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Subject: What game has the best GRAPHIC DESIGN? rss

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David Kline
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Most games seem to focus on the art when it comes to the aesthetic components. As much as you can set art aside- which game(s) have the best graphic design in your opinion?

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John James
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Tokaido of course. I also like the layout of everything in Lords of Waterdeep, except the character cards which are ugly.
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Juan García
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Any game from the Dixit family comes to my mind, I specially like Dixit: Journey. Also Mysterium seems obvious
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Josh Breese
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I just love the art for Catacombs (third edition), it is quirky, charming, whimsical. As such, I feel like I kinda need to back all of the Catacombs games, even if I won't have time to play them all.





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J C Lawrence
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Very little is better than any of the Deep Thought Games, LLC publications.

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The art looks good, the game markings make sense (after a brief explanation), and everything fits, so this gets my vote.


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Stuart Long
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I was pleasantly surprised with the art of Unearth. And while it wasn't the best art, I think the Hit Z Road style really pulled an otherwise generic game together and kicked it up a notch.
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BG.EXE
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Anachrony is way up there I think. I happen to like the art but ignoring the art all the symbolism is done very well. It's clear what things cost, or what you gain from a given space. Also the symbols used are consistent.

I think Istanbul does this well too. They both have a lot of symbols, but they're used well.
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Markus
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My fav is Kingdom Death: Monster.
The design is outstanding. modern, clean, but still connected to the
game itself. The cards have a great typo, no distracting art or
background that draws attention from the information you need.

The artworks are beautiful, the rulebook has a very good layout
and isnt overloaded with graphics mixed with text.
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Crazed Survivor
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Vikings Gone Wild. The art is amazing but the card frames, the player mats, the board, the box, the tokens, are all incredibly pretty, and the textboxes on the card do an amazing job of giving you the info you need.
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Robbert Vervuurt
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I'm a HUGE fan of Oink Games' designs:

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M Smith
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Takenoko has great graphic design with the easily recognisable icons throughout the game. Players will most likely match them all after a few turns.
I love how the playing pieces allow for a 3D game board that actually seems to unclutter the area too.

The player boards in Scythe do a wonderful job for each faction.
This may have gone against the game as they make it much easier to play and give it a simple tag. Isn't that a sign of good graphic design?
Have been playing Centauri Saga this week with my son and the player board graphics and layout is so helpful we control two starships each now.

The missus reckons the design work in Ticket to Ride: Europe is outstanding especially as it simplifies symbols and routes whilst catering for colour blind players too.

Couple more cool designs that seem to look cool art wise and help with the gameplay through graphic design are Lewis & Clark and Far Space Foundry.

EDIT just looked on the shelves and will say The Gallerist probably has the best . But that's just an opinion and the subject matter of the game may have influenced the decision too.
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Matt Brown
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People don't like the artwork for Suburbia, but I find it incredibly functional. Not saying it is the best, but one of the more underrated.



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BG.EXE
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Goldron wrote:
My fav is Kingdom Death: Monster.

The cards have a great typo


Not sure if 'typo' itself was a typo, or super-on-point reference to the typos that Poots frequently makes.
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Crazed Survivor
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boardgamesdotEXE wrote:
Not sure if 'typo' itself was a typo, or super-on-point reference to the typos that Poots frequently makes.


He totally never does whistle
 
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Srdj
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Can't beat Jamaica. Everything about this game is beautiful.



Photo credit: Hammock Backpacker
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Randall Worley
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It's not printed yet, but I think the Kickstarter for Brass: An Industrial Revolution looks to be the most beautiful game I've seen.

https://www.kickstarter.com/projects/roxley/brass-an-industr...

I joined the Kickstarter because of the art alone.
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AJ Cooper
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Some people seem to be confusing artwork with graphic design. They are two different things.
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Andreas Tullgren
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rvervuurt wrote:
I'm a HUGE fan of Oink Games' designs:



I second that!
 
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Srdj
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Talmanes wrote:
Some people seem to be confusing artwork with graphic design. They are two different things.


That's why i said that everything about Jamaica is beautiful, that includes the graphic design :P
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Matt Brown
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Cro1 wrote:
Talmanes wrote:
Some people seem to be confusing artwork with graphic design. They are two different things.


That's why i said that everything about Jamaica is beautiful, that includes the graphic design


The art is beautiful. Its graphic design could be better.
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CARL SKUTSCH
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clearclaw wrote:
Very little is better than any of the Deep Thought Games, LLC publications.


I dunno, most folks seem to be picking pretty art. I think clearclaw's choice, above, has the best graphic design from what people have mentioned so far.
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Talmanes wrote:
Some people seem to be confusing artwork with graphic design. They are two different things.
Since you brought it up, it'd be appreciated if you can go into detail about both of them, and set us up with some examples, as we've already been making that mistake, I doubt we'll suddenly learn.
 
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Dan Ridge
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I would say the current crop of Lacerda games.







Extra props for Feudum, the board, the bits, even the boxes are all harmonious.

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AJ Cooper
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ackmondual wrote:
Talmanes wrote:
Some people seem to be confusing artwork with graphic design. They are two different things.
Since you brought it up, it'd be appreciated if you can go into detail about both of them, and set us up with some examples, as we've already been making that mistake, I doubt we'll suddenly learn.

Generally speaking, "art" means imagery that has no gameplay function. It can contribute to thematic immersion, or just be pretty. But it does not affect player actions, and the game could be played entirely without it.

"Graphic design" means icons and other images that do affect play. They inform the players what actions do what things, costs incurred, benefits gained, how actions resolve, and so on. Playing without it would require much memorization, if possible at all.

For an example, I'll talk about my current favorite game, Terraforming Mars.

The card artwork can perhaps be described as quirky, or offbeat. Certainly others have used stronger terms. In most cases I think it is reasonably thematic, but admittedly inconsistent. I am not bothered by it, but nor do I gaze lovingly at it. Overall I would say that "amateur" is a fair description. Some think the board art is too bland, but for me it is perfect: real imagery of the real Mars. In science, reality is beautiful.

The graphic design, on the other hand, is very good. The iconography in particular is excellent: clear, distinct, consistent, and intuitive. Shape, color, symbols, size, and location are all well designed to be understandable at glance. It looks color blind friendly to me as well, although I can't say for sure. Some of the card text is a little small and inconsistently formatted, but for me this is a small matter. And once you grasp the icons (which happened very quickly for everyone I know), the text is mostly redundant.

So there is the difference.
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