{"id":1030,"date":"2005-11-05T15:22:17","date_gmt":"2005-11-05T15:22:17","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=1030"},"modified":"2017-01-24T21:34:01","modified_gmt":"2017-01-24T21:34:01","slug":"un-theme-pour-quoi-faire-a-theme-what-for","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2005\/11\/05\/un-theme-pour-quoi-faire-a-theme-what-for\/","title":{"rendered":"Un th\u00e8me, pour quoi faire ?  <br><i> A theme, what for ?<\/i>"},"content":{"rendered":"<p>Deux des nouveaut\u00e9s les plus remarqu\u00e9es de la fin 2005, toutes deux assez rapidement oubli\u00e9es depuis, am\u00e8nent \u00e0 se demander \u00e0 quoi peut bien servir un th\u00e8me dans un jeu de soci\u00e9t\u00e9.<br \/>\nBig Kini est un excellent jeu de majorit\u00e9, aux m\u00e9canismes dynamiques et bien con\u00e7us, mais qui souffre visiblement d\u2019un th\u00e8me inadapt\u00e9. Les parties sont int\u00e9ressantes et disput\u00e9es, mais ces histoires de ministres en shorts et de barons en tongs, ces exportations de cigares dans des \u00eeles ignorant qu\u2019elles ont des voisins, ces colons qui font ou ne font pas d\u2019enfants selon l\u2019\u00eelot o\u00f9 ils s\u2019installent, tout cela n\u2019a gu\u00e8re de sens et n\u2019aide pas \u00e0 entrer dans la logique du jeu. Apr\u00e8s ma premi\u00e8re partie, j\u2019en discutai un peu dans les all\u00e9es du salon d\u2019Essen. J\u2019appris ainsi que le prototype de l\u2019auteur \u00e9tait un jeu de conqu\u00eate et d\u2019exploration spatiale dont l\u2019\u00e9diteur, pour des raisons commerciales (qui se limitent sans doute \u00e0 la l\u00e9gende selon laquelle\u00ab la science fiction ne se vend pas \u00bb), avait d\u00e9plac\u00e9 l\u2019action dans le monde exotique et ensoleill\u00e9 des \u00eeles du Pacifique. Le jeu reste bon malgr\u00e9 un mauvais th\u00e8me, mais c\u2019est quand m\u00eame dommage tant il serait de toute \u00e9vidence meilleur, car plus naturel et plus fluide, dans son univers d\u2019origine.<br \/>\nParu \u00e9galement pour Essen 2005, Mesopotamia, est un jeu de points d\u2019action \u00e0 la Tikal, qui tourne bien qui m\u2019a laiss\u00e9 assez dubitatif. L\u2019une des raisons de mon peu d\u2019enthousiasme est, l\u00e0 encore, un th\u00e8me maladroit qui n\u2019a m\u00eame pas, comme dans Big Kini, la vague excuse d\u2019un vague humour. Pourquoi diable avoir situ\u00e9 en M\u00e9sopotamie un jeu sur le plateau duquel ne coule ni deux, ni m\u00eame un seul fleuve, mais o\u00f9 fument en revanche de nombreux volcans ? La couleur locale m\u00e9sopotamienne s\u2019y limite \u00e0 quelques jolis dessins de pr\u00eatres aux barbes huil\u00e9es et tress\u00e9es, et \u00e0 une pyramide azt\u00e8que rebaptis\u00e9e en h\u00e2te temple de Marduk. On devine ais\u00e9ment que l\u2019auteur avait d\u2019abord situ\u00e9 l\u2019action quelque part en Am\u00e9rique du Sud et que, parmi les offrandes \u00e0 amener au temple pour l\u2019emporter, il y avait sans doute quelques sacrifices humains. Les civilisations pr\u00e9colombiennes \u00e9tant habituellement cens\u00e9es plut\u00f4t bien se vendre, le changement de th\u00e8me laisse perplexe.<\/p>\n<p>Update : Apr\u00e8s avoir r\u00e9dig\u00e9 cet article, j\u2019ai \u00e9t\u00e9 orient\u00e9 vers quelques articles fort s\u00e9rieux expliquant que, selon les th\u00e9ories historiques les plus r\u00e9centes, il y aurait sans doute eu des volcans en activit\u00e9 en Asie mineure dans la haute Antiquit\u00e9. Je l\u2019ignorais, comme l\u2019ignoraient sans doute la plupart des joueurs, et ce plus en termes de plausibilit\u00e9 historique n\u2019en est donc pas vraiment pour l\u2019imaginaire des joueurs. Peut-\u00eatre un paragraphe expliquant ce point n\u2019aurait-il pas \u00e9t\u00e9 d\u00e9plac\u00e9 \u00e0 la fin des r\u00e8gles. Quoi qu\u2019il en soit, cela n\u2019explique pas l\u2019absence des deux fleuves.<\/p>\n<p>Ces deux th\u00e8mes inadapt\u00e9s, rapidement plaqu\u00e9s sur des jeux con\u00e7us pour conter d\u2019autres histoires et d\u00e9crire d\u2019autres univers, sont autant d\u2019erreurs \u00e9ditoriales. L\u2019intention de l\u2019\u00e9diteur ou de l\u2019auteur croyant rendre le jeu plus attractif en lui donnant un th\u00e8me qu\u2019il pense plus vendeur est bien s\u00fbre louable, mais lorsque cette modification nuit \u00e0 l\u2019int\u00e9r\u00eat du jeu, je crains qu\u2019elle ne soit contre-productive, y compris d\u2019un simple point de vue commercial.<br \/>\nCertains jeux, ceux qui sont fond\u00e9s sur un m\u00e9canisme unique et simple, supportent ais\u00e9ment un changement de th\u00e8me, car ils n\u2019ont pas r\u00e9ellement besoin d\u2019un th\u00e8me pour fonctionner. J\u2019aime bien l\u2019aspect de Babylone, et la r\u00e9f\u00e9rence \u00e0 la tour de Babel que l\u2019on ne peut pas b\u00e2tir jusqu\u2019au bout, mais reconnais bien volontiers que cette histoire n\u2019est en rien n\u00e9cessaire au jeu.<br \/>\nLorsque les jeux sont plus complexes, int\u00e8grent plusieurs m\u00e9canismes, le th\u00e8me devient plus qu\u2019un d\u00e9cor. Il est ce qui donne sens au jeu, ce qui fait la coh\u00e9rence interne du syst\u00e8me de r\u00e8gles, et ce pas seulement pour les jeux qui ont \u00e9t\u00e9 d\u00e8s l\u2019origine construits \u00e0 partir du th\u00e8me. Dans Big Kini, un ministre \u00e0 cheval sur deux \u00eeles n\u2019a aucun sens, mais dans le prototype \u2013 que je reconstruis en imagination sans l\u2019avoir jamais vu &#8211; un vaisseau spatial naviguant dans l\u2019espace entre deux plan\u00e8tes \u00e9tait sans nul doute \u00e0 sa place, et c\u2019est parce que c\u2019\u00e9tait sa place que l\u2019auteur l\u2019avait mis l\u00e0.<\/p>\n<p>De nombreux \u00e9diteurs ne semblent pas comprendre la fonction du th\u00e8me dans la cr\u00e9ation ludique. S\u2019ils admettent qu\u2019il soit l\u2019essence d\u2019un jeu de r\u00f4le ou de simulation, ils n\u2019y voient dans un jeu de soci\u00e9t\u00e9 qu\u2019un \u00e9l\u00e9ment d\u00e9coratif, voire une simple astuce p\u00e9dagogique pour pr\u00e9senter les r\u00e8gles de fa\u00e7on moins abstraite. Je crois m\u00eame avoir entendu Stefan Br\u00fcck, pourtant un \u00e9diteur et un d\u00e9veloppeur talentueux, exprimer tr\u00e8s exactement ce point de vue. Le th\u00e8me permettrait de parler de cochons, de wagons ou de chevaliers au lieu de variables math\u00e9matiques A, B et C, de prestige, d\u2019influence ou de haricots au lieu de points de victoire, mais n\u2019aurait aucune autre fonction et ne serait, \u00e0 la limite, pas vraiment n\u00e9cessaire \u00e0 un jeu qui existerait, dans l\u2019absolu, en dehors de lui.<br \/>\nC\u2019est parfois vrai. Toc Toc Toc !, tel que Gwena\u00ebl Bouquin et moi l\u2019avons soumis aux \u00e9diteurs, contait l\u2019histoire d\u2019auberges \u00e0 la crois\u00e9e des chemins, o\u00f9 les aventuriers s\u2019arr\u00eataient pour boire quelques chopes et passer la nuit. Hollywood tel que nous l\u2019avions imagin\u00e9 avec Michael Schacht \u00e9tait une histoire de nobles en qu\u00eate de riches terres et de titres prestigieux. Si nous avons accept\u00e9 de modifier le th\u00e8me de ces petits jeux de cartes, c\u2019est qu\u2019ils \u00e9taient au fond assez abstraits, et que le nouveau th\u00e8me y faisait autant sens que l\u2019ancien \u2013 m\u00eame s\u2019il est un peu curieux que les vamps de Toc Toc Toc ! ne restent jamais dans une f\u00eate. J\u2019ai en revanche syst\u00e9matiquement rejet\u00e9 les propositions du m\u00eame type pour Citadelles ou La Vall\u00e9es des Mammouths \u2013 et personne n\u2019a encore os\u00e9 en faire pour Myst\u00e8re \u00e0 l\u2019Abbaye.<\/p>\n<p>Il reste que dans les meilleurs jeux, les plus complets, les plus aboutis, ceux qui ont demand\u00e9 un r\u00e9el travail de d\u00e9veloppement, le th\u00e8me a tant influenc\u00e9 les m\u00e9canismes que peu \u00e0 peu, \u00e0 force d\u2019influences r\u00e9ciproques, les deux ont fini par se confondre. Le th\u00e8me n\u2019est alors plus une seulement un artifice de pr\u00e9sentation d\u2019un syst\u00e8me fondamentalement abstrait, mais devient le support d\u2019un ensemble de r\u00e9f\u00e9rences et de clins d\u2019\u0153il qui sont un \u00e9l\u00e9ment essentiel de l\u2019exp\u00e9rience ludique \u2013 sans que cela fasse n\u00e9cessairement du jeu une simulation. Vouloir garder tels quels les m\u00e9canismes et les \u00e9quilibres d\u2019un jeu en en changeant le th\u00e8me, c\u2019est accepter de se retrouver avec des m\u00e9canismes ne faisant pas sens avec le r\u00e9cit, ce qui ne peut que nuire \u00e0 l\u2019exp\u00e9rience du joueur. Dans le Monopoly du Seigneur des Anneaux, vous pouvez b\u00e2tir un h\u00f4tel en Mordor.<\/p>\n<p>Cela ne signifie pas qu\u2019il faille toujours s\u2019interdire de modifier le th\u00e8me des jeux de soci\u00e9t\u00e9 un peu complexes. Himalaya, anciennement Marchands d\u2019Empire, ou Shogun, r\u00e9incarnation de Wallenstein, sont des exemples de changements de th\u00e8me r\u00e9ussis, un peu par chance sans doute, mais aussi parce que le nouveau th\u00e8me a \u00e9t\u00e9 longuement r\u00e9fl\u00e9chi, et parce que l\u2019auteur a pris soin de trouver de nouvelles r\u00e9f\u00e9rences, de nouveaux clins d\u2019\u0153il, parfois de nouveaux petits points de r\u00e8gles, pour que le jeu conserve son sens, c\u2019est \u00e0 dire continue \u00e0 raconter une histoire, dans le nouvel univers. On peut aussi, comme Richard Borg l\u2019a fait pour cr\u00e9er Memoir 44, puis Battlelore, \u00e0 partir de Battle Cry, reprendre presque \u00e0 z\u00e9ro le d\u00e9veloppement pour adapter le principe g\u00e9n\u00e9ral du jeu au nouvel univers, avec de nouvelles unit\u00e9s, de nouveaux pouvoirs, de nouvelles r\u00e8gles et de nouveaux tests. \u2013 mais l\u00e0, ce n\u2019est plus le m\u00eame jeu.<\/p>\n<p>Trop souvent cependant, le changement op\u00e9r\u00e9 par un \u00e9diteur se limite \u00e0 un simple rechercher\/remplacer dans les r\u00e8gles, et le r\u00e9sultat confine alors souvent au ridicule, au point d\u2019\u00f4ter toute clatr\u00e9 et tout int\u00e9r\u00eat au jeu..<br \/>\nAlan R. Moon et Richard Borg avaient, il y a quelques ann\u00e9es de cela, con\u00e7u un magnifique jeu de guerre et de majorit\u00e9 dans l\u2019univers du japon m\u00e9di\u00e9val. Je suis convaincu que si l\u2019empereur n\u2019avait pas \u00e9t\u00e9 chang\u00e9 en anc\u00eatre et le shogun en ancien, si les lanciers et samurais n\u2019\u00e9taient pas devenus des Tschurungas carr\u00e9s et cylindriques, Wongar, qui s\u2019appellerait sans doute Shogun, serait aujourd\u2019hui un grand classique. Tel qu\u2019il fut publi\u00e9, on l\u2019a oubli\u00e9, comme on oubliera Mesopotamia et Big Kini. La m\u00eame m\u00e9saventure est arriv\u00e9e \u00e0 Dominique Ehrhard, dont l\u2019 excellent jeu de course de bateaux \u00e0 aubes sur le Mississipi a \u00e9t\u00e9 \u00e9trangement d\u00e9plac\u00e9 dans le Val de Loire, r\u00e9gion que seuls des Autrichiens peuvent trouver vaguement exotique, puis agr\u00e9ment\u00e9 d\u2019illustrations qui feraient plut\u00f4t penser \u00e0 la Vall\u00e9e du Rhin. Un jeu qui laisse ainsi passer sa premi\u00e8re chance en rencontre rarement une seconde \u2013 c\u2019est bien dommage pour Nottingham, dont j\u2019ai r\u00e9cemment traduit les r\u00e8gles, et qui a l\u2019air bien astucieux. Cette histoire de brigands qui attaquent une diligence pour contraindre les passagers \u00e0 \u00e9changer leurs bijoux contre des chandeliers n\u2019est pas tr\u00e8s convaincante.<\/p>\n<p>Pour d\u2019autres exemples de jeux dont le th\u00e8me a \u00e9t\u00e9 chang\u00e9 par l\u2019\u00e9diteur, et une discussion des r\u00e9sultats de ces transformations, vous pouvez consulter <a href=\"http:\/\/www.boardgamegeek.com\/geeklist\/16285\/theme-changed-by-the-publisher\" target=\"_blank\">la liste que j\u2019ai cr\u00e9\u00e9e \u00e0 ce sujet sur le Boardgamegeek.<\/a><\/p>\n<hr \/>\n<p><em>Two of the most noticed games at the 2005 Essen fair, Big Kini and Mesopotamia, have been largely forgotten since. I think I know why, and this will be an occasion to discuss the function of the theme in a board or card game.<\/em><br \/>\n<em>Big Kini is a cleverly designed and very dynamic majority game, but it obviously suffers from an ill-fitted setting. Games are fun and challenging, but this stories of barons in flip-flops and ministers in shorts, these islands exporting cigars while they don\u2019t know they have neighbors, these settlers making children or not depending on the islet where they build their camp, all this doesn\u2019t make any sense, and therefore doesn\u2019t help players to get in the game\u2019s logic. After my first game, I discussed it here and there in the Essen fair\u2019s alleys, and soon learned that the author\u2019s prototype was a space exploration and conquest game. The publisher, for commercial reasons \u2013 Science Fiction games are not supposed to sell \u2013 decided to move the game\u2019s action in the sunny and exotic southern seas. Well, despite a forced theme, the game is still really good, but I don\u2019t doubt it would be better, because more natural, more fluid, more evident, in its original world.<\/em><br \/>\n<em>Mesopotamia also appeared at Essen 2005. This action points game, of the Tikal family, works well but left me a bit cold. The main reason for my lack of enthusiasm is probably not in the game systems, they are good, but, once more, an ill fitted theme. At least, in Big Kini, the theme was treated with some humor and sometimes tried to make fun of itself. Why call \u201cMesopotamia\u201d a game with neither two, nor even one, river, but with lots of smoking volcanoes? The only local color elements in the game are a few priests with braided beards and an Aztec pyramid hastily renamed Marduk temple. It is obvious the action was first intended to take place somewhere in South America, and there were some human sacrifices among the offerings to be brought to the pyramid temples. Since pre-colombian civilizations are supposed to sell well, I wonder what were the reasons for the change.<\/em><\/p>\n<p><em>Update : After I wrote this article, I was sent the urls of some recent articles explaining that, according to the latest historic theories, there were probably active volcanoes in the Middle-East in the High Antiquity. Like most players, I didn\u2019t know this, and it means that this might make the game more historically accurate, but doesn\u2019t make it more accurate to our imagination. Well, it could have worked with a paragraph explaining this at the end of the rules, but there\u2019s none. And it doesn\u2019t explain why there are no rivers in Mesopotamia.<\/em><\/p>\n<p><em>These two themes, hastily pasted on games that were obviously designed to tell other stories, to describe other settings, are obvious editorial mistakes. I can understand the intent of the author or publisher who wants to make the game more attractive with changing the setting for one that\u2019s supposed to sell better. I\u2019 afraid that, when the result is to make the game weaker, it is counterproductive, even on a purely commercial point of view.<\/em><br \/>\n<em>Some games, mostly those based on a single and simple mechanism, can easily have their setting changed, because it\u2019s just a setting and not a real theme, and they don\u2019t need it to work. I like the look of Babylon, and the underlying story of the Babel tower that you can never build to the end, but I\u2019m the first to admit it\u2019s not necessary to the game.<\/em><br \/>\n<em>When games are more complex, and involve many game systems, the theme becomes much more than a background setting. It becomes what gives a meaning to the game\u2019s action, what makes the game coherent \u2013 and this is true not only for the games that were designed starting from the theme. In Big Kini, a baron standing with one flip-flop on an island and the other on a second island makes no sense, but in the prototype \u2013 which I\u2019ve never seen and now reconstruct in my mind \u2013 a spaceship in deep space between two planets of the same system certainly made sense \u2013 and it had been put there because it made sense.<\/em><\/p>\n<p><em>Many publishers don\u2019t seem to understand what the theme stands for in a boardgame. They admit that the theme is critical in a role playing or a simulation game. In a card or board game, they think it\u2019s just added color, or at best a kind of pedagogic tool to explain the rules in a less abstract way. I think I remember Stefan Br\u00fcck, who is talented game publisher and developer, saying exactly this. He explained that the only use of the theme was to help writing the rules, and to have names such as pigs, trains or knights instead mathematical variables A, B or C, and beans, prestige or influence for victory points. He thoughtthink For him, the essence of the game existed without the theme, and a good game could even work without theme.<\/em><br \/>\n<em>It\u2019s sometimes so. When Gwena\u00eal Bouquin and I submitted Knock Knock! to publishers, the game was about taverns at a fantasy forest crossroads, where adventurers stopped for the night. The Hollywood card game as Michael Schacht and I had designed it was about mediaeval barons in search of rich fiefs and nobility titles. We accepted to have the setting of these small card games changed because they were, in fact, abstract games, and the new setting made as much sense as the old one \u2013 even when I still find a bit strange that Knock Knock\u2019s vamps never stay at a party. On the other hand, I always refused proposal to change the theme of Citadels or vally of the Mammoths \u2013 and noone dared to suggest a change of theme in Mystery of the Abbey.<\/em><\/p>\n<p><em>In the best games, the richest ones, the ones which have been really developed, the theme has had so much influence on the systems that they have become one, and that it\u2019s impossible to remove the theme without violence. The theme has become much more than an artificial pedagogic tool, pasted up setting. It is now the basis for all the references and \u201ceye winks\u201d which make for most of the fun of gaming \u2013 and this doesn\u2019t make that the game has to become a simulation. Keep the systems and change the theme, and you get a game where the structure doesn\u2019t make sense with the background story, and which can only feel unsatisfying. Ever wanted to build a hotel in Mordor? You can in Monopoly \u2013 Lord of the Rings edition.<\/em><\/p>\n<p><em>This doesn\u2019t mean you must never change the theme in a complex boardgame. Himalaya, a reworking of Marchands d\u2019Empire, or Shogun, the new edition of Wallenstein, are examples of successful theme changes. There may be some luck in it. There\u2019s probably more \u2013 the new theme has been chosen carefully to fit most of the existing systems, and the author has added new winks, new references, and usually a few thematic rules, so that the game still tells a coherent story in its new setting. Another way is to make like Richard Borg when he reworked Battle Cry to design Memoir 44 and then Battlelore. This means starting the development from the beginning, with not only a new setting, but also new units, new effects, new rules, new tests \u2013 but then, it\u2019s really a new game.<\/em><\/p>\n<p><em>Most time, a theme change made by a publisher is little more than a \u201csearch and replace\u201d in the rules. The result can be ridiculous, and often removes most of the interest from the game.<\/em><br \/>\n<em>A few years ago, Alan R. Moon and Richard Borg had designed a wonderful war and majority game settled in Mediaeval Japan. I\u2019m confident that, if the Emperor had not become an ancestor and the shogun an elder, if lancers and samurais had not become square and round Tjurungas, Wongar, probably as Shogun, would have become a classic. As published, it was quickly forgotten, as will Mesopotamia dn Big Kini. The same misadventure happened to Dominique Ehrhard, whose Mississipi steamboats game has been moved to the Loire valley, a place only Austrian people can find exotic, and then illustrated with graphics that look more like the Rhine valley. A game that misses its first chance rarely finds a second one. It\u2019s a pity for Nottingham, a game which rules I recently translated into French, and which sounds clever. This story of brigands attacking the stagecoach to force the passengers to trade their candlesticks for necklaces is definitely unconvincing.<\/em><\/p>\n<p><em>For other examples of game whose theme has been changed, for good or for bad, by the publisher, see <a href=\"http:\/\/www.boardgamegeek.com\/geeklist\/16285\/theme-changed-by-the-publisher\" target=\"_blank\">this boardgamegeek list<\/a>.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Deux des nouveaut\u00e9s les plus remarqu\u00e9es de la fin 2005, toutes deux assez rapidement oubli\u00e9es depuis, am\u00e8nent \u00e0 se demander \u00e0 quoi peut bien servir un th\u00e8me dans un jeu de soci\u00e9t\u00e9. Big Kini est un excellent jeu de majorit\u00e9, &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2005\/11\/05\/un-theme-pour-quoi-faire-a-theme-what-for\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[123],"tags":[],"class_list":["post-1030","post","type-post","status-publish","format-standard","hentry","category-creation-ludique-game-design"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-gC","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1030","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/comments?post=1030"}],"version-history":[{"count":3,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1030\/revisions"}],"predecessor-version":[{"id":6872,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1030\/revisions\/6872"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=1030"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=1030"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=1030"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}