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Dev Log 12: Transparency in Board Games

At the Game Developers Conference of 2014, a man by the name of Soren Johnson spoke about the concept that board games can be defined by transparency.  He then follows up with a few detailed examples that served to cement the point he was asserting to the audience.  One of which noting that in a card game like Magic the Gathering for example, scarcity of certain cards has led to problems regarding accessibility when building a deck for the game.  This then led to the birth of a card game that effectively eliminates that problem while also allowing for efficient deck building from players of all skill levels instead of having multiple barriers of entry like Magic has now with there being as many cards as there are and some of them also being as rare and hard to find as they are.  Incidentally, a good example of a game being defined by transparency was when I was in class with my new group for a game called Big Thunder.  In this specific instance, the game is defined by what had felt like an utter lack of transparency altogether.  I somehow felt that by the end of class, I ended up knowing even less about the game than I did when I first arrived at my class on Tuesday.  Any time my group and I thought we understood something about the game, we found out that it was the exact opposite of what we thought it really was.  It eventually would reach a point where I kind of just…  gave up on learning the game at all.  I’d try and understand what everyone is doing and saying, but I’d just end up not being able to understand anything at all no matter how hard I tried, but I do hope my group members understand any of it better than I did.

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