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“We're not trying to make fun games. We're trying to make good games”: Root, Pax Pamir and Oath designer Cole Wehrle argues on (and off) the tabletop | Dicebreaker

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Supporter6 months ago

I love this interview. And, Cole's design philosophy is what makes him so hot right now. You may find his games frustrating, or depend to much on the players, but you are basically guaranteed something different than anything else that is available.

In response to @Skurvy5, a game may not be fun even, even if it is a good game. We are all wired so differently, I hate some styles of games, even if they are good games. And so, as a designer, you can't design a game to be fun. You have to design it to be as a good a game as you can, and a game that addresses the argument you want to make in the best possible way. When you design a game soley to try to capture the "fun" that was in another game, you are working at it backwards.

I believe that when you design a game to make a argument, when you design a game to be good instead of trying to design a game to be fun, you will be designing a divisive game. If you look at games like this on BGG they often tend to have a lot of high ratings, as well as higher than normal amounts of 1s, 2s, and 3s. It will be a game that offends some people. There will be people who just hate it, and it doesn't click with them at all. BUT, for the people who like it, they will often love it. 

Supporter6 months ago

Hmm. Hmmm.  I see what you are saying. 

Supporter6 months ago

I welcome your rebuttal.

Supporter6 months ago

Hmm. Really interesting perspective. I don't know if I totally agree. There are different kinds of "fun". Will a game automatically be "fun" if it's very "good"?

6 months ago

I think we are of a mind on this

6 months ago

That was a pretty fascinating read, like the idea of top-down design, i think games where you feel mechanics have been fitted to the theme are often my favourites (not that I haven't enjoyed games that are the opposite way around).

May just be a definitions argument but not sure I entirely agree about the 'fun' thing. I would argue that 'fun' isn't just giggles and I have had loads of fun in some very serious or depressing games where everything has gone horribly wrong. So while I think I do agree on not wanting every game to be mild or 'all-positive' I likewise want my swingy or punishing games to be 'fun' to lose or get smashed down by.