What do you think makes for a good abstract game? And what would convince you to buy an abstract game?
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Replying to @robinwriting
For me, good mechanisms and interesting decisions. It's a bit vague, I know. The component look and quality for Azul seems to be drawing in a lot of people who would otherwise skip it.
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Replying to @gamesbymanuel
Thanks. I know that with a lot of abstract games, people just make their own copies. I think I'd have to make one very "premium" to get sales for it - like Azul and Santorini did.
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Replying to @robinwriting
That's another solid business model, where you can share the rules for free and then sell a premium version. It shows a lot of confidence in your game.
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Replying to @gamesbymanuel @robinwriting
Another important (positive) aspect is they can look simpler than they are. I can't count the times I introduced Kamisado by saying "I can teach you how to play in a single breath". Did it twice today!
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Replying to @gamesbymanuel
Kamisado IS really simple! It's not my favourite, but I can see how clever it is. I've done that with Tak quite a few times. Rules just take a couple of minutes, but the game is so deep!
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In the best abstracts the ratio of amount of rules to fun is usually very high!
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