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uptoElevenI recently got involved in a pretty heated debate over a list of perceived grievances about hobby gaming posted by one Michael Barnes. Whether you agree with his arguments or not it the list itself makes interesting reading, written as it is with the authors’ usual style and panache, and the discussion that follows is lengthy and peppered with personal abuse but is even more interesting to my mind. I don’t intend to go over that ground again here - that would be pointless since you can read the discussion if you want to know my opinions of the subject - but rather I thought it would be interested to look at what I think is the reason why some people perceive there to be problems with creativity, variety and professionalism in the hobby because personally it seems to me that a lot of these issues are linked to one single underlying factor.

There are two particular things that stand out about board gaming in comparison with other gaming hobbies that are relevant here. The first is the relative ease of design and production in our corner of the industry. Someone who wants to design and publish a computer game has got many, many long hours of level design before them and then many longer hours of writing and testing code to say nothing at all of the vast teams of people and thousands of man-hours that go into developing top-drawer professionally published video games. If you’re in the RPG corner you’ve got a lot of source material to think about before you can even consider game mechanics. If you want to design a miniatures game then you may even have to start to think about designing and sculpting your own figures, a process that requires incredible dedication and skill. And of course, you’ll likely already have realised that a budding board game designer has a huge and daunting overhead of repeated design-test-develop cycles in front of them. But what’s unique about board games is that alone amongst hobby games there is a sizeable contingent of games which remain very close to their mathematical roots, to the point where maths and logic skills are a great aid to successful play: abstracts and a lot of Euros. And if you reverse engineer that you’ll note that that means maths skills are a great aid to successful design. What I’m getting at is that a lot of the most streamlined, logical design in board gaming likely don’t require a lot of play testing because a maths whiz will be able to work out whether or not the elements of the design are well balanced and challenging enough by applying good logic to the design and algorithms to the testing.

That probably sounds like a bold claim, especially from someone who has never designed a game. And of course it doesn’t really apply to a lot of family games, wargames and ameritrash games. So in support of my claim I offer this evidence: how come it is relatively common to see game design competitions in amongst Eurogame communities, often with ridiculously short closing times attached to them? Other hobby areas do hold similar competitions but they’re rare events, with significant lead times and often considerable kudos if not actual cash attached to doing well. Yet some Euro-fans appear to treat the process of design as a rapid, throwaway process just because they can. You can see a similar thing going on with professional designers, where the most active of them are churning out several games a year. Compare this with designers in other areas of board gaming who tend to see one or two games at most come out in a given year. And Lord knows, if I had the knack to churn this stuff out and make a name for myself and a bit of money, I’d probably do it as well. Publishing can be similarly lightweight - most people could afford to fund a small, minimal-quality print run of a self designed game if they wanted to, or failing that there’s self-publishing for people to make as a print-and-play.

Which brings us on to the second element I wanted to discuss, which is the tendency of board gamers to collect things. That tendency pretty much ensures that if a hobbyist wanted to put down some money on a self-financed print run of anything other than the most atrocious game design, they’d probably sell enough to cover their costs. After all the rarity adds to the desire: I wish myself sometimes that I’d picked up a copy of Border Reivers while I had the chance - it looks like a pretty interesting game - and now the publisher has folded without ever doing a reprint. Now this, unlike design churn, isn’t unique to board games. Pretty much every element of the gaming hobby tends to encourage this aspect to some degree. What’s different about board gaming is the sheer physical space and time required to store and appreciate a sizeable collection of games. The stuff from my miniatures gaming days fill three small storage boxes in my loft: that’s three full fantasy armies plus assorted rule books, paints, modelling tools and so forth. Over the course of a few years I had the time to play with every one of those armies repeatedly. In other words although I collected stuff it didn’t take up too much space and I got plenty of usage out of my collection. On the other hand I have single coffin-box board games that wouldn’t fit in one of the packing cases I use to store an entire miniature army, let alone my entire board game collection. And 1/5th of my collection of board games has never been played, with a similar proportion having seen play only once or twice because again, unlike most hobby games, board games often require both extended free time to play and other people to play with. A miniatures gamer, alone, can paint figures. An RPG fan, alone, can read source books or design adventures. And either can do it for a much of as little time as they please. Not so the poor board gamer: if I want to play Twilight Imperium 3 I have no choice but to find at least 3 other gamers and at least 4-5 hours of time in which to play it. And by the standard of a lot of board game hobbyists, my collection is relatively modest and well-used. The point I’m making is that uniquely amongst hobby games the collect ability-aspect has got to the point where for many gamers the collecting is more important than the gaming.

So where am I going with this, you might well wonder? I don’t think either of these aspects is healthy in themselves and I think they should be discouraged. But if personal distaste isn’t enough to convince you then I’ll go further and say that it’s these twin aspects which have had the pernicious influence on the hobby as a whole that causes Mr. Barnes, and others, to see stagnation and sameness creeping into every corner. Because between them, what they lead to is an unsustainable volume of board games being published: more games than gamers can sensibly consume and play. I don’t believe there is a lack of variety or inventiveness in the board game hobby. It’s simply this sheer volume of output that causes there to appear to be a lack of innovation or creativity because the games that do stand out for whatever reason, whether its something new and clever in the design or something unusual in the theme or something striking about the art, unfortunately stand a very good chance of simply being buried in the avalanche of mediocre crap that surrounds them. Even if there are gamers and game writers out their championing the titles that they feel, passionately, deserve more attention, even if they actually get that more widespread acknowledgement, the sheer weight of the new stuff rolling down on top of them causes them, eventually, to be discarded and ignored in favour of newer, inferior titles.

This problem is exacerbated by my own bête noire of board game journalism which is the seeming inability of most reviewers to actually help people pick the wheat from the chaff. Again, it’s a unique aspect of the board gaming hobby that contributes to this which is the exceptionally wide range of tastes that the term “board gaming” covers. The distinction between different genres of video games is pretty narrow yet “board games” covers everything from family-friendly Euro-lite card games to monster wargames that take a lifetime to set-up and play and, even more confusingly, there is just sufficient commonality between the two to make a fan of each genre want to occasionally dip their toes in the others’ water so to speak. But the end result of this is just another reason as to why board gamers seem to continue to tolerate being drenched in chaff in a manner that would have turned off many other hobbyists many moons ago.

This problem even feeds into the lack of professionalism generally amongst writers in the hobby, one of the few critiques that Michael made in his original article that I wholeheartedly agree with and indeed would even extend to a lot of people who should know better, including many designers and publishers. Indeed one could even argue that pushing this stuff out en masse is actually pretty unprofessional in the first place but hey, people keep buying it so other people will keep making it. But when there’s such a glut of stuff around to look at, how can anyone seriously take on the task of bringing more objective, let alone aesthetic, analysis to the task of analysing so many games? As a game hobbyist I’ve simply had to pass by a number of games labelled as innovative by other writers in recent years, such as War of Edadh, and similarly other writers have no doubt missed out on some more marginal games that have impressed me with their creativity such as The Hell of Stalingrad. Video game journalists have it easy by comparison - it takes perhaps 30 hours of play time to get enough of a handle on a top-quality title to subject it to a rigorous critique, and the release schedule of big name games is spaced apart enough to easily fit in the time required and have plenty to spare to look at less glittery offerings from smaller publishers. For a good board game, 30 hours of play time might hardly scratch the surface, and the release schedule is overloaded with unknown stuff from unknown publishers, any one of which might be a gem waiting to be discovered.

There is of course an unfortunate Catch-22 here which is that if we reduce the volume of output from designers and publishers, there’s a smaller chance that something creative and clever will turn up in the first place. The answer to this links back to the level of professionalism on display from designers and publishers: if they were to spend more time making sure that what reached the market was top-quality stuff then we wouldn’t have this problem in the first place. Of course they’d have less stock to sell, and that in turn means higher prices. But here, again the volume problem links back to Michael’s list of concerns because I think a lot of gamers would be willing to spend more money on games if they had a much higher level of quality assurance. And if you’re charging more for the base product, the extra added by cool stuff in the box be it miniatures or artwork or the electronic wizardy Michael wants or, who knows, something truly, outrageously creative that we’ve yet to think of, will be a smaller proportion of the price and will be noticed less. So we pay more but we get better games with proportionately higher production quality.

Sadly, the bottom line here is that before we can address this problem, gamers have to decide for themselves whether there actually is a problem. A lot of board gamers seem to like collecting unplayed games and watching them gather dust. Indeed as the original article points out the currently top-dog of gaming sites, boardgamegeek, is as much about collecting games as it is about playing them. I originally got out of the world of miniatures gaming because I got fed up with the fact that most miniatures gamers, and the businesses that catered for them, were more interested in the modelling and painting side of the hobby than they were in the game side. It’ll be a great shame if and, and others, were to eventually burn out on board games because too many board gamers were more interested in collecting crap than playing gems.



 Matt is the founder of Fortress: Ameritrash. He is also a regular columnist for Board Game News.

 

Click here for more board game articles by Matt.

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Comments (15)
  • avatarbeuks33

    Great article Matt! You seem to have cut to the heart of the issue. Although there are so many variables to consider that it is necessary to fall back on at least a modicum of opinion. That is Barnes' strength though, broad opinionated generalizations that that polarize readers and generate great passionate discussions.

  • avatarmjl1783
    Quote:
    There are two particular things that stand out about board gaming in comparison with other gaming hobbies that are relevant here. The first is the relative ease of design and production in our corner of the industry. Someone who wants to design and publish a computer game has got many, many long hours of level design before them and then many longer hours of writing and testing code to say nothing at all of the vast teams of people and thousands of man-hours that go into developing top-drawer professionally published video games.

    Yes, this is true of top-tier, big budget console and PC games, not so for everything else. With Flash, and the umpteen different game maker utilities out there, it's easier than ever for someone to make a decent video game without long hours and technical expertise required. Even Xbox Live Arcade has a game editor, and plenty of amateur games available on it.

    Quote:
    So in support of my claim I offer this evidence: how come it is relatively common to see game design competitions in amongst Eurogame communities, often with ridiculously short closing times attached to them? Other hobby areas do hold similar competitions but they’re rare events, with significant lead times and often considerable kudos if not actual cash attached to doing well.

    These contests run shorter than 48 hours, do they? Because that's how long a lot of computer game competitions go, like Ludum Dare, or the Annual Wolverine Soft 48 Hour Game Contest, in which Sid Meier has participated.

  • avatarJason Lutes

    Yeah, mjl's spot on. I appreciate the argument in general, Matt, but the attempt to contrast boardgames against videogames falls apart, at least in the areas where you've chosen to compare them. Videogames can be even cheaper than boardgames to produce (and especially to distribute), and of all the channels of entertaiment available today it's hard to find one more glutted with derivative product than the videogame market.

  • avatarMattDP
    Quote:
    Yeah, mjl's spot on.

    Point taken. But I still think there's a gulf in quality here. The sort of 48 hours flash games you're talking about are almost all complete rip-off's of earlier designs but which sport either a new graphical skin or very minor game-play changes. On the other hand it's possible to design and test quite a meaningful board game relatively simply.

  • avatarmaka

    I personally love those short competitions (both in the videogame world and in boardgames). They usually have some kind of theme/rule that helps you focus your creativity and some of the stuff that comes out is pretty good. Of course, most designers, when the competition is over, take a lot more time to tweak and finish their designs, with the end product being much more complete and refined...

  • avatarSagrilarus


    The primary argument I have with Barnes' recent criticisms has been the price issue. Board Games are still largely inexpensive. The average BG player is spending more on their cell phone plan each year than their primary hobby. That is the driving factor here. That's why some many different titles are produced. That's why you see so much duplication. Every publisher out there would love to have the next Settlers, but until it arrives they're publishing "solid" games -- games that will sell. They turn down more than they publish.

    Boardgames (particularly euros) fit into the impulse-buy slot for most of us. Cheaper than a pair of sunglasses or a meal out, they provide a good slug of entertainment of a unique sort at a bearable price. Only when you start reaching into the ultra-high-end wargames (e.g. Devil's Cauldron at $249) do you start hitting prices that provide significant back-pressure on the purchase decision. With solid resale values the dollar risk on even expensive titles is small.

    I'd also take exception to the concept that video games are cheaper to produce than board games. If you talk about the junior-grade stuff you may have some footing. But if you compare marquis titles in both genres board games are much MUCH easier to get to market. Video-driven software is a bitch to produce using thousands of man hours. If they had a market the size of the boardgame market they'd evaporate overnight.

    S.


  • avatarHatchling
    Quote:
    ...unlike most hobby games, board games often require both extended free time to play and other people to play with...if I want to play Twilight Imperium 3 I have no choice but to find at least 3 other gamers and at least 4-5 hours of time in which to play it.

    This is a really interesting point, especially so in the context of your general argument.

    What I value most about our hobby is that it forces me to reach out, branch out and put a lot of care in organizing gaming sessions. That work, for me at least, is difficult. You need to deal with other people's schedules, commitments, quirks, tastes in games, and so on. It also requires more negotiation on the home front with spouses and family. And with busier work lives bearing down on everyone, the difficulty can get too much. But man that work is so valuable. It works the kind of personality muscles that make good people: a commitment to enjoyment (fun/play), persistence in the face of difficulty, tolerance of differences, adaptation, patience and so on. This kind of networking requires so much more from us, and is leaps and bounds more important than, stuff like Facebooking. In my opinion, if the difficulty of this important (and indeed pleasurable) work pushes people away from the hobby of playing games and towards the hobby of collecting them -- or substituting them for the kind of games that don't require "extended free time to play and other people to play with" -- that's unfortunate. But I wouldn't blame anyone for doing what they can to find some way of eking out whatever kind of enjoyment they can in these unfortunate times.


  • avatarChapel

    That's why I don't generally like to write reviews or articles about my hobbies. Then I can bitch and moan about anything I want to and not have to come off as having a lack of "professionalism"... I'm a game player and I'll bitch if I want too.

  • avatarSuperflyTNT

    ...which is the reason I do like to write reviews. Many of the reviews you see out there are really, really boring to read (overanalysis), really useless (underanalysis), and don't really come to a well-founded conclusion at the end. I'd argue that like everything else, 90% of the reviews are chaff and 10% of them are the wheat. I try to do my best to be in the 10%, but if I fail, such is life and at least it was an interesting, fun read.

    There is a concentrated problem with reviews, though, which is, as MDP pointed out, a lack of "true" media coverage. We have the Matt Drakes out there who write to entertain, we have the Mike Barneses out there who try to analyze, and we have guys out there that try to do some semblance of both, generally with little success. There is no "Barbara Walters" of boardgaming, really, and the closest we have are the Tom Vasel and Scott Nicholson folks out there. There's a lot of guys and gals who write "how to play" rules reduxes but never actually define WHY the game is interesting, in abstract terms, and there's an abundance of people who write "this is so much fun/this is shit" but neglect to explain why they feel that way or how they reached their conclusions.

    Me, my reviews are totally and unabashedly subjective, I tell people why I liked the game, who I think would like the game, how to play the game, why it's cool and different (or why it blows seamonkeys) and most importantly, if you should spend your money on it and why. I don't always (or arguably, hardly ever) get it right, but if more people take the time to PROFESSIONALLY examine games, be it whimsical or dry as a martini, we'd all be better off.

    Good writeup, MDP, and although I think you missed on some of the videogame analogy, if you look at an FFG production versus a EA/Blizzard type production, the point stands pretty well.

  • avatarmjl1783
    Quote:
    Point taken. But I still think there's a gulf in quality here. The sort of 48 hours flash games you're talking about are almost all complete rip-off's of earlier designs but which sport either a new graphical skin or very minor game-play changes.

    I dare say there are more than a few big budget, on-the-shelf retail video games about which you could say the same thing. In fact, you did say basically the same thing when you were arguing with Barnes over his article.

    But anyway, that's beside the point. The notion that it's easier for some hack to get his crappy board game out there than his crappy video game doesn't really hold up.

    Quote:
    On the other hand it's possible to design and test quite a meaningful, semi-professional board game relatively simply.

    Unless "semi-professional" includes digitally distributed board games, it isn't that simple. You've got to find a manufacturer (probably more than one) who'll even agree to take on your small job, find a place to store and assemble the games, and you'll probably have to end up handling most of your own distribution, retail, and customer service.

    That's a hell of a lot more non-development related overhead than you'd have to put up with making a downloadable independent video game.

    Quote:
    Look at it another way: if you buy a monthy video game review magazine, do you see them trying to cover every fan-made flash freebie game that hit the internet that month? No. Whereas board gamers do expect to see reviews of most of releases in a given time-frame.

    Well, first of all, mainstream publications do cover independent games, usually because the better ones end up getting console iterations eventually. And yes, I absolutely expect any legitimate print magazine to at least pay attention to what's going on in that area of gaming. It'd be stupid not to. But really, we don't need mainstream media sources to cover these games because there are plenty of online publications that focus exclusively on them.

    Also, most of these things are either free to play, or have a trivial cost, so you don't need legitimate criticism to make informed consumer choices like you do with premium video game products.

  • JJJJS

    I think Matt's got it. There is a cult of the new where people would rather play a game once or twice and abandon it once something else comes along. This leads to a glut of games and a demand the market just can't meet without copy and pasting mechanics. I recently had a conversation with a friend who was bitching about how many games he's played recently that have felt too same-y. My reply, "You, sir, have played too many games then." He didn't like that, but I think the volume problem is true.

    I think the board-gaming hobby has a quantity over quality issue that's pervasive in not only the games we play but the people who play them (or don't). I look around at people BGG and board gaming community podcasts and they've got like 150~200 games and freely admit most have never left the shrink wrap. Call it a 'collection' if you want, but I call it too many freakin' games. Games are meant to be played and enjoyed, not just collected. For a cautionary tale, look at comics. IMO, the idea that comics are collector's items first and market glut that led to their downfall in the 90s. Don't think this same collapse can't happen to board gaming. Comics didn't cost as much and economic times weren't as bad as they are now.

    I also think the video game comparison is apt and I don't think the presence of small press video games breaks it down. Even though we have Steam and XBOX Live and other video game digital delivery sites, video gamers aren't clamoring to buy each and every new flash game that hits the market. Not so with board gamers, from my observation. In addition, those smaller video games don't run the same price as a top-tier game nor do they give the impression of such. IMO, in the board game world, Fat Princess would cost as much as Fallout 3 and would get equal attention and love from Tom Vasel.

  • avatarShellhead

    Pen and paper RPGs are pretty easy to design, though very time-consuming to playtest. Just last week at the local game shop, I saw numerous obscure RPGs gathering dust on the shelves. Some might even be good, but it's hard to get a bunch of players together these days who are willing to play a non-D&D campaign.

    Some examples of obscure RPGs I saw there:

    Babylon 5 (can't imagine too many people still excited about that setting in 2010)
    Solomon Kane (anybody want to play the non-Solomon Kane characters?)
    Nightlife (a World of Darkness-type setting arrived one year before Vampire: the Masquerade, but failed)
    Mouse Guard (I've heard it's a great comic, but I doubt there is enough material there for an RPG)
    Tribe8 (supernatural post-apocalyptic setting)
    Ironclaw (D&D for furries)
    SLA Industries (cyberpunk)
    Terra Primate (a Planet of the Apes rip-off, using the All Flesh Must Be Eaten system)

  • avatarJonJacob

    Matt... I really appreciate this alternate perspective... we need someone to step up and show the variety of opinions on this site... good, timely article.

    but...

    Why the fuck does Sag always say things I want to say but sound smart??

    I need to go read a book or learn to stop trying to be a smartass.

    Sag... you need to bring more articles to the table.

  • avatardysjunct
    Quote:
    If you’re in the RPG corner you’ve got a lot of source material to think about before you can even consider game mechanics.

    As a point of information, this is no longer true for a sizeable minority of players and designers. The current trend in their circles is to view long passages of background description and world design as essentially the work of a frustrated novelist -- the emphasis being shifted toward providing tools to players to create their own settings and stories. Background and setting are often reduced to little more than bare-bones scaffolding.

    There's a 24-Hour RPG contest: http://www.1km1kt.net/
    It's produced a whole lot of forgettable games but also some really good ones.

  • avatarFATpete

    Many years ago Avalon Hill had a catalog tagline that went something like this:

    "A lifetime of pleasure for just 10 cents a year..."

    The point was simple: you buy a game for X number of dollars, you play it for Y number of years, and then arrive at Z, your cost per year.

    That was then; today we have too many games chasing too few customers. Many of the current titles won't stand the test of time... but then again how many people still play the Avalon Hill games they bought 15 or 20 years ago? Today the wide variety of price levels is a postive factor. As another contributor mentioned, for the cost of a large pizza you can buy a game which the family might enjoy for a decade.

    One consolation for those of us with notoriously short attention spans when something shiny (like a new game) is placed in our field of vision: even a used board game can be sold or traded.

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