• On his blog Go Play Listen, designer Chris Marling advises us that "variability doesn't equal replayability", pointing out that "[d]esigners and developers are flogging themselves to death creating variants which can be set up 'X' different ways for games which will likely sell a maximum of 5,000 copies and be played once or twice by each purchaser". An excerpt:
• The graph above comes from Reddit user Shepperstein, who downloaded BGG data for board games released between 1990 and 2018 that have at least twenty ratings in order to visualize how board game categories on BGG relate to one another. The graph below indicates how games within categories relate to one another in complexity (with larger nodes indicating a higher average complexity) and in ratings (with redder nodes indicating a higher average rating).
Designer Oliver Kiley riffed on Shepperstein's work to create a relationship chart of his own that merges information related to both categories and mechanisms to see how these overlap and get a better understanding of how such things could be reorganized. An excerpt:
I also thought it was interesting to compare opposite sides of the graph. Wargames are directly opposite to Children's games. Highly thematic games in the Fantasy/Fighting, Science fiction, and Cooperative realms are all opposite to Economic (euro-style) games and abstract games. Likewise, games that focus on area control/majority elements and derive much of their deep strategic play from spatial positioning and the like are opposite to party and deduction style games, which emphasize an entirely different sort of player-to-player interactions.