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Teaching-ChessRegular readers will by now be familiar with my personal tale of the woe which, as a nascent board game hobbyist, arose out of the difference in what I’d been lead to believe Eurogames represented, and what they actually are. I’ll wager that many users on this site could tell you a similar story of disappointment so I won’t go over it again in its entirety. But one of the key things I took away from learning about early Eurogames is that, potentially, they were family games that most people could learn, play, and enjoy.

I was very excited about this prospect. Like most gamers, I don’t feel I get enough gaming time and getting more friends and family involved from time to time seemed like an obvious solution. And back in those early halcyon days, I put the concept that these were easy games to learn and play to the test time and time again. First it was Settlers of Catan, which seemed to me an absurdly straightforward game but which appeared totally mystifying to all and sundry who crossed my path. They were perplexed that it had no moving pieces, couldn’t grasp the basics of trading strategy and found the rules governing what you could buy and what it did overly complex. And so the box went back in the attic, to be reserved for trips to see friends who gamed.

Over the coming months, a variety of other titles crossed the dining room table. Ticket to Ride: Europe, Carcassonne, Lost Cities, Battle Line, Dominion, Ra, Galaxy Trucker and a variety of other simple, non-violent Eurogames. Of this varied line up, the only ones that made the grade in terms of ease of learning were Lost Cities and Carcassonne. Indeed it’s worth noting that the latter games’ flexibility in terms of audience and player numbers is a key part of its charm in my opinion. All the others were found confusing, difficult and rejected by one or more family members, even Ticket to Ride: Europe in which people balked at the stations and tunnels.

Naturally, I was intrigued by this enormous gulf in perception. And it seemed to me to stem from two different points, both of which are missed by an awful lot of gamers when they claim that particular games are simple or easy learn and to play.

The first is that German games don’t conform to the stereotype a game that most people grew up with. That’s partly what makes them so interesting to gamers, of course, but to those unfamiliar with the hobby, when they see a board game they’re almost always expecting something with moving parts. All the classic family board games such as Life, Monopoly, Risk and the like involving moving pieces around either a map or a stylised route printed on the board. In terms of European hobby games this is actually a fantastically rare arrangement: in many of them the board is just a useful information recording device, and even in those that have a spatial element, that usually revolves around building up fixed positions rather than moving stuff around. So strong is this preconception that people have a hard time wrapping their heads around the fact that a Eurogame is actually a game when it looks nothing like any one that they’ve come across before. As a result, the rules appear dreadfully confusing even though they may be very simple.

Of course, most people are familiar with the idea of abstract games such as Chess or Draughts or indeed pretty much any game played with a standard 52 card deck. But this leads into my second point, which is that German games are usually not presented as abstracts, but as thematic games which represent something in the real world. We, of course, know that is a lie, and that the theme is often paper thin. But the illusion of theme over what’s effectively an abstract presents a further barrier to the non-gamer. In addition, the presence of a theme leads people to quite naturally look for mechanical and strategic tie-ins to whatever real-world activity or concept the theme is supposed to represent. When they find that these parallels often don’t exist, it leads to further confusion and frustration.

Furthermore, without a handle on how the rules relate to the theme, people often find themselves lost in terms of how to go about improving their position. If you’re looking at a map, and the aim is to wipe someone else off it, then you instinctively understand that the key to doing this is almost certainly going to be defending your weak points and concentrating your force for maximum impact. If you’re plunging into a dungeon looking to kill a dragon and loot its horde then again, everyone knows from childhood literature that you’ll be exploring dark corridors and encountering horrible monsters that want to kill you. Faced with the card line-up of Dominion, how is it going to be obvious to most people that a key part of the strategy is avoiding all the lower value VP cards? It certainly has nothing to do with the theme of kingdom building and neither, in fact, does most of the game strategy. I worked out the requirement for high VP cards to avoid clogging up your hand on perhaps my third game but I’m a gamer, that’s what I do: most people, regardless of intelligence or education, are going to struggle to spot that simply because they’re not used to looking in the right places.

It’s worth noting of course that while I’m busy bashing Eurogames for being rather less family-friendly than their reputation claims, I’m not suggesting for a moment that wargames and ameritrash games are somehow better. While they have a closer relationship to traditional games, and thematic parallels that people can understand relatively easily, they’re often very aggressive and confrontational which many find off putting, and they tend to have a lot more rules than European games which is just as much of a barrier. Rather, I get annoyed by the claim that they’re somehow better suited to snaring people who are basically not interested in games into playing. In my experience it’s the enthusiasm that matters: if someone is interested in playing a game, they’ll make the effort to deal with the rules. If they’re not, they won’t and you’re best off not playing the evangelist for them as it’s a waste of effort.

Where this truly becomes irksome is when you see gamers deriding people or (more often) mainstream journalists and celebrities for not “getting it” because they found a particular low rules weight Eurogame impenetrable. That’s not bad journalism, it’s elitism amongst gamers. I have encountered a similar attitude because without a thematic hook to start on, I often find figuring out the strategy behind a Euro Game difficult. Other people tell me I’m being obtuse and that that’s the charm: there’s no point in playing a game where you can figure out the strategy from the off. But personally I find the prospect of playing a game for a couple of sessions where I have precisely zero idea of how to achieve my ends because it’s a spreadsheet game in which the strategy is entirely mathematical and non-spatial utterly dismaying. I think there’s a useful analogy with art. My favourite books and works of art are those which can be enjoyed without effort, but offer the viewer some reason or invitation to look deeper, and start to uncover hidden meaning or metaphors within the work. It’s up to the individual whether they choose to look, or how deeply, but the key is the initial, effortless appreciation drawing them in. Same with games: I want to enjoy my initial play sufficiently that I get a taste for wanting to delve into the strategy and improve my play. Without that starting taste, usually bolstered by a theme I can get into, obvious light strategy and a bit of randomness to make me feel I can compete with more experienced players, I’m put off.

All this matters because until gamers can start to understand what it is that makes people who aren’t interested in the hobby get into certain games and reject others, that long awaited cross-pollination between hobby and personal life simply isn’t going to happen. There is a vast gulf between casual gamers, friends who have a passing interest in games and might own a few but don’t have the same burning desire to collect and play as we do, and people who aren’t really interested and play to humour you. The former will play pretty much anything if you introduce it correctly: I’ve had people in that category digest relatively demanding games such as Titan and Imperial without a second thought. The latter will certainly enjoy a game but need coaxing, and above all an understanding that what’s obvious to you isn’t obvious to everyone. What they get instead is condescension and an elitist attitude. Unless that improves, laudable efforts to improve the image of the hobby such as Play in Public are doomed to fail.

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Comments (15)
  • avatarSevej

    Feeling bold?

    I feel that accessibility is very important to games, may be because I grew majorly with computer games (even if the 90s PC games are pretty difficult to get into). Personally the best games are the ones that are easy to learn and hard to master. Also, games are supposed to be intuitive. Games that need you to game the rule is not as good as the ones that not.

    Regarding Euro Games, my feelings are difficult to describe, but very similar to this situation: I find a computer games with pirates, elf, swords, aliens etc etc, and disappointed because it's a match-3 game.

  • avatarMattDP  - re:
    Sevej wrote:
    Feeling bold?[/q]

    Haha, fixed now. For some reason why I copy & paste into the F:AT editor window from Google docs now, it makes everything bold even though the original isn't, but it doesn't show up until it's published. Must remember to check for that.
    Sevej wrote:
    Personally the best games are the ones that are easy to learn and hard to master. Also, games are supposed to be intuitive.


    Often that's the case. But the point of the article is that equally often, the games for which this claim is made are not ones for which it holds true for non-gamers.
  • avatarDukeofChutney

    "if someone is interested in playing a game, they’ll make the effort to deal with the rules."

    at one of my game groups i played 3 games of chess against an older guy then tried to teach him backgammon. I had to explain some 5 times that he could only bounce men that were on their own, and that he couldn't land on a stack of men greater than one. He just didn't seem to get it. Chess is a more complex game than backgammon, and he is better at it than me. I don't think he failed to understand the rules because he's simple, i think he didn't understand because he would have much rather just played a 4th game of chess. The non gamers at my game groups always graviated towards the rather unused copies of scrabble and monopoly rather than accepting our offers to teach them something new. Interestingly they usually get bored mid game (scrabble and monopoly are pretty boring) unless they are winning by a clear margin. I find it interesting that they will opt for something they know is sort of boring over something new. It seems to me most non gamers arn't willing to try games that they didn't learn as a child. Perhaps it's because they want to get straight to the strategic part of the game and don't want to make even a low mental commitment to understanding rules and basic strategies. Maybe they don't think the reward of enjoying the game will be great enough. After all monopoly and scrabble are boring, why wouldn't other games be? Weird people that play games think other wise but then, they are weird.

    One comment i've oft heard to explain the incredible success of world of warcraft is it takes very little in game time to feel like your kicking ass. Maybe people prefer games where they believe there is a higher certainty that you will be kicking ass, hence choosing games they are familiar with. My chess playing friend wanted to play more chess because he was most probably going to beat me. At any other games he would probably loose.


    I've had far more success teaching thematic games to non gamers than straight euros. Ares project, Cyclades, Ascending Empires, Sekigahara, Disc World, and Survive are all games i've taught to non-gamers, simply because they look at the box and components and think, thats cool i want to learn and play that. Of the game above survive is the only one i can easily teach to people who don't want to learn it though.

  • avatarSan Il Defanso

    Euros in my experience work best with people who generally like games but have never really been exposed to anything. Contrast that with people who just don't care about games in the first place, where not even the simplest Euro will likely work. But if someone has at least a little background in games, even if its just understanding stuff like Scrabble or Risk beyond the most basic level.

    I generally do think that AT games are more accessible, because as you said they have more relation to mainstream games. This has worked best with stuff like Nexus Ops, Summoner Wars, DungeonQuest, Wiz-War, and even Cosmic Encounter. That's my experience anyway.

    And I can never underestimate the appeal of a bigger more complex game that also really sells the setting. Battlestar Galactic, Fury of Dracula, Merchants & Marauders, and Arkham Horror have all been successful with completely new people. The key is, the guy teaching needs to really know his stuff. That way you can field any questions without breaking the flow of the game.

    Great article, Matt.

  • avatarsgosaric  - Intuitive gameplay and clear objectives.

    I've been playing only with friends for years, but recently joined 2 gaming clubs and have been exposed to some older (circa 2000) and newer euros. Surprisingly I've found, that while I don't necessarily need a theme as in thematic experience, I enjoy many interactive games and traditional card games with zero theme, I do need intuitive gameplay. This can mean one of two things (or the same thing achieved in two ways).

    One is that the connection of rules to gameplay is intuitive. Firstly that there is way to connect gameplay to a theme and secondly that the game makes me feel like doing what it tries to portray me to be doing (thematically). Take Power Grid: I buy a power plant, then I buy a fuel for the same plant, then I build my electricity distribution network, then burn the fuel in the plant to supply my network. Note that it's possible for a thematic game to have non intuitive connection between mechanics and gameplay for instance because the rules are clunky and get in the way of what they should be representing.

    Second one is: clear objectives. If it's clear what I should be doing, I'll me more than happy with zillion possibilities to get to that objectives. Abstract like Torres for instance: objective = get your people as high as you can on as many buildings as you can. I also loved the comment of one eldery heavy eurogamer when he saw us playing Cyclades: where is the scoring track? No scoring track - you need two metropolises, and you can get them in 3 ways one of them taking over somebody else's.

    Offenders:
    0. Mostly Knizia. ;) Okay ancedotal again. But after playing Taj Mahal (I won becuse I did more of the same thing that everybody else and the VP spread sheet matrix agreed with me) I brought out Pandemic. What a breath of fresh air. With my friends we never loved Pandemic as we found it dry in comparison to AH. After a knizia however Pandemic proved to be thematically intuitive as it allow for the silent euro crowd to talk to each other in references to the theme: "I have to save Tokyo", "you should fly there" and so on (compare to: I give these two symbols (elephants) to aquire these tokens with 5 points for me)
    1. For real now. First offender is the VP spread sheet matrix. Especially when many of the parameters are hidden from other players (hidden cards or chits) and you have no idea where you are or what you should be after. When the winning conditions seem arbitrary, my gameplay seems pointless in relation. Cases: Ra, Taj Mahal. Stone Age is saved by its cutesy illustrations and the fact that it's so balanced it's easier to grasp the winning track: do what others aren't doing.
    2. Money and VPs in the same game. If I'm playing a game about investing or betting money, I expect money to be the victory condition. (VPs can be money where you can spend them - Smallworld for instance). Offender: Horse Fever.
    3. Some clunky stuff. El Grande for me is just too clunky in the theme to gameplay departement (even if I skip the Ibiza paratroopers). Mostly my objection is about having a map, having troops, and ignoring adjacency of troops.
    3a.: Comparing El Grande to CITOW
    - CITOW allows units to enter adjacent to your other units. El Grande doesn't care for adjacency of your units at all. What is important is adjacency to the King, but not being able to enter in King's area itself. I have no fricking idea what this mechanic tries to represent.
    - Okay, if adjacency of troops doesn't matter, why do I have headquarters? (El Grande cube) Makes no sense.
    - Bidding for turn order in El Grande is for me an extra layer that I don't find justified and needed in what I believe to be the main focus - getting your dudes dominate some areas of the map. In CITOW Knorne goes first as He is the Blood God.
    - Card in El Gradne are fairly abstract. In CITOW they are made to cater to each side's strategy. Also each player having their own deck makes the game flow faster than El Grandes almost purely tactical approach that is extremely AP prone.
    3b. Comparing El Grande to Torres
    - In Torres scoring and objectives are clear: height of knight X area of castles + king bonus. In El grande,ugh, with adjacency not as important it's less clear why certain regions are worth more, except to create imbalance which is further emphasised with ability to change the scoring with special chits.
    - again lack of bidding for turn. Torres does fine without it.
    - again adjacency matters in Torres - new "knights" must enter adjacent to the ones you have on the board.

    Some notes on intuitiveness. I'd like to frame intuitiveness as connection of theme to gameplay in each individual game. Of course if you play a lot of a certain genre and are familiar with mechanics, you'll find gameplay of your 6th worker placement game "intuitive". Which is just another word for "familiar".

    Interesting case was Haggis which I fell in love with after a few games. Haggis is a simple game, but it's not an elegant one as in elegantly interconnected abstracted mathematical diagram. Haggis clearly shows its debt to traditional card games (via Tichu) and their mish mash style of putting a game together. For a new player not coming from Tichu or climbing games, the small leaflet provides a challenge as many times important details are shortly described in one sentence (things that those familiar with the genre probably know and hence it's not emphasised by the rules). For that reason Haggis somehow feels organic.

  • avatarSagrilarus

    The last two years has taught me that the environment is as important as the game. I've watched a church youth group grow with game nights where some pretty intricate titles were on the table. Arkadia, Alhambra, even Railroad Tycoon. One of our success points was that us "experts" didn't play -- we coached rules, and coached strategy to all players. This was done out loud for all to hear so that the theme of the coaching was "let's all learn" instead of "let's find the secret to winning." So there generally wasn't a ringer at the table that needed to pull back or stomp on people in the "end scoring" that is so popular in modern games.

    I'll be honest -- I was skeptical when we first started out but having an established community (the youth group was solid prior to the introduction of boardgame night) to provide a comfort zone may have been the key to my friends' efforts. Winners got lollipops in the first few months which was a hokey enough prize to not exert pressure to succeed.

    In that environment more complex games got a fair chance. I'm not sure how often that's available to the general public. For me, when I'm bringing "alternative" games to the general public I stick with PitchCar and Wings of War, both of which are so simple (particularly from the "figure out the goal" perspective Matt speaks to above) that it's much easier for an emotional investment to occur.

    S.

  • avatarSuperflyTNT

    PitchCar doesn't even really qualify as a board game, IMO, as much as a carnival game. Which is awesome, FWIW.

    I just played Olympos for the 3rd time yesterday evening. One person gave it an eight. Another person was dead-set on giving it a two, and I told her to rethink that since it DOES matter. She acquiesced and went up to a solid 4. I gave it a 7.5. The last people gave it an 8 and 7 respectively.

    When the smoke cleared, I asked the girl why she hated it so much since it is so much like many of the other games she's played. It was a simple answer: Any game that forces me to read the rulebook twice, then refer to it every turn for two hours, is not a good game.

    I revised my score, because she's right. If I have to look shit up constantly, even after several plays (Assuming I'm not a moron with memory issues), it's the game.

  • avatarChapel
    Quote:
    All this matters because until gamers can start to understand what it is that makes people who aren’t interested in the hobby get into certain games and reject others, that long awaited cross-pollination between hobby and personal life simply isn’t going to happen.

    Good. Screw casual gamers. Never really wanted cross pollination to begin with. Give me just a small group of Gamer Gamers for the rest of my life and I am a happy camper. I mean, I am more than happy with playing Settlers, Lost Cities and Bohnanza with my family in perpetuity, but I couldn't care less if they ever got why I like Age of Renaissance, TI3, Titan, or D&D. Someone does, and that's the person I plan to deal with.

  • avatardragonstout

    Pete - that's weird, because her score was so low and mattered you asked her to rethink it? Do you ask people to rethink high scores, or only low ones?

    sgosaric - agreed with almost everything you talk about, except for the fact that El Grande is awesome and CITOW and Torres (especially Torres!) are shit. But even then, your points about lack of intuitiveness about the map for El Grande are spot-on. But I'll take that over a map that deliberately obfuscates information so that if I want to play at a reasonable tempo I'll be making constant bad choices because it's so fucking hard to see what's going on on the board.

    Biggest successes with people new to hobby games are Settlers of Catan and Cosmic Encounter. But they might not work if there weren't a gamer reading and explaining the rules. But as long as they don't have to read any rules, then the secret to "which hobby games should I introduce my non-gamer friend to" is that *FUN NEVER FAILS*. Carcassonne and 7 Wonders, on the other hand, do fail.

  • avatarSuperflyTNT

    If it's clear that someone is giving an overtly emotional response, I ask them to think about it for a minute and be sure that's what they want to give, because it does affect the whole.

    Smallworld was another example of this where a person we played with (She Who Shall Remain Nameless) it. I mean, like would flay it and then toss salt on it's scrotum kind of hate. And it's because she doesn't handle losing very well at all, especially when 2 of the 4 players ganged up on her for reasons of KANLY alone, just to get under her skin. So, she gave a very low score and stuck by it despite my questioning.

    Regarding Olympos, had this girl told me the second time that it was a 1 or a 2, I'd have jotted that down and it would've affected the total score. You'd be surprised how some games are so very, very polarizing. Or maybe you wouldn't be. Maybe one of these days I'll have to start putting footnotes on the articles to show what everyone's scores were.

    She had a good point on the game, and I had to agree with it, but she ALSO isn't keen on getting trounced, and she never really grasped how to play, and she was muttering stuff the whole game. So I knew it was emotional. I mean, it was really clear. I scored 40, Clay 38, and she scored a whopping 8. I mean, it was clear that she was pissed. So, when I got the census going, she snarled the score. So it was fair for me to ask.

    In Olympos I have a total of 12 scores tallied, most are between 6 and 8. A 2 wouldn't drag the game down a whole lot, but it will hurt it a little.

  • avatarsgosaric  - re:
    dragonstout wrote:
    sgosaric - agreed with almost everything you talk about, except for the fact that El Grande is awesome and CITOW and Torres (especially Torres!) are shit. /.../ But I'll take that over a map that deliberately obfuscates information so that if I want to play at a reasonable tempo I'll be making constant bad choices because it's so fucking hard to see what's going on on the board.


    Everybody who knows me (as a gamer) is so surprised when I mention I like Torres. I just like 3D whatever. And sometimes I want to force my friends to play a group puzzle all quiet and thinky like. (Okay did it once, I still live).

    I'm also not fond of CITOW map for same reasons. Bizarrely the overall graphic design (apart from the map) seems clean and elegant in comparison to other stuff FFG is putting out these days. I still cry when I see their Nexus Ops. I just don't get "let's mess up the graphic design as much as we can" attitude of FFG. Is dark murky baroque the only way one can present: fantasy? baroque? manliness? (keep your puberty and testosterone out of my game, thank you).

    An article of how graphic design can improve or hinter a gameplay would also be nice. And that's what a good graohic design does - makes information easier to read. For instance I just tried to play Haggis with a regular deck and it's harder to distinguish colours, bombs and so on.

  • avatarInfinityMax  - re:
    Chapel wrote:
    Never really wanted cross pollination to begin with. Give me just a small group of Gamer Gamers for the rest of my life and I am a happy camper.


    Preach it, brother. Can I get an Amen!

    I have plenty of friends who play the same kinds of games as me. Why do I need to convert anyone? My dance card is full. I don't need to lure people into gaming like I was a creep in a panel van handing out candy.

  • avatarubarose

    Excellent and thought provoking article as usual. A person's prior knowledge and experience, of both game mechanics and theme, has a huge impact on whether they "get" a game or not. One of my relatives once said that she liked TIcket to Ride because she knew how to play Go Fish and she knew what a train was. She then declared that she didn't like any of those other games that weren't about "real" things because they didn't make any sense.

    Also, I've found that Settlers of Catan makes sense to people who have played craps. If you present it that way to them they aren't expecting pieces to move.

  • avatarJeff White  - re:
    Chapel wrote:
    Good. Screw casual gamers. Never really wanted cross pollination to begin with. Give me just a small group of Gamer Gamers for the rest of my life and I am a happy camper. I mean, I am more than happy with playing Settlers, Lost Cities and Bohnanza with my family in perpetuity, but I couldn't care less if they ever got why I like Age of Renaissance, TI3, Titan, or D&D. Someone does, and that's the person I plan to deal with.

    Tru Dat!

  • avatarmikoyan

    I prefer games where the mechanics are tied into the theme somehow. I helps to make sense of the rules and how to win the game. I guess that's one of hte reasons I prefer Power Grid to Puerto Rico.

    But I think the ultimate fun comes from the right group.

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