Articles Analysis It's Not Funny If I Have To Explain It
 

It's Not Funny If I Have To Explain It It's Not Funny If I Have To Explain It Hot

munchkinEvery game store I’ve ever been to has stacks and stacks of all of the different variations of Steve Jackson’s Munchkin. It’s a perennial seller, one that has spawned countless expansions and legions of fans. And at first glance it looks like a fun game, with amusing rules and funny graphics. And look at all those cards! It’s full of items like “The Boots of Running Really Fast,” which is indeed kinda funny. But for my own part, kinda funny doesn’t really cut it. In fact, by the end of my one and only game of Munchkin, I was irritated at the game’s snarky attempts to make me giggle at all of its in-jokes. It was enough to put me off of playing the game again. Maybe you love Munchkin, and if that’s the case I salute you. I’m glad that you, the hypothetical fan, have found hours of enjoyment and humor from this game. But the jokes wore thin for me, and it made me realize how difficult it can be for a game to actually be funny.

 

Difficult, but not impossible. I’ve played plenty of games that have resulted in howls of laughter and amusement around the table. I’ve played just as many that were empty and goofy, and whose failed attempts at jokes sank the entire session. How can a game ever attempt to be funny? What does a game need to do to promote that moment where the players leave their inhibitions behind and just cut loose with laughter? And why do so many games that try fail spectacularly?

It’s easy to see why it can be difficult. Comedy is one of those things that happens without planning, and any attempt to coax someone to laughter has the potential to go in the opposite direction. By their very nature, games require rules and structures that can stifle any sort of group dynamic. It’s very difficult to nail the crucial component of timing in a game, where interruptions and slow players can throw off a game’s pace. Add to that the slippery nature of what makes different people laugh, and it’s a wonder that any board game can ever pull it off.

One thing that I’m pretty sure doesn’t work is putting actual jokes on the cards. This is the problem that plagues a lot of nerdy “take-that” games like Munchkin. Setup-and-punchline one-liners have their place, but they tend to rely on surprise to really work well. That doesn’t happen when you spend more than a few minutes with the same set of cards. The pleasure of a good joke is telling it to someone who hasn’t heard it and seeing their reaction. When you print actual jokes on your cards, what is funny one or two times will almost invariably become stale by the end of the game.

But the problem is, a lot of people find those games very funny indeed. Games like Munchkin and Killer Bunnies sell lots of copies every year, and other games try to catch that lighting in a bottle. Here I think we find one thing that take-that games have in their favor, which is pointless aggressive interaction. It’s funny to stick it to your friends, particularly when you have assured them that you had no intention of doing so. It’s not like the game’s jokes are making people laugh. They’re laughing when the guy in last place takes one more hit and tumbles into the abyss of game despair. It turns out that the game isn’t doing the heavy lifting. It merely serves as a way to pick on each other in a theoretically safe environment.

A lot of games tap into that vein, and I think that’s where most of my “funny” experiences come from. It doesn’t even have to be confrontational, but the more people can talk and interact with each other, the more laughs there will be. Cosmic Encounter is one game that has proven to be really effective here, since so much of the game revolves around playing WITH people. And of course, good party games can really shine in this situation. Those are the games that give us wonderful stories that last for years and years. I remember a game of Apples to Apples I played in college, where someone matched up “Manly” and “Anne Frank.” We had to take a fifteen minute break after someone intoned in a deep voice, “It’s not a diary, it’s a journal!”

So if games require some kind of interaction to really lift off, how can a game be designed to really promote those transcendent moments of hilarity? The biggest one for me is to simply get out of the way. By that I mean that a game requires a light structure to really take flight. Process is the enemy of humor. It’s a lot easier to have a funny game of Intrigue than it is to have a funny game of Die Macher. But the key here is not to go too far. You don’t want the game to not add to what you’re doing at all. Let’s go back to Intrigue, the diabolical negotiation game. It’s most impressive aspect is not so much how light it is, though it’s very light indeed. The impressive part is how that simple set of rules still manages to make it impossible to not string people along and break their hearts in a crushing lie. It makes everyone behave like a terrible person. For me, that blunts the sting of being taken in once again by someone’s sweet deceptions. Again, this is where party games excel. When there’s only a page of rules, and they make you play with or against the other people, it’s very easy for that game to elevate to the status of “funny.”

Aside from interaction, one underrated aspect is the removal of agency from the player. There’s something hilarious about a game that has no concept of what’s fair and just makes stuff happen to you. I admit that this is something that might be unique to me, but most of the funniest games I know have a huge streak of luck. The silly racing game Magical Athlete is borderline meaningless in its roll-and-move mechanic, but it is easily one of the funniest games I own. The Sisyphean task of trying to make reason out  of what is inherently reason-less is one of my favorite parts of a game. Dungeonquest and Galaxy Trucker both have this quality in spades, where the entire game is an exercise in trying to defy a game that largely wants you to die.

The problem is, that’s mostly something that I personally find funny, and that’s the wall that this conversation keeps running into. What I find funny, you will likely find silly and weird. What you find funny I might find distastefully sarcastic. And it really becomes strange when you deal with an entire group of people. That variability pretty much derails anything I could write here. It’s all well and good that I find interaction and randomness funny, but there’s a good chance that you’ll find it irritating. Heck, for all I know you and your group may have gotten hours of laughter from auctions in Modern Art. And now that I think about it, the idea of a bunch of people  howling with laughter at a game of Modern Art is pretty funny.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (7)
  • avatarNeonPeon

    I played Modern Art with my family once and there WERE hours of laughter. (Maybe only about one hour as the game isn't that long.) We all put on awful accents of our respective cities throughout the entire game, from the New Yawka (as New Yorkers we already have some of this, so it was really over the top) to bad German accents and so on. On top of that we made fun of the artwork and just kept the game moving quick and fun...Was a blast.

  • avatarJason Lutes

    Great article, I completely agree with your analysis. The funniest game sessions I've played have occurred when emergent gameplay meets the sensibilities of the people sitting around the table. The "light structure" you mention is key, but the most important ingredient is the people you game with.

  • avatarubarose

    You know what's funnier than Munchkin? 13 year olds who have just discovered Munchkin trying to expalin the game and its jokes to their Science teacher and a group of parents. I was at back-to-school orientation last week and got to be included in this conversation. The expression on the Science teacher's face was priceless. In case you weren't aware, Munchkin is the most awesome, funniest game ever and the D&D club should raise money to buy all the versions and expansions so that kids who get killed off during the D&D games have something to do while they are waiting for the next campaign to start. What is funny also depends upon how old you are.

  • avatarJMcL63
    Quote:
    Dungeonquest and Galaxy Trucker both have this quality in spades, where the entire game is an exercise in trying to defy a game that largely wants you to die.


    That's great line, which makes me want to try out one of these games, Galaxy Trucker at least (I'm not going back to FFG unless I really, really have to).

    Nuclear War and Judge Dredd are 2 games which have the 'take-that' factor you talk about Nate. Each also has their own moments of intrinsic humour: seeing Judge Death littering just never grows old; and asking for "Change of 25 million?" when you take a hit in Nuclear War rarely fails to provoke dark chuckles around the table. Games like these are also great for generating the 'pocket mythologies' whereby individual groups create their own little legends which can provide years of fun.

    All that said, I've never, ever laughed so much while playing a boardgame as I did once at Up Front. Witnessing 2 groups- of Japanese and Russian bayonet-men, just up and flat-out charge full-tilt at each other had me and my pal literally rolling around the floor in side-splitting hysterics. It took us at least 5 minutes to get going again once they'd made contact. I lost BTW, but that's another story. ;)

  • avatarSuperflyTNT

    Yeah, Nate nailed it. "The game wants you to die" games are my favorite. Maybe that's why I like co-op games so much, especially Ravenloft and DungeonQuest. There's something satisfying about being able to do a victory dance around the box whilst telling it to eat a fat dick.

  • avatarmjl1783
    Quote:
    The pleasure of a good joke is telling it to someone who hasn’t heard it and seeing their reaction.

    And the pleasure of a funny game is also this exact thing.

    Ca$h & Gun$, for instance, is a funny game. The first time you play it, it's a riot. The second time, still pretty funny. Thrice around, eh, still cuckle-worthy... I guess. After that, it's "why did we ever think this was fun in the first place?"

    But, that's because you've been playing the game over and over with the same people. Y'know, when you first play the game, it's hilarious because pointing little foam pistols at each other and trying to bluster your way through every single round, with no other viable mechanism for winning, is so fucking stupid. After that novelty wears off, no, what you're doing isn't funny anymore; it's just fucking stupid. Then, however, you have somebody over that's never played the game before. Maybe it's somebody that doesn't play games that often, or maybe they do, but you don't really feel like teaching them something more complex. At any rate, you remember how funny the game was when you played first played it, and you bring it back out. They're going to realize how ridiculous this whole thing is, which is funny, and you're going to ham it up while the game is out because you want them to have a good time. You may not find the joke funny anymore, but you don't want to be a buzzkill. And next thing you know, there it is. They're laughing, and you're laughing with them. Suddenly, the game is funny again.

    If you don't have that element present, then you're right; it's damn near impossible for any game to be humorous. Oh, you may be a real stitch while you're playing a game. I, and the guys I play with have laughed our asses off over more games of Space Hulk than probably anything else we've played. That doesn't mean Space Hulk is funny, or that it's somehow particularly conducive of gaiety. After all, I've had some damn good belly laughs at fucking wakes, too, and if anything's going to bring you down, it's a fucking dead body in the room.

    The way I see, games are funny when the joke is on you. That is, when the gameplay itself is the joke setup, and you are the punchline. Tales of the Arabian Nights is a good example of this. It's funny because you're all participating in the acting out of absurd things. You're diseased and sex changed, do you want to seduce the mad Djinn? That kind of thing is funny; those "you just had to be there" moments. There are also games that have a similar way of making you the jackass that are pretty damn good games in their own right, and have more structure and gameplay than your average "comedy" game, like War on Terror. So, I don't think the complexity of the game has that much to do with anything.

    Munchkin really isn't that bad a game. It's just that there's nothing particularly funny about the actual gameplay. Yet, it's supposed to be funny, so nobody appreciates it for what it is. People who don't go in for the cheeky nerd humor are going to think it's a shit game, and people who think all those jokes are real hum-fucking-dingers need to keep buying more jokes on cards to keep the game amusing. None of this has anything to do with its real merit as a game, because just looking at the gameplay without regard for all the other stuff, it's hard to see it as anything more or less than "just OK."

    I guess my point is that games are funny when you are doing something funny in order to play the game, not just while you're playing it. This can come in subtler degrees than, say, Ca$h & Gun$, but you're still a participant in this farce, and game needs to make you be silly in order to be dubbed a "funny game."

    As far as I'm concerned, the only truly funny games are the novelty sort of things. I could call lots of jokes-on-the-cards kind of games witty, or cute, but very few of them funny. This has a lot to do with the limitations of the medium. Comedy is a hard thing to do well. It's at least as hard to do as drama, and as far as we've ever seen, games are incredibly limited when it comes to any form of real creative expression. Funny games are, and probably always will be, lucky to achieve the level of something like Airplane!. That's a real knee-slappin' movie... once, and maybe every 10 years or so, when you've forgotten enough to make it feel fresh again. What made it good was how ridiculous it was, and the only reason it was ever enjoyable is because it's just so fucking stupid.

    So, if that's the best we can hope for, maybe some of these spectacular failures deserve a bit of slack.

  • avatarwice  - re:
    SuperflyTNT wrote:
    Yeah, Nate nailed it. "The game wants you to die" games are my favorite. Maybe that's why I like co-op games so much, especially Ravenloft and DungeonQuest. There's something satisfying about being able to do a victory dance around the box whilst telling it to eat a fat dick.

    Then you will love Gauntlet Of Fools: it lasts until everybody dies, richest corpse wins. Well, of course there will be some problems with doing the victory dance, unless you are a fan of Lisa Gerrard and Brendan Perry, if you know what I mean.

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