Whenever I design any variant, or when anybody sends me one, I always say if at all possible within the context of the game don't have two home supply centers touching each other.
Fred Davis’ quote reflects his approach to designing game variants, particularly in the context of the strategic board game Diplomacy. By emphasizing that no two home supply centers should touch each other, Davis highlights the importance of creating a balanced and competitive game environment. In Diplomacy, home supply centers are key territories that players fight to control, and placing them adjacent to one another could disrupt the gameplay dynamics by creating unfair advantages or making certain strategies too powerful or predictable.
Davis’ preference for non-adjacent home supply centers ensures that no player has an immediate geographical advantage, forcing them to engage in more strategic thinking and interaction with other players. This design choice is about maintaining equity in the game, ensuring that each player has to navigate both strategic and diplomatic challenges, rather than benefiting from a proximity-based advantage. By carefully considering the placement of home supply centers, Davis aims to maintain the integrity of the game’s competitive balance.
The idea that this decision should be considered "whenever possible" shows that Davis values flexibility within the context of the game. While he prefers non-adjacent home supply centers, he recognizes that in some cases, the constraints of the game’s rules or the variant’s objectives might require exceptions. This highlights his focus on both creative and functional design in ensuring a fun and fair game experience for all players.
The origin of this quote comes from Fred Davis, a game designer known for his work in the Diplomacy community. His statement reflects his extensive experience with the game and his commitment to ensuring it remains challenging, engaging, and fair for players. As someone who has designed and refined Diplomacy variants, Davis has a deep understanding of how small changes in the game’s layout can significantly affect its overall playability.
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