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The Human Angle The Human Angle

tlc humansWhenever I ask people to name their favourite columns from those I’ve written, there’s always a unifying thread amongst the responses. Everyone mentions pieces that skirt around that deliciously murky place where games and real life collide. Whether it’s the story of how gaming helped me reconcile pacifism with an interest in militaria or the tale of how my daughter learned to love gaming, the human interest stories that always float to the top.

And why not? Human interest stories float to the top of journalism like the oil-slick rainbows of childhood puddles. We are human. Other humans interest us. So when deeply felt, personal stories collide with our interests and hobbies the result is a perfect storm of wonderment that, at best, helps us know ourselves and our relationship with our games just a little bit better.

As you’d expect, it holds equally true of video gaming journalism. I was reminded of this universal truth this week when this superb article about playing L.A. Noire with a native of the games’ 40’s setting, united internet denizens in a flurry of adoration. It seemed to set other journalists tumbling over one another to mention other, previous favourite pieces. And again the universal truth held. Many were articles made special by the human angle, such as this harrowing fable of a S.T.A.L.K.E.R. press event near the actual Chernobyl reactor.

So no surprises that people playing games is also the number one thing mentioned when I ask people what they want to see more of. So here I am, trying to do just that. But when it comes to board games, what’s surprising and worrying is just how difficult that turns out to be. I’ve written those two pieces I mentioned at the start of this one and I think there’s probably one more in me, about family gaming over the festive season, which I may slot in closer to the appointed date. But beyond that I have nothing.

This should not be. Board gaming is a deeply social experience. You’re playing face to face, right there, with other human beings, real people with whom you can chat, share jokes, pass the time between turns with banter about things other than the game. Social mores are actually leveraged as game mechanic in anything that involves trading or negotiation. Playing games has been a part and parcel of custom and tradition for centuries. There are, in fact, few hobbies that are more social than playing a board game.

Computer gaming is certainly not one of them, unless your definition of “social” encompasses screaming juvenile obscenities over a headset during multiplayer Call of Duty Games. And yet human interest stories in the videogame press abound. How do they manage it? Well, a quick glance at the articles I linked earlier, or at relevant pieces from any outlet, reveals that the personal angle is usually exterior to actual game play. Very little in either of those articles actually talks about playing the game, but instead relate the experience of play to things in the real world, reaching out to touch important, emotional things that everyone can understand.

Videogame journalists can make this link for two reasons. Firstly because playing computer games has become a mainstream, ubiquitous thing. That means it’s becoming a cultural reference point, a thing readers can relate to quickly and easily without paragraphs of introductory text outlining the setting or mechanics of the game. Secondly because computer games have begun to do a startlingly good job of mimicking aspects of the real world. Much of the piece about L.A. Noire was focussed on how good it was at evoking the physical reality of 40’s L.A., and how in doing so it missed some of the cultural realities of that period.

When we sit down to write about board games, we’re afforded neither of those luxuries. The things that differentiate hobby board games from mainstream ones are not well known and often need explaining, even to an enthusiast audience because many of them may not be familiar with the intricacies of the game in question. And even the most simulation oriented board games are highly abstract compared with the reality they seek to depict, so we need to spend time delving into the relationship between the two. It’s hard to make the link between the experience of play and real life in a board game because there rarely is a link to make. And when you can it’s impossible to do it and keep the narrative flowing and trimmed to a reasonable length because of the background material required.

So we come back to the fact that the experience of playing a board game is inherently founded in social reality in a way that playing a computer game is not. That, surely should be something we can leverage? But it seems not. For all the thousands of that I’ve spent gaming, I have precious little even in the way of anecdotes to offer, let alone genuine human drama. I have a lot of fun to show for those hours, and I wouldn’t give up them up for anything. But all I learned from them was better statistics and logical thinking. For all the much-vaunted social value of board games that tends to get trotted out by hobbyists explaining how much better their hobby is than nasty, introspective video games or TV watching, precious little that happens in the game has much relevance to what happens outside it.

It’s very tempting to open up the whole can of worms with the introverted, socially awkward gamers again but I don’t think it really has much to do with this, although I do feel that some people use gaming as an excuse for not socialising otherwise, fooling themselves that they get all the social time they need over a board . It’s about the games themselves and how obsession can limit horizons. I don’t think I ever realised any of this until I read those pieces of videogame journalism and had a long, hard think about how one might be able to find a similarly powerful angle for board games. But I could not. And, strikingly, I couldn’t think of a single board game writer who ever has.

Before that realisation I happily bought into that “board games are social” line. But that seems to me a quaint, self serving myth. Board games are only social in a dreadfully restrictive manner, totally isolated to play itself. There are too many times that I’ve been out with friends to play, and got home, and been asked “how is so and so? how are their kids?” and I’ve not been able to answer. That’s sad, but I kept on justifying it to myself by thinking about how much we talked and interacted.  But all we talked about was the game, and what happened in the game. Board games are a great tool to organise your socialising around, but it’s too easy to let them dictate your interactions completely.

Could we do anything about this? Yes, if we wanted to. It'd help is board gaming was more of a common culltural touchstone than it is. But a lot of hobby gamers have a worryingly narrow definition of what constitutes a board game. There are many games on the fringes of the hobby scene that encourage genuine sociability and imagination, such as the excellent storytelling game Once Upon A Time, or the emerging scene in mass-participation social games to look to for inspiration, all of which a lot of hobbyists would turn up their noses at for being too imprecise or poorly defined. But then again there more important question is, do we want to? There's nothing particularly wrong with game experinces being escapist, introverted or non-social. But perhaps it's about time that we stopped pretending they were not those things, and kidding ourselves that they're a substitute for genuine socialising.

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Comments (13)
  • avatarrepoman

    Wow, my experience could not be further from what you describe. You don't socialize or shoot the breeze with the people you play with?

    Quote:
    There are too many times that I’ve been out with friends to play, and got home, and been asked “how is so and so? how are their kids?” and I’ve not been able to answer.

    I know Uba's spawn had a party for her and her friends the other night and it went well and the girls even helped clean up.

    I know Engineer Al's friend, the drummer in his garage band, is a good fellow but has a problem playing card games.

    I know Josh Looks wife recently got to hang out with the fantasy artist Boris Vallejo and that his in-laws had guests over for dinner the other night.

    I know Kevin's son has begun to have trouble in school because he's failing to turn in homework.

    etc. etc.

    So, I respectfully refute your premise.

  • avatarMattDP  - re:
    repoman wrote:
    Wow, my experience could not be further from what you describe. You don't socialize or shoot the breeze with the people you play with?
    ... snip ...
    So, I respectfully refute your premise.

    Not quite so easy. I do socialise with many of the people I play with but not while we're playing, unless there's significant downtime. It's something you do before and after the game. My premise is that board gaming as an activity is not inherently more social than many other hobbies, not that board gamers are not sociable, or that gaming doesn't lead to socialising.

    And besides, to return to the original point that inspired the article, where are your big human interest stories related to board gaming?

  • avatarscissors  - Re: socialising

    I agree with the idea that board games, as much as I love them, are "a substitute for genuine socialising" and sometimes a poor one at that.

    Not that we don't shoot the shit or have fun and mess around when we get together (we do, a lot) but by their very nature - forcing you to focus on varying tasks and to follow a set of rules - games often limit true interaction and certainly 'unexpected' conversations and fresh discussion.

    For one thing, good friends you're used to playing games with can fall into a 'default' mode when they know it's a game night, so even if an evening is successful, I don't know that that often expectations are surpassed, usally they are only raised if more alcohol than expected is consumed, or somebody throws an unexpected wrench into the works: suggests you go to a bar on the corner or go clubbing or to get some late take-out or a late movie... but basically ditches the game aspect of the evening.

    Genuine socialising has a flow of its own that is not interrupted or filtered by the game experience: just this weekend my wife and I went to see an art exhibition with some friends we were getting to know a bit better. We ended up in a perfect dive later, having a few drinks talking about stuff in a way that was spontaneous that a games night would have absolutely killed.

    I love playing board games but as much as I would like it to be otherwise, they are not a great socialising tool.

  • avatarrepoman
    Quote:
    And besides, to return to the original point that inspired the article, where are your big human interest stories related to board gaming?

    Certainly if one looked such things could be found. Human interest stories of people substituting board gaming as a social interaction in place of drinking (of which I know a few) or drugs.

    Human interest in how board games make a connection between parent and child that carries a commonality through even when the child is an adult.

    Human interest, as in Engineer Al's case, though I won't speak for him, where he uses board gaming as a socialization tool for some of the children he works with who otherwise have trouble breaking trough their shell.

    Quote:
    Genuine socialising has a flow of its own that is not interrupted or filtered by the game experience: just this weekend my wife and I went to see an art exhibition with some friends we were getting to know a bit better. We ended up in a perfect dive later, having a few drinks talking about stuff in a way that was spontaneous that a games night would have absolutely killed.

    You are sort of refuting your own point here Scissors. In the above story, how much of the discussion whilst you were at the exhibit rather than after or before?

    Yes yes, while playing a game you are by necessity not engaging in deep conversation with others around the table. The game is a tool or an excuse to bring people together to pursue a common goal. The same can be said of the art exhibit. Or any activity. If you play in a soccer league, how much socializing do you do when you are on the field? When you ride a motorcycle, how much discussion do you have while you are riding? Are we then to assume that organized sports, or motorcycles or attending a play or art exhibit are NOT social activities?

  • avatarscissors  - re:

    You are sort of refuting your own point here Scissors. In the above story, how much of the discussion whilst you were at the exhibit rather than after or before?

    Fair enough - the art exhibit, or shared sports event or any activity - can provide a shoehorn into discussion/more animated interaction afterwards, definately.

    Sometimes with board games, or game nights, though, there is no 'after'. Worse, some people think the board game IS the interaction.

    To paraphrase the title of that Lance Armstrong book 'It's Not about the Bike' (which I haven't read but the sound of the title suits my purposes here) It's Not About the Game. If a games night is bookended by other activity/discussion/having fun, those are the nights that are memorable.

    Afterwards, it is the antics or topics that followed that I remember, not really so much, especially over time, whether so-and so's femme fatale killed off my last guy on a spaceship to Mars (Mission: Red Planet) or other specifics. Yeah, we still talk about the time my friend Raf, unnoticed by us, racked up all these mysterious new ships as the Filch in Cosmic while the rest of us were shouting at each other - that was hilarious because it was right under our noses. But usually it's not so much the games I remember but what came afterwards.

    So I am gonna qualify my statement, realising it is contradictory, that board games can't be a great socialising tool. I guess they can be, but to my mind ONLY if the game is not the final or only event. If the design has something inherent that sparks lively interaction that can than carry into the fun of the rest of the evening, super. Doesn't always happen, though, and some designs don't allow it or have it built in.

    Games which provide a lot of room for interaction and metagame fun (The Resistance, The Really Nasty Horse Game etc)are great and set a good tone or break the ice , but a lot of games don't provide that experience. I know, we've been here before, but if I am sitting down and playing a heavy Euro like Terra Mystica or a heavy AT game like Runewars, that pretty much sucks the energy right out of the room. Even if we all like the title. It's usually the case that the heavy games is all we're gonna be doing on such a game night, and there won't be room left over for anything else. And for me there is little more frustrating than people leaving after a four hour game that they enjoyed, admittedly while it lasted, but left them so drained afterwards it's only 'time to go home'. Such game nights srike me as almost... completely *pointless*.

    I have to admit, I find myself moving away from the heavier games for this very reason: they can be great technically but more and more they *kill* the fun (or at least the kind of fun I want to be having these days!). For me, the honeymoon with the heavier titles in the hobby, is largely over.

  • avatarHatchling

    I guess much turns on what we mean by "socializing". I find out what's happening in people's lives before and after the gaming because usually when the game is underway we need to pay attention to it. But even if I never find out what's happening in people's lives, I feel closer to them after a game. Seeing their expressions, body language, their physical presence, hearing their voice live, and interacting with them over the game -- all that is "socializing", it's just the kind that is difficult to relay back to eg your significant other when you get home. But that said, I do feel the game night is lacking if I don't get my updates about what people are up to and dealing with day to day, and sometimes, if I'm particularly starved of news about someone at the table, I'll just veer away from the game and demand some quick non-game socializing to touch base with him or her before we continue with the game. But if there's too much game and non-game socializing happening at the same time, I tend to do both badly.

  • avatarwice

    Strangely, for me, playing boardgames is a substitute for playing boardgames. It's a form of entertainment, like watching a movie together. If I want to socialize with my friends, I'll go to a pub or a restaurant, where we can talk without distraction.

  • avatarMattDP  - re:
    wice wrote:
    Strangely, for me, playing boardgames is a substitute for playing boardgames. It's a form of entertainment, like watching a movie together. If I want to socialize with my friends, I'll go to a pub or a restaurant, where we can talk without distraction.

    Bingo.

  • avatarSuperflyTNT
    Quote:
    Before that realisation I happily bought into that “board games are social” line. But that seems to me a quaint, self serving myth. Board games are only social in a dreadfully restrictive manner, totally isolated to play itself. There are too many times that I’ve been out with friends to play, and got home, and been asked “how is so and so? how are their kids?” and I’ve not been able to answer. That’s sad, but I kept on justifying it to myself by thinking about how much we talked and interacted. But all we talked about was the game, and what happened in the game. Board games are a great tool to organise your socialising around, but it’s too easy to let them dictate your interactions completely.

    Quite simply put, you're doing it wrong. You're more interested in the game than the players. Me, I play games with my friends, not local whothefucks, and so when we get together, we chat about things, discuss matters of great and minor import, and as an aside, conquer Middle Earth or save people from burning buildings.

    I see no difference in playing boardgames or sitting at a pub. If we're at the pub, we're eyeballing girls, playing some pool, whatever. When we're at home playing games, we're eyeballing dice, moving pawns, whatever. It's simply something that we do in lieu of doing anything else that we might otherwise do together.

  • avatarjmanders85

    I think one thing you're missing is that playing a board game is still a shared experience and, if it's a good game, a story added to the myth of your friendships. Even though you might be non-social during a game, you still have a way to relate to this person through at least a shared memory which could be a jumping off point for a future more in depth conversation.

  • avatarShellhead

    When I was younger and had loads of free time, gaming was just as good as any other socializing, because we played casually and talked a lot about everything during the game. In recent years, now that my free time has become more limited, there is more emphasis on focusing on the game, and then just hanging out and talking some before and after the game.

    While it's not technically a boardgame, my D&D campaign is similiar enough. Yesterday, we talked for over a half hour while waiting for everybody to show up. One topic was the smoking ruin of my compost bin out back (long story), plus we also talked about plans for Halloween and this new Argo movie that some people saw the other night. After the game, three of us were talking about a mutual friend who survived a heart attack last week. There was a whole other conversation going on with some other people at the other end of the room, and as usual, people stood around talking for almost an hour after game.

    I'm surprised the nobody has mentioned it yet, but eurogames are worse than average for social interaction. The essential mathiness of those games tends to shut down on talking in general while players contemplate numbers.

  • avatarscissors  - re:
    wice wrote:
    Strangely, for me, playing boardgames is a substitute for playing boardgames. It's a form of entertainment, like watching a movie together. If I want to socialize with my friends, I'll go to a pub or a restaurant, where we can talk without distraction.

    Dividing up activities is more realistic if you're in your 20s to mid-30s and possibly single, and you have enough time before the demands of family, kids, the job, spill into all the free time you never realised you had :) We have a kid, 99 percent of our friends have kids, so even when something is planned, there is always a factor of uncertainty: it's a miracle, for example, if you plan a weekend a month in advance and nobody gets sick or has to cancel. So board games, if you play them, have to be combined with broader socialising. You can be damn sure when we do get together in a group we are not going to play some mathy, heavy solitaire euro where you optimise and convert resources for three hours (and euros are guilty as shellhead says). Increasingly, even some bigger AT games are no longer preferred: nexus ops will have to do, where starcraft won't.

    Often, board games don't even make it off the shelves, because they chew up too much time to really 'talk' together and sometimes when they do, they shut what was a promising conversation, down. I dunno, most of the time, they're just not the #1 focus anymore. Maybe it'll change for us, maybe it won't.

  • avatarldsdbomber

    Computer gaming is certainly not one of them

    Matt, this is complete nonsense! Not every computer gaming experience is COD. I ran a computer golf site for about 10 or 12 years (its still going but my mate takes care of it now), playing weekly events using Microsoft Links Golf, we had leaderboards, chat forums, matchplay games, an entire community. In 1999 I think I had 6 or 700 members, each year would finish with a virtual ryder cup. It was more like a social club than a computer games group and a lot of those kinds of communities exist in other games

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