LRT: I LOVE elegantly simple games, esp w/pretty, mechanically significant art & visual design. Stellium, Space Park, Mystic Market, Dreamwell, Sagrada... Give me those over heavy, five hour cube-mover* games, any day of the week! I still get to call myself a board gamer!
* I call some games 'cube-movers' bc that seems to be the primary mechanic: move a cube along a track, move cubes from one card to another... Occasionally you MIGHT get a person figure! And I'm like *yawn.* Put some pizazz into it! I demand shiny gemstones & lavish illustrations!
I don't wanna hear "You just don't understand the FORM of a truly sophisticated mechanic ecosystem!" or whatever.

I'm a visual artist. You gotta engage those parts of the brain, too. Not everyone can get into truly abstracted cube-movers.**
** except Sagrada, which I SUPPOSE, TECHNICALLY counts as a 'cube-mover' but manages to be #Aesthetique at the same time, so. Exception that proves the rule, lol.
This is not to say that you can't enjoy cube-movers yourself, natch. Just that they're not for ME. And from my experience working at a game store, I know I'm not the only one.
If the easiest, strongest description I can come up with about a game is "it's an asymmetric worker-placement game set set in a fantasy land where you're rivals trying to amass power and magical items to achieve your goals," then some people's eyes glaze over.
As son as I say "you're DISNEY VILLAINS trying to achieve your nefarious goals, and LOOK at the ART (down to distinct playing pieces and card illustrations)!" then I'm describing the exact same game (Villainous) but there's visual appeal that hooks people and keeps them invested!
"It's a card drafting, kingdom building game where you score points through area control" vs "You're BUNNIES trying to make little fiefs across a fantasy land, & look at the little bunny figures!" (Bunny Kingdom, both times)

I'm oversimplifying, sure. But solid art/design SELLS.
And I'm not just talking box art, either. I was INTO Pret A Porter until I saw the mechanics - the concept and the box art drew me in. But then I saw what the game looked like on a table and noped out.
The opposite can be true, too - I'll give a shot to a heavy game outside my usual wheelhouse if the Aesthetic seems comprehensive and thoughtful. (Spirit Island being the best example I can think of)

As always, art/design matters!
The spectrum exists for a reason - some things aren't my cuppa but totally someone else's jam. And that's cool! But I firmly believe that thought given to aesthetic presentation, distinct component design, & design legibility of anything-with-text makes a game more *accessible.*
And "aesthetically accessible" does not mean "dumbed-down," either. Some of the most enduring tentpole "heavy" games are also aesthetically accessible! I'd put Spirit Island on the heavier side (though it's not King of the Heavies) and yet its visual design is great!
Twilight Imperium gives you little ships! Arkham Horror has gorgeously moody art! - & nobody would call those 'light' games. The extra mile makes all the difference, imo.
Anyway. Art/design & mechanics aren't a zero sum game. Lighter games are still valid. Thank you for coming to my Ted Talk, etc.

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