Quoting Ian:
This post is part of the #25ReasonsToSpiritSiege series. Click that link for a summary!
Iām pretty into a somewhat (to me) amorphous concept in game design known as āelegance.ā If thereās a rigorous, canonical definition of what makes a game elegant, I donāt know what it is, but Iām also fairly confident that if such a definition were to exist, mine would be pretty close to it. Personally, I define elegance in a game as the ratio of the amount of interesting decisions it affords to how difficult it is to learn.
These are not actual quantifiable measures, of course, and theyāre fairly (though maybe not absolutely) subjective, which is fine because any evaluation of a game will be subjective. But for me, Spirit Siege fits my definition of elegance to a T. If you havenāt already watched the demo video, go take a look and see how far in you get before you understand the basic flow of the game. Iām willing to bet that it takes you under a minute, and at that point understanding all the rules is just a matter of learning each unitās abilities.
Even with just a couple of those abilities thrown in, the opportunities for tactical decision-making start to get pretty staggering pretty fast. Those opportunities should be catnip to fans of strategy games. I think only once itās been out in the wide world for a while will we be sure whether Spirit Siege has the kind of long-lasting tactical depth my gut tells me it does, but Iād really like to make sure it gets a shot at standing the test of time.
Hereās the link to Spirit Siegeās Kickstarter page.
ā¦and math, and science, and artā¦
Iām cribbing a little bit here from Keith Burgun, a fairly abrasive person who has nonetheless thought very deeply about game design and come up with some good ideas about what makes games compelling. He defines a game as āa contest of ambiguous decision making,ā which could have any number of flaws to different people; Iām just using it to show that my measure of āinteresting decisionsā wasnāt my sui generis idea.
I donāt mean to minimize this. There are a lot of different abilities in the game already, and there will be a lot more by the time the game gets to the 100 units it promises to have just by launch, to say nothing of expansions after that. But the rules of those abilities can be learned incrementally, and it may well be possible to play Spirit Siege indefinitely without ever having to learn about any past the base set. In that way, Spirit Siege has the elegance of the modern classic card game Dominionāwhich has by my count about thirty eight thousand different cards, each of which does something differentābut with an even simpler set of base rules.