I often find myself looking
across the breadth of the internet, hoping to find something interesting to
share with other gamers. Sometimes it’s a product, like the Wyrmwood Deck
Boxes I’ve reviewed in the past. Other times, it’s a game, like Last
Days or This is Not a Test. However, every so often I end up
asking myself a question like “Is there a Steampunk minis game, or has anyone
made a post human experience role-playing game?” (The answer to both
questions is yes, as Malifaux is definitely a Steampunk minis
extravaganza, Eclipse Phase defines itself by the post human experience
it offers.) However, I’m overlooking a basic assumption in my decision
process. Why was I looking specifically for a Steampunk Minis game, or a
post human experience RPG?
What part of that genre was I
specifically looking for? Genre, according to Webster, is a
category of artistic, musical, or literary composition characterized by a
particular style, form, or content. What are the specific genre elements
that attracted my attention to that game rather than a different one?
These are questions that help me as a player identify the things that I
like about the game and attract me to it, or push me away from it.
What are the aesthetics to the
game? Is it a grim dark world of fantasy where the good guys are barely
hanging on by a thread? Is it a steampunk dystopia where there are no
good guys? Have the atomic bombs fallen and bold survivors try to scrape by
in the ruins of civilization? Is the world overrun by zombies and things
are increasingly bleak? Is this a historical recreation of a battle from
the annals of history?
A genre can be used to convey the
overall theme (not the purpose or the expected outcome) of a game in a short
two or three word blurb, or at the longest, a sentence. The questions in
the paragraph above convey a rough idea of the stylistic elements of the game
without digging deeply into the nuts and bolts of how it plays. I can tell
another gamer that this game is a post atomic apocalypse, and with those three
words I have given him/her the basic style of the game without digging into it
beyond that. If he/she decides that those style elements sound good, then
we can discuss the game a little further in depth and maybe try a demo game.
So, looking at the zombie genre,
(and it’s blown up a lot in the last twenty years), we find that zombies in a
zombie movie, or novel or what have you, are supposed to predatory scavengers
that attack in packs and roam in large groups looking for humans to eat.
They are hard to injure, usually requiring a shot to the head to disable,
and are attracted to noise. In most incarnations, they are the
aftereffect of some cataclysmic event, (plague, curse, biological spill), and
continue to infect and destroy the living. Overall, these do sound like
interesting traits to apply to a monster in a given game, and these
characteristics should shape the game design elements for how they play on a
table top.
Genre when applied to game design
can have a massive impact on how the game plays and more importantly, feels.
A game that you like how it plays is a game that you will pick up every
so often and give a whirl. A game that you like the feel of is a game
that you will tinker and putter with regularly. A game that you like both
the play and feel of is a game that you will go out of your way to introduce to
new players. I am like this with Battletech, and as you’ve seen in my
blog, I putter and tinker constantly with.
So what does this mean to a
consumer of games? It means that you should find a game that scratches
the genre itch you’re looking for. If you’re looking for a steampunk
experience, find a game that embraces the steampunk genre full tilt and play
the crap out of it. You’ll scratch that itch, have learned a new game,
and possibly given yourself a wonderful new hobby experience of painting models
and terrain. This also means that when the itch creeps back up, you have
a starting point to get back into that game.
What does this mean to producers
of games? It means that you should look at your genre as hard as you do
for your mechanics when you design a game. Calling a game Steampunk
because all the art in the book has odd clockwork contraptions and goggles
everywhere means very little when the substance of the game is not a steampunk
driven experience. It feels like it’s bolted on, and can leave an
unpleasant play experience in the mouth of a new gamer.
What does this mean to marketers
of games? It means that you should take a damn hard look at a new product
and make sure that it is what it says it is. No one likes to buy lemons
(aside from lemon enthusiasts). People who buy a new game based on the premise
you’ve sold them are going to be understandable unpleased when that game turns
out to be something completely different.
Neat Genres that have their own
game systems
Post Atomic: This is Not
a Test
This is Not a Test embodies
the idea of surviving a nuclear holocaust as a band of survivors working from
one bombed out shell of society to another. With a core rulebook in
production as well as models and other accessories, This is Not a Test
is an excellent skirmish wargame between you and your friends. With
options for campaign play and improving your group of survivors, it gives you
the experience of a game like Fallout on a tabletop.
Steampunk: Malifaux
Malifaux is a
steampunk wonderland that showcases the struggle between very different groups
of people (in most cases). They are all struggling with each other over the
supply of a unique mineral only found on the other side of a dimensional
breach. These groups range from very traditional cowboy type law
enforcement, magic wielding dancing girls, goblins, Asian style mystic monks
and a barrel of other neat choices. The fine folks at Wyrd Miniatures
continue to add new models to each faction as the story progresses and new
options to their game play. (Interesting fact, Malifaux uses a deck of
cards rather than dice for resolving all game play mechanics).
Last Days is a
fast playing rules set that covers the struggle of two (or more) players
fighting over resources in a zombie infested post-apocalyptic world. Each
player controls a warband of survivors from a specific idea (Cops, First
Responders, Military, Civilians, and of course Zombies) and they battle for
control of resources scavenged from what’s left of society. It definitely
embraces the aesthetics of its genre and feels like you’re playing your way
through a zombie movie.
Those are our deep gaming thoughts for the week, so check back for more
random BattleTech, skirmish war gaming, and if my camera works, maybe some new
pictures later in the week.
Game on, Game Fans
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