Lately I've wondered if I have advocated too strongly for elegance in game design when I really want to see more eloquence. The difference? "Elegance" has, ironically, built up a lot of minimalist dogma around it. It strays from one general design philosophy to design aesthetics. These days, I wonder if "elegance" is the beginning of a strong design, but not necessarily the end. "Eloquence" in game design allows for abstractions, complexities, and general grit on an otherwise perfectly faceted gem. Think of it as the organic flaws in an perfectly symmetrical rug. A master could have made this rug or game perfectly but where they chose to place those flaws says more about their intent than if it had been absolutely perfect. The trick is knowing where and when to implement "flaws" to best suit your play experience. That brings us to the classic dilemma of theme, mechanisms, and components and how all three affect the game. I find these