The Background
Human beings are inquisitive – we want to learn about and explore our environment – and our compulsive exploration of games follows the same pattern as our compulsive exploration of the natural world. Western philosophy was born long ago from the desire to learn. Socrates framed philosophy as a search for truth, born from love of knowledge, and people like Francis Bacon developed experimentation as the best method of searching. That method is simple at heart: predict what should happen as a result of an action, then do it and observe what actually happens. Take into account as many variables as possible, then adjust your expectations for your next prediction. That is precisely how gamers interact with a game: each game creates its own environment that the players must explore and experiment with in order to consistently win. Each game is another opportunity to experiment with the mechanics and increase one’s understanding of the fundamental dynamics at work – the implications of the rules are typically far more complex than the rules themselves. The pleasure of that exploration process is one of the fundamental reasons to play games. The drive to learn and explore varies in strength among individuals, but it’s there. It’s been there since the dawn of history. Though “learning” is often connected with such terms as “classroom,” “textbook,” and above all “boring” in today’s culture, learning through experimentation is barrels of fun!
Collectable card games (CCGs) harness this drive to explore, but they come with prohibitive costs. The most common complaints raised about CCGs are that the player who can afford the best deck wins, and that the publishers keep making new cards just to boost profits. These accusations are true: CCGs are financially draining. However, once that continual investment is accepted, the dynamics change. Having a better deck becomes directly linked to the player’s skill at evaluating the environment of interactions between the hundreds (or thousands) of different cards available. The best decks are the product of continual experimentation that improves the player’s understanding of the card and rule interactions within the current game environment. A player’s theories can be proved or disproved through success or failure over time. Moreover, the environment is constantly changing as new cards are introduced, so the exploration never ceases. Having to purchase new cards becomes expensive, but a good CCG rewards that investment with world upon world to explore. This, to me, is the core appeal of CCGs: they provide endless environments to explore and a structure that makes experimentation paramount.
The Game
Dominion makes the CCG experience broadly accessible. As mentioned before, CCGs have a large financial cost to play competitively. My copy of Dominion cost less than just a few cards for my favorite CCG did. Furthermore, each game of Dominion is fast and fluid. A single game of Dominion is a microcosm of a whole CCG environment, reducing the process of experiment to its core. A game of Dominion presents the players with an environment of different kingdom cards, and after about 20-30 minutes of play victory will be handed to the player who best predicted the interactions of the cards, the rules, and the players. Then you can switch up the kingdom cards and be presented with a new environment to explore. Because Dominion plays so fast, the process of experimentation is supercharged and addictive. Playing another game or two, or even three or four, is quick and painless. The occasional game swung due to luck hardly matters, because the game is short and the point was to figure out the card set anyway. And once you’ve exhausted most of the card combinations in basic Dominion, there’s a new expansion on the way that is still cheaper than buying into a new set of any CCG. This makes Dominion an incredible bargain for the inquisitive gamer!
However, Dominion does not appeal strongly to other gaming drives - particularly the desire for narrative. Games can create stories that inspire the imagination, and are all the more meaningful for being shaped by the players’ actions. Unfortunately, Dominion’s theme is too general to create a narrative with which the player can identify. While the card functions are linked superbly to their titles, those titles are general and categorical rather than specific: “Pawn,” “Witch,” or “Village” rather than named characters or places. That’s a good designer decision, since Dominion is focused around card interactions and uncluttered flow of play, but the lack of flavorful detail definitely limits the game experience. Compare Dominion with Wizard Kings, which has lots of technically unnecessary fluff that fires the imagination, or with my current second-favorite game Battlestar Galactica, which focuses on the specific actions of very specific characters who are given significant depth by the TV show. Read session reports of these three games and you’ll rapidly see the difference. Wizard Kings and Battlestar Galactica create narratives to which players can relate, while Dominion does not.
The Conclusion
Despite its limited scope, Dominion is likely to remain my favorite game for a long time to come. It does an incredibly efficient job of satisfying a fundamental gaming drive. Unless emergent narrative is the only reason you play games, Dominion is a must-buy.
Last edited on 2009-07-14 17:53:12 CST (Total Number of Edits: 2)























































