I ran into a friend from college who I hadn't seen in 30 years. Over dinner he told me that he always remembered how I explained to him that all games could be placed on a matrix. One axis goes from Abstract to Concrete, and the other goes from Chance to Strategy.
I said, "What? Is that really true?" I guess back then it was easy to be over confident, because now, I'm not sure I agree. But I think it is still an interesting way to categorize and think about games.
Thanks for the weird graph, AI! |
Let's place a few games on the chart to see how it works.
Poker - Very abstract, a mix of luck and strategy.
Chess - A mix of abstract and concrete, and pure strategy.
Runebound Second Edition - A mix of abstract and concrete, but a bit more concrete than chess. A mix of luck and strategy.
Firefly the Board Game - Similar to Runebound Second Edition
Yahtzee - The most abstract game on the list. More luck than strategy, but not without strategy entirely.
Snakes and Ladders - Total luck! Pretty abstract.
Would a sport be a purely concrete game? Maybe crokinole?
Thanks public domain! |
How useful is it to be able to do this, anyway? Maybe its "true" because it is an abstract enough way of classifying games that anything fits into it. Maybe it could help players understand whether a game will be more or less to their liking. Those are the thoughts I have nowadays.
It can help create a structure for talking about different designs and systems. But I would ask additional questions too, like, "What is the benefit/function of abstraction/luck/strategy in a game?", "Or in this specific game I am making?" Because those type of questions give more useful answers.
Thanks for the "random" die, AI! |
For anyone who thinks luck serves no purpose in a game:
Luck or randomness is a way of introducing uncertainty into a game. A game needs uncertainty, because if you are certain that the outcome will be a specific thing, the game is essentially over. You know who wins. Luck is not the only way to introduce uncertainty, but it has its place, and its players. And you can add it in varying degrees, or use mechanisms to compensate for it, which is important, so you can customize it to the game experience you are trying to make.