{"id":982,"date":"2011-05-15T16:14:06","date_gmt":"2011-05-15T16:14:06","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=982"},"modified":"2017-01-24T21:29:09","modified_gmt":"2017-01-24T21:29:09","slug":"le-rasoir-dockham-ockhams-razor","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2011\/05\/15\/le-rasoir-dockham-ockhams-razor\/","title":{"rendered":"Le rasoir d&#8217;Ockham  <br><i> Ockham&#8217;s Razor<\/i>"},"content":{"rendered":"<p><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2011\/05\/ockham1.png\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"985\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2011\/05\/15\/le-rasoir-dockham-ockhams-razor\/ockham-2\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2011\/05\/ockham1.png\" data-orig-size=\"200,266\" 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=\"ockham\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2011\/05\/ockham1.png\" class=\"alignnone size-full wp-image-985\" title=\"ockham\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2011\/05\/ockham1.png\" alt=\"\" width=\"200\" height=\"266\" \/><\/a><\/p>\n<p>Tr\u00e8s r\u00e9guli\u00e8rement, je re\u00e7ois des emails de personnes, jeunes et moins jeunes, d\u00e9sireux de se lancer dans la cr\u00e9ation de jeu et qui me demandent des conseils, m\u2019interrogent sur \u00ab la bonne m\u00e9thode \u00bb. Il m\u2019est aussi difficile d\u2019y r\u00e9pondre qu\u2019aux \u00e9l\u00e8ves qui me demandent comment ils doivent r\u00e9viser leurs examens \u2013 chacun est diff\u00e9rent, chacun doit trouver les m\u00e9thodes qui lui correspondent, et je ne pourrais sans doute pas plus travailler mes jeux comme Reiner Knizia, ou Martin Wallace, ou m\u00eame Bruno Cathala avec qui je collabore tr\u00e8s volontiers, qu\u2019ils ne pourraient travailler \u00e0 ma mani\u00e8re.<\/p>\n<p>Un r\u00e9cent voyage en Suisse, pour une rencontre d\u2019auteurs de jeux \u00e0 laquelle participaient de tr\u00e8s nombreux auteurs d\u00e9butants m\u2019a cependant inspir\u00e9 une r\u00e9flexion de port\u00e9e relativement g\u00e9n\u00e9rale. Beaucoup des prototypes auxquels j\u2019ai jou\u00e9, ou que j\u2019ai simplement observ\u00e9, m\u2019ont semble complexes, un peu tarabiscot\u00e9s. Un exemple parmi d\u2019autres, des personnages avec une demi-douzaine de caract\u00e9ristiques l\u00e0 ou un deux, voire une seule, aurait sans doute suffi.<\/p>\n<p>Je ne dis pas que le jeu id\u00e9al soit n\u00e9cessairement le go ou le morpion, avec une r\u00e8gle en tout et pour tout, mais qu\u2019il ne doit y avoir dans un jeu aucun \u00e9l\u00e9ment, aucune r\u00e8gle qui ne soit absolument n\u00e9cessaire au fonctionnement du jeu, c\u2019est \u00e0 dire \u00e0 son int\u00e9r\u00eat tactique ou strat\u00e9gique, \u00e0 sa tension chronologique, \u00e0 sa coh\u00e9rence th\u00e9matique. De m\u00eame, tout objectif que se fixe l\u2019auteur, en mati\u00e8re d\u2019int\u00e9r\u00eat tactique, de d\u00e9roulement du jeu et de richesse th\u00e9matique doit \u00eatre atteint avec le plus petit nombre possible d\u2019\u00e9l\u00e9ments. Ce principe de parcimonie me semble l\u2019un des rares qui s\u2019applique \u00e0 tous les types de jeux, le jeu de strat\u00e9gie \u00e0 l\u2019allemande, bien s\u00fbr, mais aussi le gros jeu un peu baroque \u00e0 l\u2019am\u00e9ricaine, dans lequel chaque \u00e9l\u00e9ment s\u2019ins\u00e8re \u00e0 la fois dans le th\u00e8me du jeu, dans sa progression et dans sa strat\u00e9gie globale, et s\u2019av\u00e8re n\u00e9cessaire \u00e0 l\u2019ensemble.<\/p>\n<p>Lorsque, dans les ann\u00e9es quatre-vingt, j\u2019ai commenc\u00e9 \u00e0 m\u2019int\u00e9resser \u00e0 la cr\u00e9ation ludique, mes premiers projets \u00e9taient inutilement complexes, et je passais plusieurs mois ensuite \u00e0 les simplifier, \u00e0 en enlever le superflu. Aujourd\u2019hui, j\u2019ai plut\u00f4t tendance \u00e0 partir d\u2019un syst\u00e8me tr\u00e8s simple et \u00e0 ajouter ensuite uniquement les \u00e9l\u00e9ments n\u00e9cessaires pour en faire un v\u00e9ritable jeu. Des m\u00e9thodes diff\u00e9rentes, donc, mais un objectif commun, utiliser tout ce qui est n\u00e9cessaire, mais rien que ce qui est n\u00e9cessaire.<\/p>\n<hr \/>\n<p><em>I regularly receive emails from people, young or old, who want to start deigning games and ask me for some hints or, even, for the right way, the right methodology. I can\u2019t answer them any more than I can answer students asking me how they have to prepare their exams. Everyone is different, and everyone must find his way, the methodology that fits him and probably won\u2019t work for someone else. I could never design games the way Reiner Knizia, Martin Wallace or, even when we can very well work together, Bruno Cathala, nor could they work like me.<\/em><\/p>\n<p><em>I recently attended a very nice small game design convention in Switzerland. There were many young would be game designers there, often presenting their first projects. One thing was striking with most of the prototypes I played, or just looked at. Even with simple strategy games, they always looked and felt a bit too complex, even convoluted. Two or three games, for example, had character cards with four or five characteristics where two, or even one, would probably be enough.<\/em><\/p>\n<p><em>This doesn\u2019t mean the best game is necessarily a single-rule game such as Go or Five in a row. It means that every rule, every element in a game must have its use. Every part of the game must add something in terms of tactical or strategic challenge, of story arc and of thematic consistency. Similarly, every design requisite in terms of strategic challenge, story arc or thematic consistency must be achieved with the least possible elements.<\/em><\/p>\n<p><em>This principle of parcimony is probably the one and only golden rule of game design. It is obviously valid with German style boardgame design, but it is also true of the best big and baroque \u201cameritrash\u201d games, in which each one of the many elements is necessary for the whole to work as a global system, and adds something to the theme, to the game flow and to the challenge.<\/em><\/p>\n<p><em>When I started designing games, in the early eighties, my first prototypes were complex and convoluted, and I had to work for months simplifying them, removing all the superfluous elements. Now, I usually start with a very simple and basic system and adds elements one by one, until I have a true game. Different methods, but a common goal, make use of everything necessary, but , and it&#8217;s more difficult, of nothing more.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Tr\u00e8s r\u00e9guli\u00e8rement, je re\u00e7ois des emails de personnes, jeunes et moins jeunes, d\u00e9sireux de se lancer dans la cr\u00e9ation de jeu et qui me demandent des conseils, m\u2019interrogent sur \u00ab la bonne m\u00e9thode \u00bb. Il m\u2019est aussi difficile d\u2019y r\u00e9pondre &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2011\/05\/15\/le-rasoir-dockham-ockhams-razor\/\">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_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[123],"tags":[126,276],"class_list":["post-982","post","type-post","status-publish","format-standard","hentry","category-creation-ludique-game-design","tag-intello-theory","tag-minimalisme-minimalism"],"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-fQ","jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/982","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=982"}],"version-history":[{"count":7,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/982\/revisions"}],"predecessor-version":[{"id":6854,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/982\/revisions\/6854"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=982"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=982"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=982"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}