{"id":15848,"date":"2023-09-05T15:11:07","date_gmt":"2023-09-05T15:11:07","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=15848"},"modified":"2024-01-02T09:47:32","modified_gmt":"2024-01-02T09:47:32","slug":"ethnos-archeos-society-et-linteraction-dans-les-jeuxethnos-archeos-society-and-interaction-in-game-design","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2023\/09\/05\/ethnos-archeos-society-et-linteraction-dans-les-jeuxethnos-archeos-society-and-interaction-in-game-design\/","title":{"rendered":"Ethnos, Archeos Society et l&#8217;interaction dans les jeux<br><i>Ethnos, Archeos Society and interaction in game design<\/i>"},"content":{"rendered":"\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"584\" height=\"575\" data-attachment-id=\"15849\" data-permalink=\"https:\/\/faidutti.com\/blog\/ethnos-2\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg\" data-orig-size=\"609,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Ethnos\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg\" alt=\"\" class=\"wp-image-15849\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg 584w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-300x296.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-150x148.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-305x300.jpg 305w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg 609w\" sizes=\"auto, (max-width: 584px) 100vw, 584px\" \/><\/a><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"582\" height=\"584\" data-attachment-id=\"15850\" data-permalink=\"https:\/\/faidutti.com\/blog\/archeos\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg\" data-orig-size=\"598,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Archeos\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg\" alt=\"\" class=\"wp-image-15850\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg 582w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-300x301.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-150x150.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-299x300.jpg 299w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg 598w\" sizes=\"auto, (max-width: 582px) 100vw, 582px\" \/><\/a><\/figure>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\">Paolo Mori, auteur du g\u00e9nial <em>Unusual Suspects<\/em>, mais aussi de jeux plus ambitieux comme <em>Libertalia<\/em> ou <em>Dogs of War<\/em>, est l\u2019un de mes cr\u00e9ateurs de jeux pr\u00e9f\u00e9r\u00e9s. J\u2019avais de mes quelques parties d\u2019<em>Ethnos<\/em>, originellement publi\u00e9 par CMON en 2017, un excellent souvenir, m\u00eame si le jeu ne semblait pas tout \u00e0 fait fini. Les choix graphiques \u00e9taient discutables, un peu plats. La carte divis\u00e9e en six r\u00e9gions ne servait pas \u00e0 grand-chose. Bref, un jeu au potentiel \u00e9norme, mais qui semblait avoir \u00e9t\u00e9 d\u00e9velopp\u00e9 et \u00e9dit\u00e9 \u00e0 la va-vite.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Je me suis donc r\u00e9joui lorsque j\u2019ai appris que l\u2019\u00e9quipe des Space-Cowboys, qui avait d\u00e9j\u00e0 \u00e9dit\u00e9 un autre excellent jeu de Paolo, <em>Libertalia<\/em>, pr\u00e9parait une nouvelle version d\u2019<em>Ethnos. Archeos Society<\/em> vient de sortir, il est magnifique. J\u2019en ai vite fait deux parties qui sont tomb\u00e9es un peu \u00e0 plat. Ne me souvenant plus bien des r\u00e8gles d\u2019<em>Ethnos<\/em>, je suis all\u00e9 rouvrir ma vieille boite pour voir ce qui avait chang\u00e9. J\u2019ai tout de suite compris le probl\u00e8me, qui me semble illustrer une erreur que font aujourd\u2019hui la plupart des \u00e9diteurs&nbsp;: vouloir expurger les jeux de tout ce qui est un peu agressif parce que la guerre, la violence, tout \u00e7a, c\u2019est mal (et \u00e7a ne se vend pas).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">La guerre, la violence, c\u2019est en effet tr\u00e8s mal dans la vraie vie, mais cela ne pose pas de probl\u00e8me dans les films ou les romans. Il ne devrait pas en aller autrement dans les jeux, d\u2019autant que c\u2019est un excellent moyen de g\u00e9n\u00e9rer de l\u2019interaction entre les joueurs. La baston n\u2019\u00e9tait d\u00e9j\u00e0 pas tr\u00e8s sanglante dans <em>Ethnos<\/em>, qui \u00e9tait plus un jeu de majorit\u00e9 que d\u2019affrontement, et je pense qu\u2019il aurait fallu en rajouter un peu en permettant \u00e0 certains peuples de franchir les fronti\u00e8res pour attaquer les voisins. Le choix inverse a \u00e9t\u00e9 fait dans Arc<em>heos Society<\/em>, o\u00f9 les rivalit\u00e9s pour le contr\u00f4le des six r\u00e9gions ont \u00e9t\u00e9 remplac\u00e9es par l\u2019avancement de pions sur des pistes. Ce ne sont m\u00eame pas des courses, il n\u2019y a pas de prix pour le premier o\u00f9 de possibilit\u00e9 de faire un croche-pied \u00e0 celui qui vous d\u00e9passe. Le fun, l\u2019int\u00e9r\u00eat, l\u2019interaction ont \u00e9t\u00e9 supprim\u00e9s et remplac\u00e9s par des syst\u00e8mes de score tarabiscot\u00e9s, diff\u00e9rents sur chaque piste, poussant chaque joueur \u00e0 faire ses calculs en ignorant compl\u00e8tement ses adversaires.<br><br>Bref, m\u00eame si les neuf-dixi\u00e8mes des r\u00e8gles sont identiques, <em>Ethnos<\/em> et <em>Archeos Society<\/em> sont des jeux tr\u00e8s diff\u00e9rents. <em>Ethnos<\/em> \u00e9tait un jeu l\u00e9ger, que l\u2019on jouait avec et contre ses adversaires. Archeos Society est, pour l\u2019essentiel, un exercice d&#8217;optimisation math\u00e9matique que l\u2019on fait chacun pour soi. Ethnos \u00e9tait un jeu simple, amusant, m\u00e9chant, tout public. Archeos Society est un jeu s\u00e9rieux, froid, techniquement int\u00e9ressant mais qui reste sans doute trop simple pour les amateurs de gros jeux strat\u00e9giques.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Beaucoup d\u2019\u00e9diteurs sont convaincus qu\u2019un jeu de soci\u00e9t\u00e9 ne peut aujourd\u2019hui \u00eatre un succ\u00e8s que s\u2019il est gentil &#8211; gentil rose ou gentil vert -, si l\u2019on peut jouer pour soi sans jouer contre les autres. J\u2019ai r\u00e9cemment discut\u00e9 avec l&#8217;un d&#8217;entre eux, qui envisageait de r\u00e9\u00e9diter <em>Isla Dorada<\/em>, jeu m\u00e9chant s\u2019il en est, mais en en retirant les possibilit\u00e9s de blocage qui en font tout le charme. Curieusement, ceux qui tiennent ce discours citent toujours les deux m\u00eames mauvais exemples, <em>Les Aventuriers du Rail<\/em> et <em>les Colons de Catan<\/em>. Ce sont certes d\u2019excellents jeux grand public mais, si l\u2019on ne s\u2019y fait pas vraiment la guerre, la course et le blocage y sont tr\u00e8s pr\u00e9sents.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Alors, certes, j\u2019aime bien les jeux un peu agressifs, un peu m\u00e9chants, ou pour parler politiquement correct \u00ab&nbsp;interactifs&nbsp;\u00bb. C\u2019est un go\u00fbt personnel, mais je pense qu\u2019il reste tr\u00e8s partag\u00e9, et sans doute plus dans le grand public que dans le petit milieu des professionnels et des initi\u00e9s du jeu de soci\u00e9t\u00e9. J\u2019en suis suffisamment convaincu pour continuer \u00e0 faire des jeux \u00ab&nbsp;interactifs&nbsp;\u00bb.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">Quelques jours seulement apr\u00e8s avoir \u00e9crit cet article, je suis tomb\u00e9 sur un tweet de mon ami Eric Lang dans lequel il mettait en avant une autre manifestation de la m\u00eame erreur d&#8217;analyse.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"584\" height=\"239\" data-attachment-id=\"15861\" data-permalink=\"https:\/\/faidutti.com\/blog\/eric-lang-2\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg\" data-orig-size=\"1938,792\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Eric Lang\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg\" alt=\"\" class=\"wp-image-15861\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg 584w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-300x123.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-150x61.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-1536x628.jpg 1536w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-500x204.jpg 500w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg 1938w\" sizes=\"auto, (max-width: 584px) 100vw, 584px\" \/><\/a><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Il constatait que beaucoup de la complexit\u00e9 inutile des jeux de soci\u00e9t\u00e9 r\u00e9cents \u00e9tait due \u00e0 la volont\u00e9 de minimiser les \u00ab&nbsp;feel bad moments&nbsp;\u00bb, expression que je ne sais pas trop comment traduire, disons les moments o\u00f9 un joueur peut avoir l\u2019impression de s\u2019en prendre plein la gueule. Je n&#8217;avais pas employ\u00e9 cette expression, mais c&#8217;est pr\u00e9cis\u00e9ment pour cette raison que les r\u00e9gions d&#8217;<em>Ethnos<\/em> sont devenues les pistes de score d&#8217;<em>Arch\u00e9os Society.<\/em> <br>Eric pointe sur un autre proc\u00e9d\u00e9 des \u00e9diteurs, qui demandent au concepteur du jeu d\u2019introduire des \u00ab&nbsp;compensations&nbsp;\u00bb pour le joueur qui perd un combat ou une majorit\u00e9, que ce soit \u00e0 la suite d\u2019un manque de chance ou d\u2019un bon coup adverse, afin que la perte ne soit pas trop fortement ressentie.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">C\u2019est g\u00e9n\u00e9ralement une erreur pour deux raisons. D\u2019abord, comme le remarque Eric, parce que ces \u00ab&nbsp;compensations&nbsp;\u00bb, par exemple des bonus \u00e0 utiliser plus tard pour modifier un jet de d\u00e9, complexifient les r\u00e8gles. Mais aussi et surtout parce ces \u00ab&nbsp;feel bad&nbsp;\u00bb moments, font partie du plaisir du jeu, ne serait ce que pour mieux mettre en avant les \u00ab&nbsp;feel good&nbsp;\u00bb moments. Un jeu o\u00f9 on ne rate jamais vraiment son coup, c\u2019est aussi un jeu ou l\u2019on ne r\u00e9ussit jamais vraiment, c\u2019est un jeu plat.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Eric cite comme exemple <em>King of Tokyo<\/em>, de Richard Garfield, mais mes plus grands succ\u00e8s, <em>Diamant, Mascarade<\/em> ou <em>Citadelles<\/em> sont aussi des jeux qui peuvent parfois sembler injustes. Non seulement cela ne pose pas de probl\u00e8mes aux joueurs, mais je suis convaincu que c\u2019est une des raisons de leur succ\u00e8s.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Si je prends l\u2019exemple de <em>Citadelles<\/em>, les alternatives \u00e0 l\u2019Assassin, Sorci\u00e8re et Magistrat, sont effectivement une r\u00e9ponse \u00e0 une demande de l\u2019\u00e9diteur, qui voulait que le joueur tu\u00e9, parfois un peu par erreur, ne perde pas compl\u00e8tement son tour. Je ne joue jamais avec ces personnages plus complexes, et je ne crois pas que beaucoup de joueurs y aient recours. L\u2019assassin est injuste, mais il est aussi tellement plus simple et plus dr\u00f4le.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Je ne suis pas toujours oppos\u00e9 aux compensations. Quand cela rentre dans le th\u00e8me, ne complique pas trop les r\u00e8gles, ne ralentit pas le jeu et peut relancer la partie, pourquoi pas. Dans un de mes prototypes, le singe qui r\u00e9veille le tigre re\u00e7oit un brin de moustache qu\u2019il pourra utiliser plus tard pour refuser une carte et en piocher une autre. Cela passe parce que c\u2019est simple. Trop souvent, et je m\u2019y suis parfois laiss\u00e9 entra\u00eener, les compensations s\u2019accumulent au point qu\u2019il devient presque indiff\u00e9rent de perdre ou de r\u00e9ussir un jet de d\u00e9, de piocher une bonne carte ou une mauvaise, et le jeu perd alors tout son sel.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">J\u2019ajouterai que les \u00e9diteurs qui cherchent \u00e0 minimiser ces \u00ab moments n\u00e9gatifs&nbsp;\u00bb se m\u00e9prennent assez largement sur la nature du plaisir ludique. Bien s\u00fbr, quand on joue, on cherche \u00e0 gagner, c\u2019est le principe m\u00eame du jeu. Mais ce qui apporte le plaisir du jeu, ce n\u2019est pas le r\u00e9sultat, la victoire, c\u2019est la tension qui y m\u00e8ne \u2013 ou pas. On ne se souvient avec plaisir des parties que l\u2019on a gagn\u00e9 que quand on a failli les perdre, et on se souvient avec le m\u00eame plaisir de celles que l\u2019on a perdu mais que l\u2019on aurait pu gagner. Pourquoi tant de gens jouent-ils au poker, qui n&#8217;est gu\u00e8re fait que de &#8220;feel bad&#8221; moments ?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ces \u00e9diteurs \u2013 pas tous, heureusement &#8211; me semblent oublier que les jeux sont achet\u00e9s par des gens qui aiment jouer, qui cherchent \u00e0 gagner mais acceptent de perdre. Les gens qui n\u2019aiment pas perdre ne jouent pas.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">Quelques mois plus tard encore, je me suis rappel\u00e9 la grande th\u00e9orie de mon ami Bruno Cathala, selon laquelle le plaisir du jeu vient en grande partie de la frustration du joueur \u00e0 qui il manque toujours une carte, un point d\u2019action, un jet de d\u00e9, une case pour pouvoir faire ce qu\u2019il veut. Cette frustration est tr\u00e8s voisine de celle que j\u2019ai d\u00e9crit plus haut, que ressent le joueur qui pr\u00e9pare longuement son coup\u2026 pour se faire soudain bloquer par une route ou un ouvrier pos\u00e9 par le joueur \u00e0 sa droite. Elle est bien s\u00fbr tout aussi pr\u00e9sente dans les jeux coop\u00e9ratifs, o\u00f9 c\u2019est le syst\u00e8me qui vient nous emb\u00eater.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Cet article a g\u00e9n\u00e9r\u00e9, depuis que je l\u2019ai publi\u00e9, pas mal de discussions parfois un peu arros\u00e9es avec d\u2019autres auteurs de jeux. Si tous ne mettent pas toujours en avant la m\u00eame \u00e9motion n\u00e9gative, je ne crois pas qu\u2019il y en ait un seul qui m\u2019ait dit faire, ou chercher \u00e0 faire, des jeux \u00ab&nbsp;positifs&nbsp;\u00bb. C\u2019est un fantasme d\u2019\u00e9diteur, et un mauvais argument commercial qui repose sur une m\u00e9connaissance des joueurs et des m\u00e9canismes du plaisir ludique.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-8f761849 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"584\" height=\"575\" data-attachment-id=\"15849\" data-permalink=\"https:\/\/faidutti.com\/blog\/ethnos-2\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg\" data-orig-size=\"609,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Ethnos\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg\" alt=\"\" class=\"wp-image-15849\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-584x575.jpg 584w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-300x296.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-150x148.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos-305x300.jpg 305w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Ethnos.jpg 609w\" sizes=\"auto, (max-width: 584px) 100vw, 584px\" \/><\/a><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"582\" height=\"584\" data-attachment-id=\"15850\" data-permalink=\"https:\/\/faidutti.com\/blog\/archeos\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg\" data-orig-size=\"598,600\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Archeos\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg\" alt=\"\" class=\"wp-image-15850\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-582x584.jpg 582w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-300x301.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-150x150.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos-299x300.jpg 299w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg 598w\" sizes=\"auto, (max-width: 582px) 100vw, 582px\" \/><\/a><\/figure>\n<\/div>\n<\/div>\n\n\n\n<p class=\"wp-block-paragraph\"><em>My favorite game by the talented designer Paolo Moris is certainly <\/em>Unusual Suspects<em>, but he mostly designed more ambitious stuff, games like <\/em>Libertalia<em> or <\/em>Dogs of War<em>. I played a few games of <\/em>Ethnos<em>, when it was published in 2017 by CMON, and thoroughly enjoyed them, even when the game felt a bit unfinished. The art was good but the graphics bland. The map was divided in six regions which didn\u2019t mean much in game terms. It felt like a fabulous game which had been developed and published a bit too fast. &nbsp;<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>I rejoiced when I heard that the Space Cowboys team, which was already responsible for publishing another of Paolo\u2019s great designs, <\/em>Libertalia<em>, was working on a retheme of <\/em>Ethnos<em>. <\/em>Archeos Society<em> is just out, and it looks gorgeous. I played it twice and it fell flat twice. Since I didn\u2019t remember <\/em>Ethnos<em> very well, I just opened my old box and browsed through the rules to check the changes. I instantly saw the problem. The game has been thoroughly expurgated from everything a bit aggressive, from every possibility to attack other players, because war and violence 1)are bad and 2) don\u2019t sell. Such bowdlerization has recently become commonplace with game publishers.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>War and violence are certainly bad in real life, but they are not a problem in novels and movies. They should not be either in games, especially since they make for an efficient way to generate interaction between the players. The fight was not very bloody in <\/em>Ethnos<em>, which was technically more an area majority game than a war game, and I think it could have been improved with the possibility, for some people, to cross borders and attack neighbors. Anyway, the opposite has been done in <\/em>Archeos Society<em>, where the rivalry for the control of the six regions has been replaced with simply moving players pieces on various scoring tracks. These are not even race tracks, since there\u2019s no bonus for the first one past the post, and no possibility to trip opponents up. The fun and interactive part of the game has been replaced by complex scoring systems, different on every track, so that each player makes their own calculations, mostly ignoring opponents.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>As a result, even when nine tenths of the rules are the same, <\/em>Ethnos<em> and <\/em>Archeos Society<em> feel completely different. <\/em>Ethnos<em> was a true game, played with and against opponents. <\/em>Archeos<em> <\/em>Society<em> feels like a math optimization problem. <\/em>Ethnos<em> was simple, fun, nasty, a game for every casual gamer. <\/em>Archeos Society<em> feels serious, cold, technically challenging but still probably too simple for hardcore gamers.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Most publishers nowadays seem to believe that a game can only be a major hit if it is cute \u2013 meaning either pink cute or green cute \u2013 if one can play for oneself without playing against the other. I even recently got an email from a publisher who wanted to republish <\/em>Isla Dorada<em>, a deliberately nasty game, with removing &nbsp;the blocking possibilities which make most of its charm. Ironically, those who adhere to this narrative always give the same two examples, <\/em>Ticket to Ride<em> and <\/em>Settlers of Catan<em>. Both are outstanding games, and not about war, but blocking, and sometimes aggressive blocking, is one of their essential features.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>I like aggressive, even mean, games \u2013 or, to use the euphemized term, interactive games. It\u2019s a personal taste, but I think it is a very common one, and probably more among casual gamers than among hardcore ones and publishers. And I intend to keep on designing \u201cinteractive\u201d games.<\/em><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><em>A few days only after I posted this blogpost, I read a tweet by my friend Eric Lang, in which he highlighted another manifestation of most publishers\u2019 aversion fore negative effects in games.<\/em><\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"584\" height=\"239\" data-attachment-id=\"15861\" data-permalink=\"https:\/\/faidutti.com\/blog\/eric-lang-2\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg\" data-orig-size=\"1938,792\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"Eric Lang\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg\" alt=\"\" class=\"wp-image-15861\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-584x239.jpg 584w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-300x123.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-150x61.jpg 150w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-1536x628.jpg 1536w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang-500x204.jpg 500w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Eric-Lang.jpg 1938w\" sizes=\"auto, (max-width: 584px) 100vw, 584px\" \/><\/a><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><em>He noticed that some of the unnecessary complexity of modern board games came from trying to minimize \u201cfeel bad moments\u201d in games. I didn&#8217;t use this wording, but it is for this exact reason that the regions in <\/em>Ethnos<em> have been replaced by scoring tracks in <\/em>Archeos Society<em>.<\/em><br><em>The other reaction pointed by Eric is publishers asking the designer to add \u201ccompensations\u201d for the player who loses a fight or a majority, be it because of bad luck or of an opponent\u2019s clever move, so that the loss doesn\u2019t feel too bad.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>It is usually an error for two reasons. First because, and that was Eric\u2019s main point, these compensations are added rules and make the game more complex. Another reason is that these \u201cfeel bad\u201d moments are part of a game\u2019s fun, if only because they help emphasizing the good moments. A game with no real bad moments is also a game with no real good moments \u2013 it feels flat.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Eric gives one example of game with simple rules bad moments, Richard Garfield\u2019s <\/em>King of Tokyo.<em> My three best-selling games, <\/em>Diamant<em>, <\/em>Mascarade<em> and <\/em>Citadels<em>, are also merciless and even sometimes unfair. It doesn\u2019t seem to be a problem for players, I even think it\u2019s one of the reasons for their success.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>In the recent editions of <\/em>Citadels<em>, there are two #1 cards designed to replace the Assassin, the Witch and the Magistrate. These two characters come from a demand by the publisher, who wanted to make the #1 character\u2019s effect less violent for the affected player. I never play with these more complex characters, and I don\u2019t think many players do. The assassin is so much simpler and more fun.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>I\u2019m not totally against compensations. If it fits with the story, if it doesn\u2019t slow or complexify the game, if it adds to the tension, why not. In a prototype I\u2019m working on at the moment, the monkey who wakes up the tiger can keep a whisker and use it later to discard a card and redraw. It\u2019s OK because there\u2019s a fun story in it, and it\u2019s simple. In too many games, compensations are such that it doesn\u2019t really matter any more if your die roll is a hit or miss, if the card you draw is good or bad \u2013 and the game becomes tenseless.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>The publishers who want to minimize these \u201cbad moments\u201d misunderstand the essence of the gaming pleasure. Of course, players try to win, that\u2019s the whole point of the game. The fun, however, is not in the result, in winning, it is in the tension, in trying to win. The games we best remember are those we won but nearly lost, and those we lost but could have won.<\/em> <em>Why do so many people play poker, a game which is mostly &#8220;feel bad moments&#8221;.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Many publishers \u2013 not all, luckily \u2013 seem to forget that the people who buy and play games are people who like playing. This means they try to win, but they dont mind losing. People who hate losing don\u2019t play games.<\/em><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">A few months later, I remembered that Bruno Cathala had once explained to me his theory that gaming pleasure is largely based on frustration, on the players always missing one card, one action point, one spot on the die, on space on the track to do what they want. This frustration is not very different from that described above, of the player patiently preparing a move to see it blocked by a road or a worker placed the player on their right, just before their turn comes. It is not different in cooperative games, where blocking is done by the system.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This article has generated, since I published it six months ago, many half-drunk discussions with fellow game designers. While we don\u2019t all claim to aim at the exact same negative emotion, I don\u2019t think a single designer ever told me they design, or would like to design, entirely \u00ab&nbsp;positive&nbsp;\u00bb games. This idea is both a publisher\u2019s fantasy, and a bad sales pitch due to a misunderstanding of gamers and the nature of gaming fun.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Paolo Mori, auteur du g\u00e9nial Unusual Suspects, mais aussi de jeux plus ambitieux comme Libertalia ou Dogs of War, est l\u2019un de mes cr\u00e9ateurs de jeux pr\u00e9f\u00e9r\u00e9s. J\u2019avais de mes quelques parties d\u2019Ethnos, originellement publi\u00e9 par CMON en 2017, un &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2023\/09\/05\/ethnos-archeos-society-et-linteraction-dans-les-jeuxethnos-archeos-society-and-interaction-in-game-design\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":15850,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[27],"tags":[279],"class_list":["post-15848","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-le-monde-du-jeu-game-trends-and-styles","tag-eric-lang"],"jetpack_featured_media_url":"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2021\/09\/Archeos.jpg","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-47C","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/15848","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=15848"}],"version-history":[{"count":18,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/15848\/revisions"}],"predecessor-version":[{"id":16168,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/15848\/revisions\/16168"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media\/15850"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=15848"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=15848"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=15848"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}