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Is a game better because it is more accesible?
- Erik Twice
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I don't ponder about this from an "overhead" angle, if a game fulfills the same goals as another and is much easier to play well, then it's a better game. No, I wonder how much accessibility itself matters. An example:
1843 and 1825 have the same "fun/work" ratio but 1843 takes twice as long to beat and I have yet to get it to the table while 1825 does. Is 1825 better for it? Or is 1943 better because, well, it gives me more fun even if it requires more effort to play it?
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If I had 3 friends in town who loved hardcore, inaccessible games, we would play the shit out of some of these big games I yearn to get onto the table. That I don't play them often right now does not make them bad, it just means they don't get played very often in my situation. I know Barnes makes an argument about getting rid of games you don't play, but I don't think even he would say that those games are low quality, even if you should get rid of them.
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Rex is not better than Dune, Nations (while very good) is not necessarily better than TtA, and Battles of Westeros continues to be the best game in the C&C series.
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- SuperflyPete
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That said, an accessible game isn't always good - but a good game that's accessible is better.
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Anyone saying no is like those answering graphic vs gameplay debacle. They're comparing games with good graphic and bad gameplay against games with bad graphic and good gameplay. They should really be comparing good games with bad graphic vs good games with good graphic.
Being accessible is *always* a plus, and therefore a game will always better for it. It doesn't mean it has to suffer on other fronts for accessibility.
You could also front load the complexity on the design phase, instead of dumping it at players. The poster boy for this is the DBA miniature rules. The rules are based on extensive historical research. You don't need multitude of attributes, values & special rules to know why spears is good against mounted units. It's just is. The rules say so (well there are numbers, but they're considerably minimal).
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- Sagrilarus
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S.
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- ChristopherMD
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Lords of Waterdeep is WAY MORE accessible than Dungeon Lords. However, if I could choose to play either, I would go with Dungeon Lords 95% of the time. It's a meatier game that is more rewarding to play for me.
That is the trade off. Very few games are highly accessible, yet deliver that satisfying meaty experience. It's hard to pull off. Games like Battlestar Galactica and Chaos in the Old World are fairly accessible and offer an excellent experience. So it's not impossible to design these types of games.
I just don't buy into the easy to play - automatically better argument. Some games are a chore to learn...but once you get over the hump the game is totally worth it.
EDIT - Also, I think the fact that most games these days fall into the 1-2 hour range and aren't overly complicated is a direct backlash of the bloated stuff FFG (and other companies) used to pump out. It's become practically taboo to design a game that will require sitting down and playing for 3-5 hours these days. The hobby overall is probably better for having these more focused designed. However, I feel like there is still room for some great, complex and heavy games.
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- SuperflyPete
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Mad Dog wrote: Candyland is more accessible than most games in the world. Its definitely not better.
Do 3 hits of acid before playing. Trust me on this - it IS the best game in the world under those parameters. I saw a dude jump out of his chair and bust his head open on a counter when Gloppy came up.
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Accessibility is a trait, like artwork, that does have an impact on game as a complete package to an individual viewing it as good or bad.
I hope that difference makes sense.
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But most of the time, if I'm gonna get a similar experience, I'm always grabbing whatever is going to be easier to teach, easier to finish in a reasonable amount of time, and has a cooler theme.
So many games these days are over designed for the goals they are trying to accomplish. If you're looking for a game with lots of negotiations, well Intrigue is dead simple and cuts right to the interesting bits without a whole shit ton of other nonsense around the deal making. So it's accessibility is the result of quality design. But with such a need for constant product churn, it's pretty much standard now for there to be a whole host of games trying to get that same vibe and capture those same sorts of moments, but also need to be "different" so you want to buy it.
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- hotseatgames
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I could easily play 4 games of China in the time it takes to play 1 game of DS, but if I have the crowd that wants to play DS I'd never go for 4 games of China back to back, or even 2 of El Grande. Though I love playing all 3.
Much like my last post, I don't know what my point is.
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