“The Castles of Burgundy has long been one of my favorite strategy board games, a 90-120 minute game of tile-laying with a complex scoring system that is often derided as “point salad,” meaning you can get points from so many different paths that there might seem to be no logic to it. I mention that up front because I think it’s a fair criticism of this style of game. Still, Castles of Burgundy is the best implementation I’ve seen of that sort of scoring, especially since designer Stefan Feld, who specializes in this sort of game, connects the different tile types in multiple ways, creating a game that scratches that complex scoring itch but is also well-balanced and coherent.
Digidiced has now brought Castles of Burgundy to Steam and to mobile platforms in a great-looking app that uses new artwork and allows for quick gameplay against AI opponents.”
—Keith Law, “Review: Beloved board game Castles of Burgundy is now an app.” arstechnica.com. April 13, 2019.
Interactive fiction is text-driven games and stories most commonly associated with the dawn of the computing age and games like Zork. Depending on one’s definition, you might be able to stretch the category to include games like Nethack.
Today, it is a thriving sub-culture with new works being created by independent creators. The Interactive Fiction Database is a good way to find great games or genres. The Interactive Fiction Competition a good place to look for new works. For a gentle introduction, try one of the many guides available.
The game 9:05, playable via the link, is a commonly referenced entry point to interactive fiction and is also used by English as a Second Language teachers to teach basic English vocabulary.
If you’d like to go old-school, some have been made playable in a web-browser. Want to play Zork without installing any software? Now you can.
Or, if you want to get a feel for these types of games but still want some graphics, try Nethack, a dungeon exploration game with permadeath which has recently been updated. Easy to learn to play, but very difficult to master. “Internet user needs food badly!” Best played cold, but it is also interesting to play if you read the spoilers.
“Why, we might ask, did Civilization turn out differently? A big piece of the reason must be Sid Meier’s unwavering commitment to fun as the final arbiter in game design, as summed up in his longstanding maxim of “Fun trumps history.” Meier, Bunten, and Crawford actually met on at least one occasion to discuss the games of everything they each had in progress. Crawford’s recollections of that meeting are telling, even if they’re uttered more in a tone of condemnation than approbation: “Sid had a very clear notion: he was going to make it fun. He didn’t give a damn about anything else; it was going to be fun. He said, ‘I have absolutely no reservation about fiddling with realism or anything, so long as I can make it more fun.’”
—Jimmy Maher, “The Game of Everything, Part 1: Making Civilization.” The Digital Antiquarian. March 16, 2018.