Creative Influences in Game Design

Creativity is a community effort. The following four categories cover my favorite styles of games, and for each category I've included the four games with the greatest influence on my ideas of gameplay elements - and I will only be commenting on the unique features of the games, not writing a thorough reveiw. My hope for this post is to get your thoughts on the games that have influenced me and to hear the rule sets and designers that have influenced you.

Grand Strategy -

     Shogun (Samurai Swords/Ikusa) - Features of this game include a resource allocation phase allowing players to allocate their resources in a variety of influential options, multiple units with a phased combat sequence lending more player involvement than simply rolling dice and removing the weakest units. What really sets Shogun apart though is its concept of provincial forces and armies. Each player starts the game with three armies, led by irreplaceable daimyos, outside of which a player is restricted to five units per province. Armies, on the other hand, can hold up to fifteen units, held off the game board and represented on the map by an army marker. The armies gain experience allowing greater mobility over the course of the game. Finally, Shogun saves player from the home stretch grind by ending the game when one player has gained a set  number of territories or when there is one remaining player with an army.
     Key influences: Victory conditions can be used to avoid monotonous parts of a game, strong variations in organization (army vs. provincial forces) can increase (or limit, in a positive way) strategic options, resources can be used in more ways than simply purchasing new units.
     Shogun on BGG

     Axis and Allies - Key features from the original (1981) version are the widely varied abilities of the units in mobility, movement rules, combat in attack and defense, and special rules like bombard transport and first strike. Anti-air guns (sadly removed from the reprint) and factories provided a game-appropriate sense of infrastructure without having the economic side take over the game - and tied to the bombers' ability to do strategic bombing gave players the ability to practice real to life strategies when shaping the war. The original version also included the ability to pay for research with the hope of gaining potentially game-changing advantages. Two items of note in the reprint are the inclusion of the Sahara (without which the original African front was a wildly unhistorical mess) along with new units (artillery, cruisers, destroyers) that gave the naval front a much needed shot in the arm.
     Key influences: Territory specific economic values, combined arms effects with quick resolution, effect of map design on gameplay (Sahara vs. no Sahara)
     Axis and Allies on BGG

     Fortress America - The primary feature of Fortress America is the asymmetric nature of the game. The invasion force starts out with a vast superiority in troops. Event cards create the feel of an insurgency which slowly shifts the balance of power to favor the American player. The purpose of the game is to either capture or prevent the capture of a given number of major US cities.
     Key influences: Victory condition that forces fast action by the attacker and careful planning by the defender, Asymmetric warfare in a grand strategic game, event cards creating the mood of the game.
     Fortress America on BGG

     War! Age of Imperialism - First, I love this game... The two standout design features of WAoI include the incorporation of a deep and meaningful economic system and the inclusion of exploration as a critical part of the game. That said, the game is more attractive to me because in spite of all it brings to the table I have viewed it more as a framework for designing alternative or additional rules around. A weakness of the game that impressed a design principle on me was the inability of certain starting positions to win.
     Key influences: Exploration as a key gameplay element, the need to design maps that enable victory for all (or at least all reasonable) starting positions, economy as a, or the, driving strategic factor.
     War! Age of Imperialism on BGG
   

Tabletop -

     Battlesystems 2nd Edition - Battlesystem, an AD&D product from 1989, forgoes previous D&D combat systems an creates a versatile, streamline mass combat system that encourages maneuver over brute combat. Damage is determined by the roll of a dice (d4 through d20), with different units or attack types (charging, ranged) rolling different dice. the target unit then attempts to block the hits by rolling against an armor value that is modified by the tactical situation (flanking, entrenched, etc.) - so no charts to check or comparing of stats between the attacking and defending units. The Battlesystem rule book also includes nine unique scenarios with individualized mission briefings for each side, force composition, and victory conditions.
     Key influence: No charts! Using flanking modifiers and move/shoot range ratios to encourage maneuver, scenario design moving beyond simply picking nearly equivalent forces and choosing a starting side.
     Battlesystem on BGG

     Mordheim & WHFB - This game introduced me to the concept of a campaign with character progression and an out of game component. WHFB, specifically 2nd or 3rd edition, produced scenarios and campaigns with well balanced unique victory conditions (The Magnificent Sven having the option for 10+ players each with their own victory conditions) and psychology effects that bring flavor to fantastic races. These games also showed me the concept of rules bloat, power gaming, and planned obsolescence.
     Key influence: Non-linear campaigns, detailed multi-player scenarios, and psychology.
     Mordheim on BGG

     Lord of the Rings Strategy Battle Game - In most military games the player influences the game through maneuver. All other actions are resolved by a dice roll (or card flip, or...) and are modified by the relative positions of the units involved - but are at that point just random chance and outside the influence of the player. LotRSBG changes all this - by including three "heroic" attributes which are a finite pool of resources by which the player may influence rolls.
     Key influence: New methods of engaging the players through the course of the game.
     LotRSBG on BGG

     The Sword and the Flame - Card driven activation and damage allocation coupled with a fast play set of rules with randomized movement capable of handling several dozen miniatures per side.
     Key influence: Lightweight rules can still be highly enjoyable and effective, random/non-standard activation methods.
     The Sword and the Flame on BGG

Social -
     Settlers of Catan - The most influential feature of Catan is how it handles player interaction - players can gain a resources, trade, and make certain other actions on any player's turn, not just their own.
     Key influence: Player involvement throughout all phases of the game.
     Catan on BGG

     Pandemic - Pandemic's infection deck creates a unique deterministic game mechanic that builds tension through the game - avoiding the typical downfall of most co-op games where the mechanics are either too random for strategy to effect or so predictable they are easily gamed. A second influential feature of this game are the multiple loss conditions with a single victory condition, switching the more typical setup with multiple victory conditions and a single losing condition.
     Key influence: Social games can be tense, losing conditions should be designed as rigorously as winning conditions.
     Pandemic on BGG

     Clue - The influential feature of this game is its knowledge management system. The game only cares about a discrete amount of knowledge that is split up between players and the file effectively setting up a different scenario each game despite the same map and information each time, incredibly simple but remarkably deep.
     Key influence: Blind procedural scenario design in board games.
     Clue on BGG

     Dungeons and Dragons - Primary influential features from D&D include character growth as the driving purpose of the game, a deign philosophy embracing randomness, and the extensible nature of classes, spells, treasure, monsters, and dungeons.
     Key influence: Design opportunities for house rules, provide a focal point for players to invest in.

Other Strategic -

     Starfleet Battles - SB uses a rather unique activation system in which the turn is divided into 32 "impulses" (8 impulses for the cadet version, which I prefer). Ships can move at speeds from 1-32 (or 1-8 for cadet), and there is a chart defining on which impulses the different speeds move, and in each impulse players can shoot and take other actions, making the game feel simultaneous.
     Key influence: Don't be afraid to approach turn order in new ways.
     SFB on BGG

     Modern Battles - Exploring two potential modern (at the time) and two historical conflicts, Modern Battles employs large numbers of units with simple stats and combat rules in order to focus on maneuver and employing terrain. Player involvement sits at the appropriate level for an operational level game, avoiding minute details that would be realistically beyond a commander's ability to influence.
     Key influence: Maneuver is often the only real impact a player has on a military game, so make maneuver count more than stats in a game.
     Modern Battles on BGG

     Battle Masters - This game is basically an expensive version of shoots and ladders, as players have almost no meaningful impact in the game. Activation is determined by the card drawn from an activation deck made up of both players unit cards, with all but one unit able to move and attack. Closing with the enemy as fast as possible is almost always the best decision, and with no ability to plan for unit activation and no terrain to speak of "games" consist of rushing across the table, rolling dice, and picking up the game once luck has decided a winner. In spite of all that the game can often create tense, cinematic moments that are equal to any other game I've played.
     Key influence: A game is defined by the decisions made by players, not the production quality of the pieces... but if the experience of the game is good enough people may keep coming back in spite of significant flaws.
     Battle Masters on BGG

     Civilization (2010 version) - Memorable and unique features of this game include a playable technology tree (most board games with tech trees are less playable and enjoyable because of the tech tree mechanics), streamlined city building, a simple but strategic military aspect, and multiple independent victory conditions. The real jewel of this game is that, though independent, the steps to reach one victory condition are beneficial to a player trying to reach a different condition - in other words, a military focused player will benefit from building his research, economy, and culture, while an economy-focused player will benefit from the other aspects of their culture.
     Key influence: Tech trees can be a part of a good board games, paths to victory conditions should interact.
     Civilization on BGG

Again - please leave in the comments the games that have most influenced your thoughts on game design or other thoughts on the games in my list!

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