was a story in 2021. My review contained a healthy amount of enthusiasm, and it occupied a key position in my top 10 of the year. A lot has…
Two weeks ago, we’ve looked at the first period of Soviet liberalization under Nikita Khrushchev from the 1950s on. While these reforms ended the era of Stalinist totalitarianism, they petered out when Khrushchev lost interest in them and was eventually overthrown and replaced by the more conservative Leonid Brezhnev. It would take another generation until a new Soviet leader, Mikhail Gorbachev, would undertake another broad reform program. These reforms – like last time, in the realms of domestic, foreign, and economic policy – are the subject of this article. Of course, you’ll also find a few board games in it!
Freer Press, Freer Elections
The Soviet Union’s political landscape had ossified under Brezhnev. This stagnation (or, if you want to phrase it more positively, hyperstability) also ruled out any experiments after Brezhnev’s death in 1982, and so the Politburo selected his loyal lieutenant Yuri Andropov. Unfortunately, Andropov was already 68 and severely ill then. He died in 1984, to be succeeded by another Brezhnevite stalwart, Konstantin Chernenko, who was similarly afflicted and even older (72 at his accession). Chernenko died in 1985. The rapid succession of aging Soviet leaders is poignantly captured in the contemporary joke: Margaret Thatcher calls Ronald Reagan: “It’s a pity you didn’t come to the funeral of the Soviet general secretary. Marvelous. A great spectacle. I’m totally going again next year.”
Cover of the English-language edition of Kremlin. Unfortunately, fake Cyrillic was once more irresistible, and so the R in Kremlin has been replaced with a Я (which would make the word Kyaemlin).
Another quasi-contemporary (1986) satirical take on the Soviet gerontocracy is Kremlin (Urs Hostettler, Fata Morgana): Players support the various Politburo members in the hopes of advancing those they have influence with to the top jobs, but many a hopeful candidate will die of stress and old age before realizing their ambitions.
After Chernenko’s death, even the most conservative Politburo members saw the need for a different tack: They elected Mikhail Gorbachev as their new leader in 1985, a real baby at age 54. Gorbachev’s reformist leanings were well-known, but he proceeded cautiously in his first year. As with Khrushchev, the big programmatic changes were first announced at a Party Conference of the Communist Party of the Soviet Union.
Gorbachev’s first slogan for his reforms was glasnost (openness). That included sweeping changes to Soviet citizens’ freedom of expression: Gorbachev encouraged the Soviet press to scrutinize politics instead of simply parroting the party line. Dissidents were released from prison. Even non-state-sponsored demonstrations were allowed – a powerful tool to express malcontent with the government. Of course, these reforms undermined the power base of the Communist Party – but Gorbachev hoped that he could steer the ship of state in the new environment and might even benefit from a freer populace.
Even more radical were Gorbachev’s institutional reforms, usually referred to as perestroika (restructuring): The Communist Party’s monopoly on power was cut off by establishing the Congress of People’s Deputies as an independent parliament, and while the first elections in 1989 were not fully free, it was the first time that Soviet citizens could select from several candidates in a contested election. Gorbachev himself chose to base his power no longer on his role as General Secretary of the Communist Party, and instead was elected President of the Soviet Union by the Congress of People’s Deputies in 1990.
This nascent democratization drive – eventually rather envisioned than enacted – makes for the most powerful card in the last phase (1985—1991) of the Cold-War-in-a-nutshell which is Twilight Squabble (David J. Mortimer, AEG): It’s a bit of speculation on the internal and external legitimacy and attractiveness a more democratic Soviet Union could have enjoyed.
Speaking of external legitimacy and attractiveness: Gorbachev’s policies (and he himself) would prove immensely popular in the West… after he had weathered the initial suspicion. Gorbachev began to advocate for a return to détente soon after he assumed office, but US president Ronald Reagan assumed this to be a Soviet ploy. Only after Gorbachev had met Reagan at the 1986 Reykjavík summit did the president believe Gorbachev’s intentions to be genuine.
In the following years, the two of them agreed on far-reaching mutual disarmament, most notably the Intermediate-Range Nuclear Forces (INF) Treaty. Gorbachev’s immutable advocacy for arms reduction is reflected in Wir sind das Volk! – 2+2 (Richard Sivel/Peer Sylvester, Histogame) as his event card cannot be used for the arms race.
Besides the lofty realms of nuclear arms reduction, Gorbachev also had more grounded problems to deal with: The Soviet Union had invaded Afghanistan in 1979 to prop up the failing pro-Soviet government there and had been embroiled since then in a costly and futile counter-insurgency. As the Soviet military could not present Gorbachev with a convincing roadmap on how to win the war, he decided to pull the Soviet forces out in 1988. By that time, the unsuccessful war had undermined the Soviet government’s legitimacy which had rested on its status as a military superpower, exacerbated by the new avenues of political expression open to disaffected citizens – the mothers of Soviet soldiers who fought (or had died) in Afghanistan were among the first to form associations, to pressure the government, and to protest.
In that sense, it is surprising that the withdrawal from Afghanistan can still net the Communist player points in 1989 (Jason Matthews/Ted Torgerson, GMT Games) – but the general principle holds true: The later the Soviets withdraw, the more their failure in Afghanistan becomes an asset to the opponents of Communist power.
Finally, Soviet power was the rock on which the Communist governments in Eastern Europe rested. Whenever they had been challenged – most importantly in Hungary in 1956 and Czechoslovakia in 1968 – Soviet tanks had quashed the dissent. This limited sovereignty within the Eastern bloc had been the central tenet of Soviet foreign policy, after 1968 named the Brezhnev Doctrine. Gorbachev adopted a new approach: He would not militarily intervene in Eastern Europe anymore. Instead, the countries of the Warsaw Pact were free to “do it their way” – thus humorously called the Sinatra Doctrine.
Finally, Gorbachev’s reform agenda of perestroika also aimed to transform the Soviet economy. All Soviet leaders had engaged in some kind of economic reforms, so Gorbachev’s activity did not seem very surprising… until observers inside and outside of the Soviet Union realized how radically it would change the tenets of the Soviet economy, traditionally based on central planning, large state-owned companies, and very limited contacts with the outside world.
First, Gorbachev gave the state-owned companies much more leeway over what to produce and how to set prices. These market incentives were supposed to improve efficiency, but clashed with the existing structures.
Undeterred, Gorbachev went a step further and loosened the restriction on private enterprises. More Soviet citizens could start their own store or workshop and offer goods and services at their own responsibility.
Then, Gorbachev allowed for joint ventures with Western companies (provided the Soviet part owned a majority share), and even let them set up dependencies in the Soviet Union – the famous first McDonald’s restaurant in the Soviet Union opened in January 1990.
The End of the Cold War and the Collapse of the Soviet Union
Gorbachev’s daring move to end hostilities with the West was an unqualified success. In late 1989, he and US president George H.W. Bush could merrily declare together that the Cold War was over.
The consequences of Gorbachev’s foreign policy reverberated through the Eastern Bloc: The allied Communist regimes of Central and Eastern Europe were swept away in 1989.
Early in a game of 1989: The Democrat (blue) has already taken power in Poland and Hungary. It will be difficult for the Communist (red) to stop the ever-growing blue tide. From the Rally the Troops! implementation.
The Perestroika and Glasnost event in Wir sind das Volk! – 2+2 neatly shows the way in which Gorbachev’s reforms put stress on the system: On the one hand, it increases Soviet dominance and makes socialism more attractive (lower two icons). However, it also increases unrest in East Germany (fist icons).
Within the Soviet Union, the political freedoms granted allowed citizens to demand more freedoms. These centrifugal effects became particularly visible as most of the non-Russian republics soon had nationalist independence movements which began to eat away the Soviet Union from its ethnic fringes. Gorbachev responded by proposing a looser federation between the Soviet Republics.
The political reforms also had negative interaction with the economic reforms: On the one hand, the flurry of changes created new inefficiencies; on the other, the increased freedom of the press highlighted economic problems no matter if they were new or had existed for centuries. As Soviet economic performance thus both objectively worsened and also became more obvious to the average citizen, Gorbachev’s legitimacy eroded.
Hardliners within the Communist Party couped against Gorbachev in August 1991 to prevent the loose federation between the Soviet Republics. A coup might also spell the end for the player in the solo game Gorbachev: The Fall of Communism (R. Ben Madison, White Dog Games). It’s a States of Siege game with a twist: Whenever the marker on any of the five paths (four of which refer to various ethno-national groups in the Soviet Union, the fifth represents the Communist Party) reaches the center, the game is not lost immediately, but a coup is staged: If Gorbachev has enough elite support to weather it, he goes on to fight another day.
In history, that was not the case: While the coup failed, it made Gorbachev a lame duck. The supporters of reforms turned away from him and toward his erstwhile ally Boris Yeltsin (who had cut a much more dashing figure during the coup), and away from the Soviet Union and toward their respective ethno-national identities. Gorbachev resigned as president and the Soviet Union was dissolved in December 1991.
The most influential work on Gorbachev’s time in office and his policies remains Brown, Archie: The Gorbachev Factor, Oxford University Press, Oxford 1996.
A magisterial mosaic of Soviet social, economic, and cultural life is Schlögel, Karl: The Soviet Century. Archaeology of a Lost World, Princeton University Press, Princeton, NJ 2023.
For the age of hyperstability before Gorbachev (and the discussion if it was an age of stability or stagnation), see the essays (in German, but with English abstracts) in: Belge, Boris/Deuerlein, Martin (eds.): Goldenes Zeitalter der Stagnation? Perspektiven auf die sowjetische Ordnung der Brežnev-Ära, Mohr Siebeck, Tübingen 2014.
On the transformative last third of the 20th century in Russian history, see Kotkin, Stephen: Armageddon Averted. The Soviet Collapse, 1970-2000, Oxford University Press, Oxford 2001.
On the end of the Cold War, see Dockrill, Saki Ruth: The End of the Cold War Era. The Transformation of the Global Security Order, Hodder, London 2005.
For the Soviet intervention in Afghanistan, see Braithwaite, Rodric: Afgantsy. The Russians in Afghanistan, 1979—1989, Oxford University Press, Oxford 2011.
Every now and then you see a monster hand. Playing with Roxie in a special club game I pick up:
S: KQx H: QJ9x D: 9x C: K98x.
I am not against opening light, but balanced, aceless eleven counts don’t require any pushing (in second seat). It goes around to fourth seat and my partner bids Two Clubs. I have a monstrous hand opposite a two club opening, so I make a waiting Two Diamonds bid (which creates a Game Force). Partner bids Three Diamonds (a real suit). I have a real problem. I do have four hearts, and I can bid it, but I only have four hearts. I bid Three Hearts. Hopefully partner will bid 3 NT and then I can bid … I’m not sure. 6 NT should be safe, but I’d love to have 5NT as “Bid 6NT with a minimum, and 7NT with extras.” But I’d never seen used that bid in 37 years … now I’ve had two hands in under twelve months where I could use it.
Partner now bids Four No Trump. Ugh. Is that blackwood? Quantitative showing extras? I’m clearly not passing. Unfortunately in our version of Roman Key Card Blackwood my correct bid (assuming I think it’s blackwood) is Five Diamonds (showing no key cards). I’d hate for us to be on the wrong wavelength and playing in 5 Diamonds when 6 NT should be ice cold …. although it may only be cold if I’m declarer, and I wouldn’t be. (The opening lead could be a club through my king into RHO’s AQ). I wish my correct bid was five clubs, because then I’m sure I wouldn’t be passed. But I grit my teeth and bid Five Diamonds.
Partner bids Seven Hearts.
I was totally going to pull “Six” hearts to no trump, but should I pull seven? Well, now I’m sure partner must have four hearts (at least). Partner bid seven hearing I have no key cards …. so why ask at all? Partner must have AKxx(x) of hearts and a solid diamond suit. Either partner has the black aces, and I’m not sure what the point of key card was, or partner has a black suit void and was looking for the last ace to decide between hearts and no trump.
We don’t play Exclusion Key Card (the most dangerous convention), so hrm. In the end, I figure that this is a club game and any grand slam should be a 75% even when its as obvious as this. If I convert to 7NT and it’s right, I gain maybe 2 matchpoints. If we’re off an ace I give up 10-12. The only real issue is that sometimes 7NT makes when 7H is off, due to a bad trump break. But against that on a bad diamond break I may need to ruff the suit good (imagine partner with AKQxxx or AKxxxxx).
I pass, but not without some thought. If I get doubled I’ll run. (In fact, a clever expert versus another expert may double a making 7H knowing that 7N goes down … but against this pair I needn’t worry about that). LHO leads a diamond …
I’ve seen monster hands before, but Roxie puts down …. a kaiju. Calling it a monster truly understates how powerful the hand is.
S: A H: AKxx D: AKQJTxx C:A
When the opening lead doesn’t get ruffed and both follow to one round of trumps I quickly claim.
I’m still not sure what the 4N bid accomplished. Sadly with us playing 14-30 Key card, my five diamond response gives no real followup to ask for the heart queen (If we played 03-14 where five clubs shows zero, then 5 Diamonds would ask1 … In hindsight I think that perhaps Roxie should have bid 5NT which typically shows all the key cards and then see what I do. But normally the response is to show kings, and she really wants to know that I have the Q (and hopefully J) of hearts, or Q of hearts and a black king.
Roxie just decided that I was likely to have the HQ or 5+ hearts, and hope for some luck, but I think she should have bid 7NT directly … a bad heart break would doom 7H, but 7N might make if I had the diamond nine! and both black kings or a KQ pair (all of which I had).
This is one of the hand where a relay system2 (which lets you ask for Aces, then Kings, then Queens and sometimes even Jacks) would be useful, but the memory burden of that system daunts even me.
Checking the scores I am at least comforted to know that my guesses at the end were right. 7NT scored 14/15 (three tables bid it3) and 7H was 12/15, and the rest of the field were in various small slams (or 7D).
In any case, Roxie’s hand is now the new record holder. This hand was pat of TheCommonGame, which encourages clubs to all use the same hands (during the same day) so that multiple clubs can compare records (and experts who analyze the hands can share them wider) so presumably lots of people playing bridge yesterday picked up Hand #17 and went “Wow!”
Update — Apparently Schenken would handle this nicely, see comments.
Which way to order them is a hot topic. Eddie Kantar’s 200+ page book on RKC goes into great detail on this, and advocates swapping them around based on if the strong or weak hand is asking, but despite being able to quickly absorb new conventions and entire systems readily, I found myself very confused on reading it and normally just play Kickback (where you bid 4 Spades to ask for aces instead of 4 NT), which alleviates the issue by ensuring you always have more space. Kickback has it’s own set of problems, but I understand them. ︎
The Malaysia Boardgame Show is happening 18-19 April 2026 in Kuala Lumpur! Cili Padi Games and I will be there. Come play with me! More information on Instagram and Linktree. There is an open-to-public area and a ticketed area for activities. Tickets for the latter here. Don't miss the early bird prices!
The sea relentlessly froze around our convoy, tightly squeezing the ships' hulls, as if it was testing our resolve. The other ships were holding formation, their tall masts and limp sails dark against the brooding grey sky. We had been entrusted with mapping new shores and documenting new species, financed by men who expected their names to be remembered forever, with ours only featuring as footnotes. Yet, our minds only thought about fuel and food, and storms that could spoil both. We each commanded our own ship, yet we were bound together by the same horizon, as we made our way Through Ice and Snow by Fernando Eduardo Sánchez from 2Tomatoes Games with art by Pedro A. Alberto and Araceli Martín.
Nature (well, several PhDs published in nature) declares that current AI/LLM tools meet the criteria for AGI (Artificial General Intelligence). I think there are some semantic arguments, but I (basically) agree.
Michael Rosenberg is on the short list of “best (bridge) card play technician in the world.”2 He’s been presenting some of his notes on card play and I’ve literally never heard of some of these rules, but they make total sense. There Are Many Situations. (This is deep stuff, Rosenberg says its all theoretically correct but even most of his national+ caliber partners don’t play it. I think I understand the 87xx example and some of the others).
What Happened to Amazon3 — How culture changes. (I heard a quote a few years ago that resonated with me. “Culture is what you let people get away with” (or “Culture is what you tolerate.” If you no longer tolerate well-intentioned failure, you won’t get innovation). After that I skimmed some of the author’s other articles and came upon an interesting and I think correct take on Iron Man — The Suit was Never the Point
My oldest (not the TaoLing) was actually a test baby at Duke’s Psychology Dept. for some experiments, and so was presented with very cute “B.S.”, “M.S.”, and “Ph.D” degrees (all in “Baby Science”) which sadly did not help her resume. There is no point to this footnote, I just find it adorable. ︎
Arguably, he is the entire list, although partially that’s because Bob Hamman is over 80. ︎
I added this link to the list before seeing that Amazon had lost $~400M in market cap over the last week or two. ︎
Agent Avenue is a two player game with bluffing and psychological play. You are spies hiding in an innocent neighbourhood. You need to find and catch your opponent before they catch you. Well, that is how the story goes. In terms of practical implementation, you and your opponent race around a circular track, starting opposite from each other. Your goal is to run fast enough to catch your
Had a small group and so I played two games of Attika, which is an excellent two player game. Some people (not me) like it with three, but nobody (that I know) likes it at four. Reminscent of Hex or Go, a ‘connection’ abstract but you also are managing resources (cards and more importantly tempo) to try to get all your pieces down. If you make a connection its an auto win, so you mainly exploit it by threatening when it will be expensive for your opponent to block. Fast and on my fifty by fifty list.
For the last 10+ years, Stonemaier Games has invested a lot of up-front time, resources, and love into our products, completing production before we sell to customers on our 4 regional webstores (followed by shipping soon afterwards, then a retail release a few weeks after fulfillment is complete).
This method has proven to serve our customers incredibly well, with 3 circumstantial exceptions:
It’s a guessing game as to how many units we send to each of our fulfillment centers (US, Canada, Europe, and Australia/NZ/Asia), so sometimes we have sold out of a product in one region but not another. Customers then need to make a back-in-stock request and wait for the reprint (or buy from their local store, as many units are reserved for retail distribution).
Even with our extensive oversight process, mistakes can slip through to the first printing of a product.
Our launches primarily reach those who follow Stonemaier Games in some capacity, directly or indirectly.
With this in mind, I was both impressed and intrigued that Gamefound is introducing a new feature called Express Crowdfunding. In their words: “Instead of collecting pledges and waiting months or years to deliver, Express Crowdfunding allows creators to gather shipping details and begin fulfillment while the campaign is still live.” When the initial printing sells out, Express shifts into accepting preorders for a second printing.
I think this is fantastic, as it directly addresses what I believe is the biggest issue with modern crowdfunding: uncertainty. When a creator launches an unfinished product, they pass the burden of uncertainty onto their backers.
Express asks creators to finish and produce some quantity of their product before launching. Yes, there’s risk in that, and I understand why creators old and new have to choose how they mitigate that risk. That’s where Express shines (in principle–we won’t see it in action until Labyrinth Chronicles launches on Tuesday): You can make a smaller print run of the game up front so some customers can receive it within a few weeks of launch, then within the same campaign you can gather preorders from everyone else.
I confirmed with Marcin at Gamefound that the pre-produced games can have a variety of variants (different versions, languages, or quantities at fulfillment centers). A creator could offer a different price for a pre-produced version than a second printing if they wish, and backers can choose between the two. StretchPay doesn’t apply to the pre-produced games, and so Express may not work as well for games priced at $100+.
In my opinion, this is a strongly backer-focused option, and I’m curious which other creators will try it first. If you do, please let me know so we can talk about it.
Does this intrigue me for a future Stonemaier launch? Just a little bit, particularly for #3 on my above list. However, part of our method is that we not only get products to customers soon after launch, we also get them to retailers soon after launch fulfillment. In fact, we saw with Expeditions that it doesn’t serve retailers and their customers well when there’s a big gap between launch fulfillment and retail fulfillment.
Also, we’ve taught early adopter consumers over many years that our webstore is the place to go to get our games, and our Champion program is built around the Shopify platform. Our webstores sync up perfectly with our fulfillment centers, and we’ve invested heavily in the webstores with significant results ($5.3m in net consumer webstore sales in 2025).
So while we likely won’t try Express, I applaud the innovation.
Quick notes on other crowdfunding innovations:
Gamefound has also implemented Endgame, which lets backers extend a campaign as long as it continues to receive pledges. This can help with stretch goals and give more backers access to lower campaign pricing before late pledges begin. Marcin notes, “it is also just a fun experience for an engaged community,” which I can see.
Kickstarter offers creators the option to provide “secret rewards” as a way of showing appreciation to certain backers. I learned about this from the creator of the Sugarworks project. I can see this as a nice way to offer a lower price to people for whom you’re particularly grateful.
What do you think about Express, Endgame, and secret rewards from a backer or creator perspective?
I ran away from a battle. I’ve been running ever since
Peter reviews the Sultanate Faction Battlegroup for Armoured Clash by Warcradle Studios.
The final Armoured Clash faction is here, the Sultanate, and it’s certainly impressive how much Warcradle has released for this excellent epic scale game over such a short period of time.
Making high quality tabletop gaming content at the EOG takes time and money. Please consider becoming a Patreon supporter or making a donation so I can continue this work! Thankyou!
Irish Gauge is a game about developing the train network in Ireland. It is an open information game. It is an investment game, and almost but not really a stock-control game. Players invest in railroad companies and hope to make money as the companies they are invested in do well. You don't own companies. You only own shares in them. It sounds a little like 18XX games, but this is much
Finding the time to play board games can be difficult. Working out which games to play in the time you've got together is often even harder. Mostly, that's down to what games players are in the mood for. Sometimes they want a very deep, thinky game that requires a lot of attention. At other times, a lighter game might be preferred. Setting can also play a role. Yet, what is often the ultimate decider is game length. Knowing when a game will end is helpful in that respect. So in this article, I want to talk about games with fixed rounds and compare them to games with endgame triggers, but no other hard limit.
This is a card from my upcoming game Malaysian Holidays. It will be published by Specky Studio. The art work, which I absolutely adore, is from Sunny Day. Here's wishing everyone a wonderful Year of the Horse ahead! Stay tuned for news for Malaysian Holidays.
What do Senet, Backgammon, the Royal Game of Ur, Mancala, Go, Pong, archery, running, swimming, and boxing have in common? They are some of the world’s oldest games (tabletop, digital, and sports).
I realized recently that games wouldn’t have existed across the world for thousands of years if they weren’t solving an essential problem faced by humanity. Games let us feel something important that we rarely experience on a daily basis. We are able to work because of what we gain from playing.
Here’s a list I’ve compiled of essential feelings that games let us experience. Games enable us to feel:
clever
powerful
creative
lucky
progress
control
safe
joy
adventurous
discovery
connection
potential
useful
empathy
masterful
victorious
acceptance
complete
unique
purpose
love
Think of a game you love and how it makes you feel. I put a photo of Tapestry here because it provides several of these essential feelings: I can feel clever when I eek out one more advance turn before a break for income. I can feel powerful when I expand my territory and ward off opponents. I can feel lucky when I roll the science die. I’m also consistently feeling a sense of progress (I’m always moving forward), control (full agency over the track I choose), and uniqueness (asymmetry).
Of course, the great thing is that no single game needs to provide all of these feelings. An adventurous or lucky game may not give me all that much control, just as a cooperative game that provides feelings of love and connection may not make me feel powerful or victorious.
Also, some of these feelings are provided by the act of gaming itself. I can feel complete in a game by maximizing a set collection mechanism, but I can also feel complete in the meta sense by collecting all expansions for a game I adore. I can feel useful by teaching a game, and I can feel masterful by honing my skills in a specific game over dozens of plays.
The more I thought about this topic, the more I realized two things:
These feelings are truly important in life. I need to sometimes feel lucky. I need to feel a sense of purpose. I need to feel like I’m making progress. Think about how essential (yet rare) these feelings are in our daily lives (work, family, school, etc). Life can be really hard, and there may be long spans of time when we don’t feel unique, discovery, or control. Games aren’t a replacement for those feelings in our daily lives, but they remind us that these feelings are possible.
We can create games with intention to evoke these feelings. On a purely theoretical level, I can look at any game we make and attribute at least a few of these feelings to it. I can also say that many of my games have an intended experience. But from now on, I plan to use these feelings as the foundation for every game’s design and development. Again, not every feeling for every game–some are contradictory–but I want our games to solve this problem with intention, not stumble into a solution.
I believe these are essential feelings to the human experience. While I truly hope that we all get to feel them in real life on a regular basis, I’m glad that games provide a consistent source of these feelings.
I’d love to hear your thoughts on this concept. Am I missing any essential feelings? Do you consider these feelings essential to our humanity? What’s a game you played recently that provided a few of these?
Amalfi: Renaissance is a game about the age of sail. You manage a
fleet of ships which helps you obtain all sorts of goods from distant lands.
With these goods you can recruit characters which give you various abilities.
You can secure private contracts, which give you exclusive rights to some
trade destinations. You can buy great works of art. They have various
benefits.
The air thins with each step, and talking becomes almost impossible without a rest. The mountain is relentless, and so are those intent on beating it. Reaching the peak requires patience and knowing which route to take and what to leave behind. No one climbs alone, and no one fails alone either. The summit awaits and promises unmatched Tranquility: The Ascent by James Emmerson from Lucky Duck Games with art by Tristam Rossin.