emeraldemon wrote:I agree with a lot of your principles for good board game design. In fact I'd say most of your other rules can boil down to applications of #5 (All rules must be simple as possible) and #6 (Enough variation to challenge humans).
1) One type of unit, of two opposite "charges"
Certainly the fewer unit types is simpler (#5). There are actually games with only one unit type for both players, i.e. nim, dots & boxes, but those tend to be too easy. So we have two types, maybe the smallest number with a good challenge (#6).
That does not matter, as long as all game pieces have equal ability.
2) 2 dimensions
Again, 3D or higher seems very complicated for board games (and even other games), so it's out (#5). 1D is out by (#6) (although maybe a 1D game could be challenging?)
You have no idea how complicated 3D is. Try
this. As far as 1D is concerned, it would have to be an awfully long line to allow for much variation.
3) No Movement
Obvious application of (#5). Actually hex has less movement than go; in go stones are added AND removed!
Yes, but no stone is ever moved from point a to point b, so that is irrelevant.
4) komi
If you mean komi specifically, I'm not sure that's actually a design principle. I think maybe a better rule is something like "equally challenging for both players" (an application of #6). There was some discussion about draws, and maybe too many draws are bad, but komi doesn't have to prevent draws, only if you add 0.5. Some people would argue that perfect play SHOULD give a draw. If Black plays perfectly, should he lose by 0.5? Should white? As a side note, tic-tac-toe with pie rule is a draw, just like normal tic-tac-toe. And hex can never be a draw, even with pie-rule.
No, komi isn't a design principle in itself. It's just the only method that currently exists that is sufficient. Uh... about those Tic-Tak-Toe comments. I believe that I wrote Tic-Tak-Toe, but was thinking of Hex. If you look at my analysis and apply it to Hex, it is valid.
To me, the absolute simplest game that has playable complexity is actually hex. But I still prefer go, because I think overall the challenge and enjoyment is greater. But as palapiku says, that could be a result of the community, not the game itself (although I doubt it).
I would agree, if it were not for the fact that I'm dissatisfied with the effectiveness of the pie rule and don't know of any usable method other than basing the game on scoring.