Beyond "Good" and "Bad": Expanding the Art of Reviewing Board Games

Board Game Dad
8 Nov 202314:04

Summary

TLDRThe video discusses the challenge of liking popular board games that may not resonate with everyone. It explores how gamers can better understand their preferences by analyzing a game's features objectively rather than relying solely on subjective reviews. The speaker highlights five key elements: complexity, motivation (mechanics vs. theme), interaction, artistry, and strategy. By examining these aspects, players can make more informed decisions. The video also introduces an accompanying web app for rating games based on these criteria, encouraging the community to engage in more structured game discussions.

Takeaways

  • 🎯 Kickstarter board games can sometimes fall flat for individuals, even when popular with others.
  • 🤔 It’s hard to give an honest response when a game isn't enjoyed but is loved by everyone else.
  • 🎲 Identifying what type of games you enjoy comes with time and experience. For example, dice worker placement mechanics can help predict enjoyment.
  • 📝 Board Game Geek's top-rated games might not always align with personal preferences, even if they are popular.
  • 👀 Reviewers can be helpful in guiding choices, but personal preferences aren't always fully covered by a single reviewer.
  • 🔍 Objective metrics for measuring board games, like complexity, exist but are limited. A more comprehensive vocabulary for describing games is needed.
  • 🧠 Games can be divided between mechanically-driven (like Wingspan) and thematically-driven (like Redwood) designs, each appealing to different types of players.
  • 👥 Games can have varying levels of player interaction, ranging from isolated experiences to highly involved ones.
  • 🎨 Artistry in board games can vary from extravagant to minimalist, both having their own unique appeal.
  • 📊 Strategy can be based on luck, skill, or a blend of both, and this greatly affects the accessibility and enjoyment of the game.

Q & A

  • What challenge does the speaker describe when being invited to play a highly praised game?

    -The speaker describes the challenge of disliking a game that everyone else enjoys, making it difficult to share an honest opinion without feeling isolated.

  • Why does the speaker find it difficult to determine if a game is right for them, despite popular opinion or reviews?

    -The speaker struggles with relying on popular opinions or reviews because personal preferences may differ, even when a game is highly praised or considered a top-rated game on platforms like Board Game Geek.

  • What method does the speaker suggest for finding games that match personal preferences over time?

    -The speaker suggests that with time and experience, players will learn to recognize the characteristics of games they enjoy, such as specific mechanics like dice worker placement, and to follow reviewers whose tastes align with their own.

  • What problem did the speaker encounter with their own 'perfect board game formula'?

    -The speaker's 'perfect board game formula' had two main issues: it wasn't intuitive for people to understand, and the use of a 10-point rating system made it seem subjective, despite the speaker's intention for it to be objective.

  • What is the widely accepted, objective metric for measuring a quality of board games mentioned by the speaker?

    -Complexity is the most widely accepted and objective metric for measuring board games, often printed on game boxes to indicate how complex or simple a game is to play.

  • What are the five elements of game design that the speaker believes can objectively describe a game?

    -The five elements of game design the speaker identifies are: motivation behind a game's design (mechanics vs. theme), degree of interaction, artistry, strategy (skill vs. luck), and complexity.

  • How does the speaker distinguish between a game motivated by mechanics and one motivated by theme?

    -A mechanically motivated game, like Wingspan, focuses more on the gameplay mechanics, while a thematically motivated game, like Redwood, integrates mechanics inspired by its theme, making it harder to re-theme.

  • What does the speaker identify as an example of a balanced game in terms of mechanics and theme?

    -The speaker cites the game Barrage as an example of a balanced game, where it is unclear whether the game was motivated more by its mechanics or its theme, as both are well-integrated.

  • Why did the speaker stop rating games based on their components and shift the focus to artistry?

    -The speaker realized that rating components didn't work because good components are always seen as a positive. Instead, they shifted focus to artistry, recognizing a spectrum between extravagant and restrained design, both of which appeal to players in different ways.

  • How does the speaker explain their personal dislike for Wingspan despite acknowledging it as a good game?

    -The speaker finds Wingspan to be too isolated, lacking enough skill-based strategy for its length, and believes that adding more luck might make the game move faster, which is why the game doesn't appeal to them personally.

Outlines

00:00

🎲 Dealing with Popular Games You Don't Like

The speaker describes the experience of disliking a popular game that others seem to enjoy. They reflect on the challenge of expressing one's dislike in these situations, especially when everyone else, including reviewers, is enthusiastic. They use Board Game Geek's top 100 list as an example, noting that while many games are highly rated, they may not resonate with everyone. The speaker explores how individual tastes vary and how identifying what you personally enjoy in a game can help find better matches.

05:01

⚙️ Mechanics vs. Theme: The Two Ends of Game Design

This paragraph introduces the idea of two main motivations behind game design: mechanics-driven and theme-driven games. The speaker contrasts Wingspan, a game with a strong bird-watching theme but primarily mechanics-driven gameplay, with Redwood, a thematically rich wildlife photography game. Wingspan's core mechanic can be re-themed, while Redwood’s mechanics are inseparable from its theme. The speaker explains that games can exist on a spectrum between these two extremes, with some games balancing both mechanics and theme.

10:03

🎨 Interaction, Artistry, and Strategy in Games

The speaker introduces additional elements of game design: interaction, artistry, and strategy. Games can vary in player interaction, from isolated experiences to highly interactive ones like social deduction games. Artistry is described as a broad spectrum, from extravagant components to minimalist design, both of which have their own appeal. Strategy also ranges from luck-based games to skill-heavy games like chess, with Euro games often incorporating a balance between luck and skill. These elements all influence how a game feels and is experienced by different players.

📊 Using Elements of Game Design to Evaluate Games

The speaker outlines five key elements to describe games objectively: motivation (mechanics vs. theme), interaction, artistry, strategy, and complexity. They explain that while other factors like player count and duration are important, these five elements help provide a structured way to evaluate whether a game is enjoyable or suitable for a specific player. The speaker uses Wingspan as an example, noting that its level of isolation, strategy depth, and complexity make it less appealing to them personally, even though it’s a popular game. Finally, they invite viewers to explore a web app where users can rate games based on these elements.

Mindmap

Keywords

💡Complexity

Complexity refers to the number of rules, interactions, and depth involved in understanding and playing a board game. It is one of the most widely accepted and objective metrics for assessing board games. In the video, complexity is mentioned as a way to describe whether a game suits an individual's preferences, such as someone enjoying more complex games over simpler ones like 'Rhino Hero.'

💡Mechanics

Mechanics are the systems and rules that govern how a board game operates. The video contrasts mechanics-driven games, where gameplay revolves around specific actions and strategies (e.g., 'Wingspan's' action selection mechanic), with games where mechanics are deeply tied to the theme. Understanding mechanics helps players determine whether a game fits their style.

💡Theme

Theme refers to the narrative or setting of a board game, often influencing its story and context. In the video, the speaker discusses how some games, like 'Redwood,' are thematically driven, meaning the mechanics are designed to immerse players in a particular experience, while others like 'Wingspan' have a theme but are more focused on mechanics.

💡Interaction

Interaction describes the level of player engagement and involvement with each other during a game. Some games are highly interactive, such as negotiation-based games like 'Katan,' while others are more isolated, with players mostly playing alongside each other, as seen in 'roll-and-write' games. The degree of interaction can heavily influence a player's enjoyment.

💡Strategy

Strategy refers to the level of skill and planning required to succeed in a game. The video contrasts games that rely mostly on luck (e.g., 'Bingo') with those that are entirely strategy-based (e.g., 'Chess'). Many Eurogames balance luck and strategy to make games more accessible and engaging, even for less skilled players.

💡Artistry

Artistry in board games refers to the visual and aesthetic components, including the design of the board, cards, and pieces. The video mentions how games can range from extravagant to minimalistic in their artistic approach, appealing to players on a personal level. The speaker emphasizes that both approaches are valid and can enhance the overall experience.

💡Motivation

Motivation behind a game's design can be either mechanical or thematic. The video explores how certain games, like 'Wingspan,' are more mechanically driven, while others, like 'Redwood,' are thematically motivated. This understanding helps players determine what kind of experience they are likely to enjoy based on the game's design motivation.

💡Objective evaluation

Objective evaluation refers to assessing board games based on measurable qualities rather than personal opinions. The speaker advocates for a system that evaluates games based on elements like complexity, interaction, and mechanics rather than subjective reviews. This approach would provide players with a clearer understanding of what to expect from a game.

💡Eurogames

Eurogames are a genre of board games that emphasize strategy over luck and often involve indirect interaction between players. In the video, the speaker refers to 'barrage,' a Eurogame that blends mechanics and theme seamlessly. Eurogames are contrasted with more luck-based games or games with heavy interaction like negotiation games.

💡Personal preference

Personal preference plays a major role in determining how much an individual will enjoy a board game. The speaker emphasizes that not every popular game, even if highly rated on Board Game Geek or endorsed by reviewers, will appeal to everyone. Understanding your preferences in terms of mechanics, theme, complexity, and interaction is crucial in selecting games.

Highlights

Discusses the feeling of not enjoying a popular game, even when everyone else seems to love it.

Explores the challenges of determining whether a game is suitable for you, despite its widespread acclaim.

Mentions Board Game Geek's top 100 games, and how not all highly rated games resonate with everyone.

Highlights the importance of understanding personal preferences in game mechanics, such as the dice worker placement mechanic.

Critiques the use of subjective ratings in board game reviews and calls for a more objective way to describe games.

Complexity is described as the most widely accepted, intuitive metric for board games, used to describe how complex a game is.

Introduces the idea of using five objective elements to describe games: complexity, motivation, interaction, artistry, and strategy.

Uses 'Wingspan' as an example of a game that is more mechanically motivated than thematically motivated.

Contrasts mechanically motivated games like 'Wingspan' with thematically driven games like 'Redwood.'

Explains that the degree of interaction is another key element, ranging from isolated to highly involved gameplay.

Describes artistry in games, noting that it ranges from extravagant components to minimalist designs, both having their own appeal.

Discusses the importance of strategy in games, from pure luck-based games to skill-driven games like chess and Go.

Criticizes 'Wingspan' for its lack of balance between its level of strategy and its isolated nature.

Mentions a web app that allows users to rate games based on these five objective elements.

Encourages viewers to join the Patreon page to support further development of this objective review system.

Transcripts

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yeah you know the feeling you've been

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invited to your friend's house for a

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game night to try a game that they've

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been raving about for weeks the

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kickstarter it exceeded its goal by 30

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times over and you hated it and you can

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tell by the smile on everybody else's

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faces that it seemed to strike a cord

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with everyone but you so you're

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preparing your response for that

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inevitable question what did you think

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that was awesome I really

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enjoyed being invited over and how much

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more difficult is it when a game is

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immensely popular and it seems like

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everyone likes it except you or let's be

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real what about when you're watching a

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reviewer and the reviewer claims that

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the game is spectacular well still how

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do you know if a game is really for you

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also I don't know about you but I look

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at board game geek's top 100 games of

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all time Board Game Geek the largest and

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most popular board game rating site on

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the internet the top 100 games and at

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least half of them don't really land for

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me they're not bad

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but like I wouldn't consider buying them

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how do I find a game that I would really

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like there are some solutions for this

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problem for example with time and

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experience you'll eventually learn the

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characteristics of games that you tend

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to really enjoy for me I really like the

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dice worker placement mechanic so when a

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lot of hype came out about the White

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Castle right before Essen I kind of

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thought that this would be a game that I

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would still really enjoy and I do enjoy

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it not only that but we look to

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reviewers and as we get to know

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different reviewers and voices on the

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internet we come to identify those whose

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tastes we are very much in tune with for

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me Tom vassel was that and when I got

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into the Hobby in 2010 he was like my

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guide to finding new games but this is

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insufficient because even though I like

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dice worker placement games doesn't mean

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I like dice worker placement games just

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because of the mechanic I mean I'm not a

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huge fan of rajas of the genes and our

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favorite reviewers sadly don't cover

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every game that we're interested in what

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I want what I have been looking for and

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what I would love the community to agree

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upon is a concrete and objective way of

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describing games that doesn't depend on

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one's opinions but on the feature and

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qualities of a game at this point I'd

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like to interject something for those of

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you who are familiar with the channel

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you're probably thinking this is the

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part where I introduced the perfect

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board game formula except I'm not

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because even though it was a system that

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I devised to describe board games I made

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two mistakes with it one it wasn't very

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intuitive people didn't understand what

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I was talking about when I rated theme

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in mechanics and two I used a 10-point

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system to rate these attributes and a

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system like that lends itself to this

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expectation that these are going to be

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opinions or my preference about these

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games when that wasn't the goal I still

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want something like that but something

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objective and something that makes more

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sense so with that context in mind let's

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continue the video oh and while I have

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your attention if this is a project

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you're interested in may be considered

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becoming a patron thanks now let's

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resume now there already exists an

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objective and widely accepted metric for

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measuring one quality of board games

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this is something that is so

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conventional we almost take it for

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granted some board game manufacturers

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actually print it on their board game

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boxes and it's a measure of a game's

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complexity you can actually say

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something like Rhino hero was a lot of

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fun um thank you for showing it to me I

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I think I probably wouldn't buy it I

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generally like games that are a little

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bit more complex or you could say uh it

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was a lot of rules I got to admit I felt

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lost most of the time I think this level

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of complexity really isn't for me and

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this is perfect when it comes to

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complexity it's an objective way that

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you can describe how you feel about a

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game that is agreeable to everyone it's

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because it doesn't say something about

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the game it says something about you now

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complexity is the most widely accepted

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intuitive and familiar met for measuring

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games but it's not the only one in fact

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some board game Publishers have their

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own metrics and they actually print them

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on their board games however for the

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hobby at large they're still lacking a

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vocabulary to describe games objectively

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but in my opinion there are five

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elements complexity is one of those

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elements and probably the most

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conventional so I'll start my focus on

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the one that is probably the most loaded

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but also the most needed and that is the

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motivation behind a game's design this

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is probably best understood by looking

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at two extremes on one end we have games

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that are motivated by their mechanics or

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what you're doing when you play the game

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and at the other end are games that have

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thematic interests or a narrative that

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needs to be told and all of the

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mechanics are designed to support this

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theme now to provide an example I think

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we should best look at wingspan the game

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that I have provoked more people than

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any other because I dared to say that it

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has a low theme score now don't get me

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wrong wingspan has an undeniable theme

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the various birds have different

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habitats diets and behaviors the theme

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is there however the driving mechanic of

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wingspan is action selection compounded

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by card effects the objective of course

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is to use resources from cards to to

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collect other cards to satisfy other

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objectives but none of this is inspired

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by bird watching this is a really really

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fun mechanic and bird watching and birds

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complement this game and this is

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evidenced by how easy it is to extract

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just that core mechanic and rethe it in

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games like Earth or gizmos or raising

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robots so that is all I am saying about

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wingspan it is a game that is more

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mechanically motived ated then

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thematically motivated and you can see

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it because of what it is that drives the

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game playay but let's look at an example

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on the Other Extreme consider Redwood

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which by the way is a game that I don't

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own so we'll look at some of the

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kickstarter promo trailer footage for it

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but this is a game about Wildlife

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Photography in this game you move your

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photographer by using something like

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calipers and you frame your shot by

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placing angles of various sizes on the

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environment decorated by plants and

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animals this mechanic is clearly

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inspired by its theme it is in fact so

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thematic that is the reason why I don't

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own this game because it is so

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technically involved that I would rather

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go outside and actually take photographs

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of animals than than go through the

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mechanics of the calipers and the

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framing of the shot and all of that

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stuff I do think it's I oh my gosh I

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think it's brilliant I think it's

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amazing but you can't rethe this game

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you could rethe it into some other

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photography theme but you can't make it

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about trains for example this is a

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thematically motivated game that is the

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difference but here's what I'm really

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saying notice that when I tell you that

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I don't own the game because it's

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essentially too

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thematic I'm not actually saying

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anything bad about the game I'm rather

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I'm telling you something about me but

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it's not either or it could be both for

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for example consider the game barrage

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barrage is a game that's about dams and

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the driving mechanic of the game is

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blocking other players by preventing

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water flow getting to their dams now the

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thing about this game is I I honestly

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can't tell whether this game was

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motivated by its mechanic or its theme

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because it it still rings with all of

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the characteristics of a true Euro game

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which Euro games are usually heavily

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driven by mechanics and yet the theme is

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is perfectly integrated I would say that

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this game is balanced the next element

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of game design is something that I think

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we all recognize we just don't often use

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this to describe games but it would be

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the degree of a game's interaction a

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game could either be very involved or it

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could be isolated isolated games these

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are games like rolling rights flipping

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rights uh next stop London kuuba draft

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and right records they all fall way down

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over here sometimes there may be just a

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little bit of involvement because you're

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competing for first place to achieve an

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objective or something but other than

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that it's people playing alongside each

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other at the Other Extreme are games

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where interaction is the mechanic of the

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game games that involve negotiation or

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social deduction like Avalon or even

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Katan and then I think a lot of Euros

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fall somewhere in the middle with

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varying degrees of interaction on either

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side the next element is artistry now

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previously I used to call this

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components and I tried to say that this

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was an objective quality of the game but

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wouldn't good components be a good thing

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and a low score for components always be

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a bad game somebody pointed that out and

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I realized yeah rating components

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doesn't really work but Artistry I think

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ranges from two extremes there are

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extravagant games games that go above

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and beyond with their components and

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then there is another extreme in this

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art form which is games that are rest

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strained games that have minimized and I

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think there's actually a beauty to that

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but point being there is an entire

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gradient and all of it is beautiful in

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its own sense more importantly it

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appeals to a person in a very personal

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way finally there is the element of

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strategy which varies from games that

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are pure skill to games that are pure

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luck so at the very far end you have

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games that are entirely luck like Bingo

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or Candyland and then just one notch up

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from that are games that are all about

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luck but have a strategy that can be

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played predictably so games like

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cribbage or blackjack or yatsi these are

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games that you will certainly lose if

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you don't play a strategy at all but the

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strategy could be calculated and then

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the other end are games that are pure

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strategy games like go or chess and

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games like this can sometimes be

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inaccessible to people or unappealing to

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people just because it's a competition

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of who is the more skilled whereas the

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nice thing about Euro games one notch

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back is that just by adding some degree

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of luck maybe a little roll of dice or

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some cards you can get a game where the

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outcome is unknown and even a less

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experienced player has a chance these

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are games where everybody can have some

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fun because it's not just about winning

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or losing but rather the game in getting

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to the end playing to be efficient

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playing the best game that you can

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despite possibly not having the best

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skill so those are the five elements the

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motivation behind a game's design degree

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of interaction Artistry strategy and of

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course complexity while I may have five

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elements that's still still not enough I

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mean A Game's mechanics its player count

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its duration these are all relevant when

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determining whether or not you like a

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game however I don't think the value of

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a reviewer comes from describing those

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things you can identify those

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characteristics just by looking at the

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back of the box however with these five

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elements it does allow us to use them in

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combination with each other to

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accomplish the thing that we set out to

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do at the beginning of this video to

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tell an angry mob that we don't like a

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game

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so for an example and for my angry mob

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here's what I think is the real issue

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with wingspan this is a more isolated

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game which is fine I don't mind isolated

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games every now and then however for its

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depth of strategy it doesn't have enough

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skill involved in order to really engage

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me and justify the game's duration and I

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actually think that if it had more luck

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it would help things move along a little

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quicker additionally the game is complet

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Lex enough that it takes additional time

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to get the game on the table that Al

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together is a combination that isn't so

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effective for

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me

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so if hearing games described like that

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is something that you're interested in

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that is what this channel is all about

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and I have many more videos to come but

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that's not all I also have an

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accompanying web app that has all of

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this data recorded with user ratings so

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you can get on there find your favorite

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game and rate them according to how you

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think they would fairly be

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evaluated and then lastly if you really

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want to support this project go ahead

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and check out my patreon page I alluded

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to that earlier but if you go there

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you'll find that there are benefits with

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the Discord Channel where we're talking

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together about how Games should be

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described and sharing our game

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experiences as well as more exclusive

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content thank you again for watching in

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I hope you found this video useful and

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I'll see you next time bye-bye

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