{"id":19383,"date":"2026-03-27T15:29:53","date_gmt":"2026-03-27T15:29:53","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=19383"},"modified":"2026-03-27T15:29:53","modified_gmt":"2026-03-27T15:29:53","slug":"question-de-style-a-question-of-style","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2026\/03\/27\/question-de-style-a-question-of-style\/","title":{"rendered":"Question de style <br><i>A Question of Style<\/i>"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-medium\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"282\" height=\"300\" data-attachment-id=\"651\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/05\/01\/la-vallee-des-mammouths-valley-of-the-mammoths\/card7\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" data-orig-size=\"941,1000\" 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;}\" data-image-title=\"Bruno Shaman\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7-282x300.jpg\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7-282x300.jpg\" alt=\"\" class=\"wp-image-651\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7-282x300.jpg 282w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg 941w\" sizes=\"auto, (max-width: 282px) 100vw, 282px\" \/><\/a><\/figure>\n<\/div>\n\n\n<p>Je ne sais trop que penser du d\u00e9bat un peu bizarre, assez vain et tr\u00e8s franco-fran\u00e7ais, sur la \u00ab&nbsp;reconnaissance du jeu de soci\u00e9t\u00e9 comme un objet culturel&nbsp;\u00bb, discussion qui depuis deux ou trois ans anime pas mal le microcosme ludique. Comme souvent quand il est question de \u00ab&nbsp;culture&nbsp;\u00bb, les intervenants \u00e9vitent soigneusement de dire dans quel sens ils entendent le terme. S\u2019agit-il de la culture au sens des gens cultiv\u00e9s, de l\u2019op\u00e9ra et des peintres classiques, celle qui s\u2019oppose \u00e0 la vulgarit\u00e9&nbsp;? S\u2019agit-il de la culture au sens des sp\u00e9cificit\u00e9s culturelles, de la cuisine et des v\u00eatements, celle qui s\u2019oppose \u00e0 la nature&nbsp;? S\u2019ils disent clairement qu\u2019ils pensent \u00e0 la premi\u00e8re, ils risquent de para\u00eetre pr\u00e9tentieux, mais de la deuxi\u00e8me, en fait, ils se foutent souvent un peu.<\/p>\n\n\n\n<p>Les enjeux sont doubles. Il s\u2019agit d\u2019abord de reconnaissance sociale, car il est plus classe d\u2019\u00eatre auteur avec un grand H de culture avec un grand K que pu\u00e9ril cr\u00e9ateur, designer, inventeur ou bricoleur de jeux \u2013 m\u00eame si je ne suis pas certain que, avec le d\u00e9veloppement des intelligences artificielles, les activit\u00e9s intellectuelles restent encore longtemps si valoris\u00e9es.<\/p>\n\n\n\n<p>Il y a surtout, en France, des enjeux juridiques et fiscaux, plus pour les auteurs que pour les \u00e9diteurs. Pour les auteurs comme moi, on peut consid\u00e9rer que c\u2019est gagn\u00e9, m\u00eame si les jeux de soci\u00e9t\u00e9 ne sont pas formellement dans la liste officielle des \u0153uvres de l\u2019esprit du code de la propri\u00e9t\u00e9 intellectuelle. La jurisprudence va dans ce sens, et les cr\u00e9ateurs de jeux ont acc\u00e8s au r\u00e9gime social des artistes-auteurs. Les \u00e9diteurs sont moins concern\u00e9s, m\u00eame si certains fantasment un peu, sans grand espoir, sur la TVA du livre.<\/p>\n\n\n\n<p>Mais sur le fond, dans quelle mesure la cr\u00e9ation de jeu est-elle une activit\u00e9 culturelle, ou, si l\u2019on admet que toute cr\u00e9ation l\u2019est plus ou moins, plus culturelle que technique ou plus culturelle que la moyenne&nbsp;? La question du style peut amener un \u00e9l\u00e9ment de r\u00e9ponse. Les diff\u00e9rentes cultures produisent-elles des jeux diff\u00e9rents&nbsp;comme elles produisent des cuisines ou des musiques diff\u00e9rentes ? Les auteurs de jeux ont-ils, comme les peintres ou les \u00e9crivains, des styles diff\u00e9rents&nbsp;?<\/p>\n\n\n\n<p>Sur le premier point, la r\u00e9ponse est \u00ab&nbsp;un peu mais pas tant que cela&nbsp;\u00bb.&nbsp; Je me suis pas mal int\u00e9ress\u00e9 aux jeux traditionnels, \u00e0 leur histoire et \u00e0 leur circulation, et les diff\u00e9rences ne sont pas flagrantes. J\u2019ai r\u00e9cemment achet\u00e9 la tr\u00e8s belle collection de jeux traditionnels du monde entier publi\u00e9e par Lemery Games, et ai d\u00e9j\u00e0 re\u00e7u les boites de jeux d\u2019Afrique, d\u2019Asie et d\u2019Am\u00e9rique, celle des anciens jeux europ\u00e9ens \u00e9tant pr\u00e9vue dans les mois qui viennent. Les jeux sont bien s\u00fbr diff\u00e9rents, mais on cherche en vain un \u00e9l\u00e9ment sp\u00e9cifique \u00e0 telle ou telle r\u00e9gion, comme cela existe plus ou moins pour la cuisine ou la musique. Beaucoup, en Europe mais aussi en Chine, croient d\u2019ailleurs aujourd\u2019hui que les dames chinoises, invent\u00e9es en Allemagne au XIXe si\u00e8cle, sont un jeu traditionnel chinois.<\/p>\n\n\n\n<p>Ce n\u2019est pas tr\u00e8s diff\u00e9rent pour les jeux modernes. Dans les ann\u00e9es quatre-vingt-dix, au d\u00e9but de ma carri\u00e8re d\u2019auteur de jeux, on distinguait fr\u00e9quemment deux \u00e9coles, deux types de jeux de soci\u00e9t\u00e9, des jeux \u00ab&nbsp;\u00e0 l\u2019am\u00e9ricaine&nbsp;\u00bb au th\u00e8me tr\u00e8s pr\u00e9sent, souvent simulationnistes ou assez chaotiques, et des jeux \u00ab&nbsp;\u00e0 l\u2019allemande&nbsp;\u00bb, plus strat\u00e9giques et plus abstraits. Ces cat\u00e9gories, rebaptis\u00e9es eurogames et ameritrash, sont encore parfois utilis\u00e9es, par habitude, mais ne recouvrent plus aucune r\u00e9alit\u00e9 g\u00e9ographique, les auteurs de tous les genres pouvant se trouver un peu partout, et de plus en plus souvent en Asie. Si l\u2019on parle parfois aujourd\u2019hui de la m\u00eame mani\u00e8re des jeux japonais, leur sp\u00e9cificit\u00e9, qui tend d\u00e9j\u00e0 \u00e0 se r\u00e9duire, me semble \u00eatre au plus dans la petite taille des boites et le mat\u00e9riel modeste que dans des m\u00e9caniques ludiques qui n\u2019ont rien de bien diff\u00e9rent.<\/p>\n\n\n\n<p>Il est aujourd\u2019hui impossible, en jouant \u00e0 un jeu, d\u2019avoir la moindre id\u00e9e de la nationalit\u00e9 ou de l\u2019origine culturelle de son auteur. La culture ludique, l\u2019ensemble des r\u00e9f\u00e9rences sur lesquelles ces auteurs ont construit leurs go\u00fbts et leurs styles, est en effet pour l\u2019essentiel bien plus r\u00e9cente que la culture litt\u00e9raire, culinaire ou musicale, et est donc la m\u00eame pour tous. C\u2019est vrai bien s\u00fbr des m\u00e9canismes, mais c\u2019est presque vrai aussi des th\u00e8mes, des auteurs japonais faisant des jeux situ\u00e9s dans l\u2019Allemagne m\u00e9di\u00e9vale, et inversement. J\u2019ai collabor\u00e9 avec des auteurs japonais, cor\u00e9ens, am\u00e9ricains, br\u00e9siliens et sans doute d\u2019autres que j\u2019oublie, et ne me suis jamais senti intellectuellement en territoire \u00e9tranger.<\/p>\n\n\n\n<p>Sur le deuxi\u00e8me point, celui des auteurs, la r\u00e9ponse est aussi \u00ab\u00a0un peu mais pas tant que cela\u00a0\u00bb. Si l\u2019on consid\u00e8re l\u2019ensemble des jeux que chacun d\u2019entre nous ont cr\u00e9\u00e9, mon style n\u2019est clairement pas le m\u00eame que celui de mes amis Bruno Cathala, Eric Lang ou Anja Wrede, pour citer des auteurs que je connais pour avoir \u00e0 l\u2019occasion collabor\u00e9 avec eux. Pour autant, si on prend un jeu particulier, il n\u2019est pas toujours facile de l\u2019attribuer clairement \u00e0 l\u2019un d\u2019entre nous.<\/p>\n\n\n\n<p>Et donc, mon style, car c\u2019est l\u00e0 que je voulais en venir apr\u00e8s cette introduction qui sera sans doute plus longue que mon principal propos. Quel est-il, et comment a-t-il \u00e9volu\u00e9 et, si tant est que je sois en mesure de le dire, pourquoi\u00a0?<\/p>\n\n\n\n<p>On m\u2019a dit parfois que j\u2019\u00e9tais, avec des gens aussi diff\u00e9rents que Stefan Feld ou Roberto Fraga, l\u2019un des auteurs de jeux de soci\u00e9t\u00e9 dont les jeux \u00e9taient le plus ais\u00e9ment reconnaissables. Je ne sais pas trop bien si je dois prendre cela comme un compliment, j\u2019ai du style, ou comme une critique, je ne me renouvelle pas assez. Je m\u2019efforce en effet de faire des jeux o\u00f9 les joueurs prennent des d\u00e9cisions peu nombreuses, dont l\u2019impact est important mais d\u00e9pend fortement des d\u00e9cisions prises par les joueurs rivaux. Ce sont donc des jeux avec de l\u2019interaction, de la psychologie, du bluff, des surprises, et souvent plus de tactique que de strat\u00e9gie. Ce sont des jeux o\u00f9 l\u2019on se demande en permanence quels sont les plans de nos rivaux, quelles d\u00e9cisions secr\u00e8tes ils ont prises, quels choix ils sont en train de faire.<\/p>\n\n\n\n<p>C\u2019\u00e9tait vrai d\u00e8s mon premier jeu publi\u00e9, Baston, en 1984, avec son syst\u00e8me de programmation simultan\u00e9e. Pour autant, il est bien \u00e9vident que je ne pourrais pas aujourd\u2019hui cr\u00e9er un jeu comme celui-ci, qui d\u2019ailleurs ne trouverait pas d\u2019\u00e9diteur, en raison de son th\u00e8me un peu trash mais aussi de sa longueur et de sa complexit\u00e9. Des constantes, donc, mais aussi des changements, et mes cr\u00e9ations sont d\u00e9lib\u00e9r\u00e9ment devenues de plus en plus simples, voire \u00e9pur\u00e9es comme mon tout dernier, Fuit Cocktail \u2013 \u00e0 propos duquel on m\u2019a parfois dit qu\u2019il ressemblait plus \u00e0 du Knizia qu\u2019\u00e0 du Faidutti.<\/p>\n\n\n\n<p>Ma tendance \u00e0 faire des jeux aux r\u00e8gles simples et au mat\u00e9riel limit\u00e9, souvent seulement quelques cartes, s\u2019est d\u00e9velopp\u00e9e peu \u00e0 peu depuis une vingtaine d\u2019ann\u00e9es. Si elle est aujourd\u2019hui \u00ab&nbsp;en phase avec les attentes du march\u00e9&nbsp;\u00bb, comme disent les \u00e9diteurs, cela n\u2019a pas toujours \u00e9t\u00e9 le cas et n\u2019en est donc pas la raison principale. Les jeux que j\u2019imagine ont surtout suivi l\u2019\u00e9volution de ceux auxquels je joue avec mes amis, qui sont eux aussi plus simples, plus l\u00e9gers, plus rapides. Quelle est la part dans ces changements de l\u2019\u00e2ge, qui fait que j\u2019ai moins tendance \u00e0 jouer jusqu\u2019au bout de la nuit, de l\u2019air du temps, qui veut que tout soit inclusif et abordable, et de mon histoire personnelle, je suis bien en mal de le dire. Il est n\u00e9anmoins \u00e9vident que, si je reprenais aujourd\u2019hui beaucoup des jeux sur lesquels j\u2019ai travaill\u00e9 il y a une vingtaine d\u2019ann\u00e9es, ils prendraient une forme un peu diff\u00e9rente, moins baroque, plus directe. Dans des genres similaires, je pr\u00e9f\u00e8re aujourd\u2019hui jouer \u00e0 Mascarade qu\u2019\u00e0 Citadelles, \u00e0 Small Detectives (qui n\u2019a pas eu beaucoup de succ\u00e8s) qu\u2019\u00e0 Myst\u00e8re \u00e0 l\u2019Abbaye. Tous les auteurs n\u2019ont pourtant pas connu la m\u00eame \u00e9volution, et si la 3<sup>\u00e8me<\/sup> \u00e9dition de Mission Plan\u00e8te Rouge est assez peu diff\u00e9rente de la deuxi\u00e8me, c\u2019est un peu par paresse, mais c\u2019est aussi parce que si l\u2019autre Bruno et moi \u00e9tions tous deux pr\u00eats \u00e0 y faire des modifications, nous ne souhaitions pas aller dans la m\u00eame direction.<\/p>\n\n\n\n<p>Personnellement, je pr\u00e9f\u00e8re les jeux que je fais aujourd\u2019hui \u00e0 ceux que j\u2019ai fait il y a une vingtaine d\u2019ann\u00e9es. Je les pense plus \u00e9l\u00e9gants parce que plus aboutis, plus \u00e9pur\u00e9s, plus efficaces, mais ils ne se vendent pas aussi bien. Je dirais m\u00eame que, de mani\u00e8re g\u00e9n\u00e9rale, les jeux cr\u00e9\u00e9s et publi\u00e9s de nos jours sont, dans l\u2019ensemble, meilleurs que ceux qui paraissaient dans les ann\u00e9es deux-mille, mais c\u2019est sans doute une question de style et de go\u00fbt.<\/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<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-medium\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"274\" height=\"300\" data-attachment-id=\"653\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/05\/01\/la-vallee-des-mammouths-valley-of-the-mammoths\/card9\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\" data-orig-size=\"916,1000\" 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;}\" data-image-title=\"Bruno Shaman\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9-274x300.jpg\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9-274x300.jpg\" alt=\"\" class=\"wp-image-653\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9-274x300.jpg 274w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg 916w\" sizes=\"auto, (max-width: 274px) 100vw, 274px\" \/><\/a><\/figure>\n<\/div>\n\n\n<p><em>I don\u2019t really know what to think of a weird and a bit pointless debate which, for a few years now, has been stirring the small French boardgaming world. The question whether games should be considered a \u201ccultural item\u201d, whatever that means. As often when discussing \u201cculture\u201d, especially in France but may be also in the English speaking world where the word has the same two meanings, the protagonists carefully avoid specifying what they mean by \u201cculture\u201d. Is it culture like in \u201ccultured people\u201d, the opposite of vulgarity, or culture like in cultural differences, the opposite of nature? Not wanting to sound pretentious, no one clearly states they are thinking of the first meaning, but most don\u2019t really care about the second.\u00a0<\/em><\/p>\n\n\n\n<p><em>Two things are at stake here. It is first about social recognition, since it\u2019s far more classy to be an author of high culture stuff than a vulgar designer or inventor of childish games \u2013 even when I am not sure that, with the recent development of Ais, intellectual activities will keep being that socially recognized.<\/em><\/p>\n\n\n\n<p><em>There are also, in France, legal and fiscal issues, more for designers than for publishers. For designers, we can consider that the battle is won, since judges have recognized that our designs are an intellectual creation. We have now access to the artists and authors social security status. Publishers are less involved, though some of them dream a bit, without much hope I think, of the book reduced VAT rate.<\/em><\/p>\n\n\n\n<p><em>Anyway, is designing games a cultural activity, or, since everything is more or less cultural, is it more cultural than the average, or more cultural than technical? An interesting way to think on it might be the question of style. Do different cultures generate different styles of games, like they generate different styles of food and music?\u00a0\u00a0 Do game authors have, like writers and painters, personal styles?<\/em><\/p>\n\n\n\n<p><em>The answer to the first question is \u201cnot that much\u201d. I have studied a bit traditional games, their evolutions and their circulation around the world. I have recently bought the very nice collection of old games from around the world published by Lemery game. I\u2019ve already received the Africa, Asia and America boxes, and I\u2019m waiting to get Europe one soon. All these games are different, of course, but there is no specific common element to the games from this or that region like there is with music or cuisine. Many people, in Europe but also in China, can believe that Chinese Checkers, which were invented in XIXth century Germany, are a traditional Chinese game.<\/em><\/p>\n\n\n\n<p><em>It is not very different with modern games. In the nineties, at the beginning of my game design career, we used to talk of two boardgame design schools, American style ones, highly thematic and chaotic, and German ones, more abstract and strategic. These categories, renamed eurogames and ameritrash, are still sometimes used, but their geographical names have become meaningless, with designers of both types of games all over the world, including, more and more, in Asia. There is some talk of \u201cJapanese style boardgames\u201d, but their specificity is already vanishing, and is more about the size of boxes and components than about the game mechanisms.<\/em><\/p>\n\n\n\n<p><em>It is basically impossible, when playing a game, to get an idea of its designer\u2019s nationality or cultural background. The boardgame culture, the set of references from which the designers have built their tastes and their styles, is far more recent that literary, culinary or musical culture, and is basically the same for everyone everywhere. This is true of game systems and mechanisms but even to a lesser extent, of themes \u2013 Japanese designers make games about medieval Europe, and vice versa. I\u2019ve worked with co-designers from Korea, Japan, USA and Brazil, and never intellectually felt like in an foreign land.<\/em><\/p>\n\n\n\n<p><em>On the second point, that of designers, the answer is also \u201cnot that much\u201d. Considering all the games each one of us has designed, my design style is clearly different from that of other designers I know well and have occasionally worked with like Bruno Cathala, Eric Lang or Anja Wrede. On the other hand, though, it is hard, from just playing a game, to infer who its designer is.\u00a0<\/em><\/p>\n\n\n\n<p><em>And, so, what about my own style? This was the intended topic of this blogpost, but I\u2019m afraid the introduction is already longer that what I still have to tell now. What is my style, how did it change, and why?<\/em><\/p>\n\n\n\n<p><em>I\u2019m often told that I am, together with very different designers like Stefan feld or Roberto Fraga, one of the boardgame designers whose games are the easiest to recognize. I\u2019m not sure if it\u2019s a praise, meaning that I have some style, or a criticism, meaning I am repeating myself. Anyway, I indeed always try to design games in which players take a limited number of decisions, whose impact strongly depends on the choices made by rival players. This means my games have strong interactions, often bluffing, double guessing, surprises and various psychological features. These games are as much about outguessing opponents than about calculations and strategy.<\/em><\/p>\n\n\n\n<p><em>This was true of my first published design, Baston, in 1984, which had a simultaneous programming system. I would not, however, design such a game today, and even if I did, It would not find a publisher because of its trashy setting, but also of its length and complexity. Some things stay, other change and my game have, very deliberately, become lighter and simpler, or even stripped won like my last published design, Fruit Cocktail, of which I\u2019ve been told it feels more like Knizia than Faidutti.<\/em><\/p>\n\n\n\n<p><em>My tendency, and my ability, to design games with short rules and few components, often just cards, is something I have slowly developed over the last twenty years. It might sound now like \u201cwhat the market is asking for\u201d, to quote some publishers, but it wasn\u2019t always the case and therefore it\u2019s not the main explanation. The game I design have changed mostly because the games enjoy playing \u00a0with friends have also changed and become simpler, lighter, faster. Is this due to aging, and not being able anymore to play all night long? Is this due to the global trend towards affordability and inclusivity? Is this due to my personal history? There\u2019s probably a bit everything. Anyway, If I were to work now on most games I designed ten or twenty years ago, I would probably make them less baroque, more direct. If I have to choose between games in the same genre, I have more fun now playing Mascarade than Citadels, playing Small Detectives (though it\u2019s far less known) than Mystery of the Abbey. All designers don\u2019t evolve in the same way, and if the 3d edition of Mission: Red Planet is not much different from the second, it is in part due to laziness, but it is also because while Bruno Cathala and I were both willing to make changes, they sometimes went in opposite directions.<\/em><\/p>\n\n\n\n<p><em>I prefer the games I am designing these days to those I created twenty or thirty years ago. I think they are better finalized, more refined, more efficient, more elegant, but they definitely don\u2019t sell as well ! I also think that, as a general rule, games designed and published now are better than those from the 2000s, but that\u2019s just my personal taste.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Je ne sais trop que penser du d\u00e9bat un peu bizarre, assez vain et tr\u00e8s franco-fran\u00e7ais, sur la \u00ab&nbsp;reconnaissance du jeu de soci\u00e9t\u00e9 comme un objet culturel&nbsp;\u00bb, discussion qui depuis deux ou trois ans anime pas mal le microcosme ludique. &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2026\/03\/27\/question-de-style-a-question-of-style\/\">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_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[123],"tags":[126,354,37,420],"class_list":["post-19383","post","type-post","status-publish","format-standard","hentry","category-creation-ludique-game-design","tag-intello-theory","tag-mascarade","tag-mission-planete-rouge","tag-small-detectives"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-52D","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/19383","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=19383"}],"version-history":[{"count":1,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/19383\/revisions"}],"predecessor-version":[{"id":19384,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/19383\/revisions\/19384"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=19383"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=19383"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=19383"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}