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Classifying our games by genre: A mix-up of Elegance, Drama, and Realism

Sean Franco
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The Set-Up

There was an interesting comment made some four years ago that was recently brought to my attention which claimed that The Ameritrash 'Core Priority' is Drama, The Eurogame 'Core Priority' is Elegance, The Wargame 'Core Priority' is Realism. I found this to be a very fascinating concept, both for the way it really did break down the cores of these genres and the way that games could be measured by these rubrics.

What I found even more intriguing was the idea that we could measure all games by these core values, not just those associated with the relevant genre. How often have we argued whether or not Chaos in the Old World was Ameritrash or Euro? Is Twilight Struggle a wargame or Euro? What I am presenting here is not an answer for those questions, nor does it presuppose that an answer is needed or even exists. What I am presenting is a visual representation of what certain games offer of certain core values, and by proxy who they might appeal to.

The Disclaimer

If you really want to complain about how I scored things or the significance of these scores, feel free to. This is how I see these games, but it's truly a subjective measure. Further discussion on the matter will help develop and clarify concepts.


Modern Art



Modern Art is a classic Euro title from Knizia himself. The rules are simple and clever, scoring an 8 out of 10 on my scale. The auctions offer a minimal amount of drama, scoring a 4 out of 10. The way that trends offer bigger payouts I found to be a reasonable stab at realism, scoring a 5 out of 10. This gives of an area of a decent size, but one clearly skewed for the Eurogamer.

Caylus



And now, one of the scorned titles of the Ameritrash gamers, Caylus. I rather like this game with two or three players, so I wanted to look at it as well. Every piece of this game works together so neatly, so elegance gets a 9. However, there's never really any doubt about what's going to happen or what a set of optimal moves are, so drama scores only a 1. Realism actually does a little better, since it is a reasonable idea to stimulate the local economy to fund and facilitate federal building projects, so we score a 3 here. Our total area is much smaller than with Modern Art, and clearly only appealing to Eurogamers.

Power Grid



And now Power Grid, a nice and meaty Euro which is highly regarded and fairly popular. The game play is nice and tight, scoring a 9. However, unlike Caylus, the game play remains tense to the end, so drama scores an 8. Finally, the three different market systems (auctions for the power plants, supply/demand for the fuel, and physical geographical costs for the cities) create a realistic feel that some other Euros lack; here, Power Grid gets a 6. By looking at total area here, it's easy to see why Power Grid might get such mass appeal.

Fury of Dracula



Entering the realm of classic Ameritrash, we examine Fury of Dracula. This is where rule sets become slightly fiddly and not every rule is intuitive, hence an elegance score of 3. However, the narrative of the game is exciting, and every player will tense when Dracula's trail is stumbled upon. Drama receives a strong 8. The game doesn't well simulate the real world (you traveled how far by carriage in one day?) or capture the true logic or narrative of its source material, so realism get a 2. This is a game Ameritrash players should love, but it might not have a wide appeal beyond.

Castle Ravenloft



On the flip side, last year's Dungeons and Dragons title got a lot of buzz and has already spawned two sequels. Its quick and simple game play helped (9), but its tendency to constantly leave heroes near death didn't hurt either (9). However, I still hear some people complain about its scripted and programmed monsters and horribly illogical random encounters (4). Regardless, the total area for Castle Ravenloft should explain its popularity.

StarCraft



A new classic of the Ameritrash genre, StarCraft took Dudes-on-a-Map game play to a new level. It had a slightly complex rule set, but a clever one regardless. I scored this as a 3. The dramatic value is intense, though. There is no way to turtle in this game, and you only survive by constant attacking. Finally, I see a 10 in drama. By keeping very close to its source material (the closest measure of realism I could figure in a game about humans fighting bugs fighting psychic paladins in space), the game gets a 5. The game should have a massive appeal with the Ameritrash lot; I believe it actually does, as well.

Go



I felt the need to throw in an abstract at this point and see how it did. What better abstract than Go? With pretty much only two or three rules but limitless strategy, I feel safe saying there is a perfect elegance score. Also, ask anyone who's played an exciting and well-matched Go game. It's brilliant, so there's a perfect drama score as well. However, there's no attempt at a theme, and there's nothing to pretend to be real about, so the perfect abstract appropriately gets a 0 in realism. Interestingly, though, there's no real reason for wargamers to dislike this game at all.

Brandywine



I wanted to look at a classic counter-pushing war game, so I chose Brandywine. The map and counter strengths are meticulously researched I'm sure, so there's a 9 for realism. The game is quite tense as well, as a proper war game should be, so I gave it an 8 for drama. The rules and game play are somewhat dry and fiddly, though, so only a 2 for elegance.

Twilight Struggle



The current rankings king here, Twilight Struggle has been a hit for a long time. It's simple to learn but complex to master game play hooks players and keeps them, so there's an 8. The narrative is strong and tense all the way through: 9. The basic game play is based on the admittedly disproved domino theory of political science, so Twilight Struggle gets a 4 here. Some might want a high score for realism since the rules and theme are integrated so well, but I see that more as elegance than realism. Regardless, the appeal is obvious from the overall size of the above graph.

1870



On a whim, I decided to end with a train game. Clever but fiddly rules that are hard to immerse yourself in yield an elegance of 3. The drama of buying stock and laying track just does not deliver a tense narrative, so only a 2. However, stock buying and company management are cleverly represented, with some period detail: 7. Do train games appeal to wargamers?

Wrap Up

What I've basically done is come up with some rash assessments and thrown them together graphically. I don't see myself as a Eurogamer or an Ameritrash gamer or a wargamer, so I pretend that I maintained some objectivity above. I also assume that some kind of high appeal on two or three of three axes would imply high appeal to most gamers.

However...

I am interested in what you have to say about my scoring, the conclusions that may be drawn from any such scoring, and your scores for these and other games that might interest you. If you'd like my original blank graph, it's here. Or, frankly, make a nicer looking one if you'd like; I'm no graphic designer.
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15 Comments
Subscribe sub options Wed May 4, 2011 7:11 am
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Sven
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Very interesting article - thanks a lot. This is acutally the most convincing classification system for games that I have seen to date.

Wargames= Realism? Good - I think we all can agree on that, though I might have replaced it with "Simulation".
Ameritrash = Drama-games? Loving it!!!
OTOH, I don't like "Elegance" too much for the Euro-aspect. Most gamers propably know what it means, but for me it doesn't really describe the subject very well. From my POV, good Euros are games that focus on clever rule-sets, where everything has a certain logic place and rules work together like cog-wheels. There are usually no wild exceptions like in Realism- and Drama-games. Because of this these rules are often easy to learn (though they can be very complex).
Is that elegant? Don't know...but I have no alternative to offer either.
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  • Posted Wed May 4, 2011 7:45 am
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Mikko Saari
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I'm not sure I agree about your assessment of drama value of 1870... Ok, I haven't played that particular title, but I've found many of 18xx games to be full of dramatic turns.

Simulation is probably better than realism, because the goal isn't necessary realism in itself, but an interesting simulation of reality, abstracted in the parts that are not relevant to the simulation.

I'd say elegance is more the core value of abstract games.
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  • Posted Wed May 4, 2011 7:51 am
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Sean Franco
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Tanakor wrote:
Wargames= Realism? Good - I think we all can agree on that, though I might have replaced it with "Simulation".

I can see that, but simulation is a lot to ask for when trying to use it as a measure for some non-war game. I feel that a game can have some medium-to-strong realism while lack actual simulation.

Tanakor wrote:
Ameritrash = Drama-games? Loving it!!!

Narrative and suspense were the other ideas played with.

Tanakor wrote:
OTOH, I don't like "Elegance" too much for the Euro-aspect. Most gamers propably know what it means, but for me it doesn't really describe the subject very well. From my POV, good Euros are games that focus on clever rule-sets, where everything has a certain logic place and rules work together like cog-wheels. There are usually no wild exceptions like in Realism- and Drama-games. Because of this these rules are often easy to learn (though they can be very complex).
Is that elegant? Don't know...but I have no alternative to offer either.

Here, I was largely looking at how well the game interacted with itself (often but not always interacting with its own theme). However, I think it's important for a game to not have rules and exceptions tacked on haphazardly to an otherwise tight rule set. Because of this, elegance works well as a term for me.
 
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  • Posted Wed May 4, 2011 7:55 am
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msaari wrote:
I'm not sure I agree about your assessment of drama value of 1870... Ok, I haven't played that particular title, but I've found many of 18xx games to be full of dramatic turns.

I've generally found such games rewarding and fascinating, but lacking a driven narrative or tense and suspenseful endgame. However, my experiences may be the exceptions.

How would you score your favorite 18XX game on this graph?

 
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  • Posted Wed May 4, 2011 8:00 am
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Mikko Saari
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Well, 1860 for example would score low (2-3) on elegance, fairly high on realism (say 6-7) and about the same on drama (6-7).
 
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  • Posted Wed May 4, 2011 8:23 am
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Russ Williams
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Neat article!

The axis of drama seems the most subjective. I agree go is dramatic, but to someone who dislikes abstracts, it's "as much fun as watching paint dry".

Tanakor wrote:
Is that elegant? Don't know...but I have no alternative to offer either.

"elegant" is often used similarly in the context of math ("an elegant proof" is short and clever and "aha!" in contrast with a long rambly proof full of tedious details). The application to games/rules seems natural to me...

msaari wrote:
I'd say elegance is more the core value of abstract games.

Agreed. (But relatively speaking, euros are generally more elegant than Ameritrash/wargames.)
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  • Edited Wed May 4, 2011 8:37 am
  • Posted Wed May 4, 2011 8:36 am
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Those diagrams hurt my eyes...
 
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  • Posted Wed May 4, 2011 12:04 pm
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Darrell Hanning
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I agree that of the three, Drama is likely the most subjective, and thus the most prone to fluctuation between different gamers, for the same game. Hell, it's even prone to fluctuation by the same gamer, over time. I remember chess, when I was in high school, as feeling very high in drama for me, but even as I still occasionally enjoy a game or three, forty years later, the drama it imparts seems only a shadow of what it formerly was. I think I played it so, damn much that openings, midgames, and endgames just become too familiar.

I'll risk a generalization, and hypothesize that the better mapped the strategy possibilities are, for someone with a particular game, the more the drama element will likely decline. (For those games with a high "chaos" factor, this effect might be less pronounced, but chaos loses its attraction, too, and perhaps even sooner.)
 
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  • Edited Wed May 4, 2011 1:11 pm
  • Posted Wed May 4, 2011 1:04 pm
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peter mumford
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msaari wrote:
Well, 1860 for example would score low (2-3) on elegance, fairly high on realism (say 6-7) and about the same on drama (6-7).

1860 is higher on realism than most 18XX titles. Drama certainly describes 18XX. They are rather low on elegance, and while I appreciate the historical details, map, etc, I would not call them realistic.

In sum, for the typical 18XX game(18AL, 1830, etc), I'd agree with Mikko's numbers but knock down realism two points.
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  • Posted Wed May 4, 2011 4:07 pm
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Sean Franco
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DarrellKH wrote:
I'll risk a generalization, and hypothesize that the better mapped the strategy possibilities are, for someone with a particular game, the more the drama element will likely decline. (For those games with a high "chaos" factor, this effect might be less pronounced, but chaos loses its attraction, too, and perhaps even sooner.)

This is a good point. However, I'll risk my own generalization and say there despite how much you play certain games, some will always have more dramatic game play. Princes of Florence, for example, might be a fun brain-burner, but its endgame won't have the narrative suspense or tension of the endgame for something like Titan. (I'm not saying that one is better than the other at this point, mind.)
 
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  • Posted Wed May 4, 2011 7:24 pm
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Andrew P
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While I think that drama is subjective and dependent on lots of non-game elements, Mark Thompson's article on elements of abstract games covers an important element - whether the outcome is in doubt, and the trailing player can make a comeback.

This is related to the amount of "swinginess" in a game; one with unexpected reversals tends to be more dramatic than one about the gradual accumulation of points.
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  • Posted Fri May 6, 2011 2:26 am
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photocurio wrote:
msaari wrote:
Well, 1860 for example would score low (2-3) on elegance, fairly high on realism (say 6-7) and about the same on drama (6-7).

1860 is higher on realism than most 18XX titles. Drama certainly describes 18XX. They are rather low on elegance, and while I appreciate the historical details, map, etc, I would not call them realistic.

In sum, for the typical 18XX game(18AL, 1830, etc), I'd agree with Mikko's numbers but knock down realism two points.


The drama axis is particularly interesting. Can the drama of moving pieces on a chess board, or rusting your opponents trains in 18xx, truly compare to the drama of staking your all on a key battle and rolling the dice to see if you win or lose? To aficionados of each type of game, they can - I feel more involvement in 18xx than C&C Ancients, for example. But they have a different type of drama, and perhaps that is a characteristic that this tri-axis representation doesn't capture.

Is there a missing axis, and if so what would it be? Is it as simple as the amount of chance in a game? Or an assessment of the depth of possible strategies?

On the realism axis, the question is whether this is measuring accurate simulation or historical feel. If Power Grid has a realism score of 6, then surely this must be the latter. In this case, a rating of 6 or 7 for 18xx is appropriate as they have a fair amount of historical colour and include a number of different elements. But I'd also put Puerto Rico reasonably high on such a scale, say at 4 or 5. If instead you look at whether games are an accurate simulation, then all three of Power Grid, 18xx and Puerto Rico would score several points lower.
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  • Posted Fri May 6, 2011 2:00 pm
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Randall Bart
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Excellent. Your Caylus graph looks like the definition of Euro. Your Fury of Dracula graph looks like the definition of Ameritrash. Your 1870 graph looks like the definition of wargame. Thank you for quantifying why I think of 18xx players as grognards.

I would classify Power Grid one spot lower in elegance (the plant market is clunky) but one higher in drama. Go is clearly the epitome of elegance, but I would put it about 7 in drama.

I want elegance and drama. I have no use for reality.
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  • Posted Sun May 8, 2011 7:20 pm
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Steve Bullock
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Elegance, like art, is a personal interpretation.

What one person sees as "elegant", another may see as pretentious.

I always wince when I see a game described as "elegant."

The term is simply too broad and subjective.

Nice charts, though. Very imaginative.
 
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  • Posted Tue Mar 13, 2012 11:44 am
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Russ Williams
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volnon wrote:
Elegance, like art, is a personal interpretation.

Indeed, but drama and realism are subject to personal interpretation as well.
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  • Posted Tue Mar 13, 2012 12:54 pm
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