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Board Gaming's Missing History Board Gaming's Missing History Hot

decoderWhen I was in college, I discovered Roger Ebert’s series about “The Great Movies.” For the past 10-15 years, Ebert has been steadily releasing essays on films that he considers to be particularly entertaining, moving, or otherwise significant. There are several hundred essays collected now, including such varying subjects as Lawrence of ArabiaGroundhog Day, and Goldfinger. Say what you will about Ebert as a critic, but his command of language is remarkable. His gifts are best used in this context, where he doesn’t need to say whether a movie is worth paying to see, but rather he can focus on the details of what brings greatness. He’s a good candidate to write such essays as well, simply because of how many films he has seen.

Two factors in particular struck a chord with me. First of all, greatness can come from any genre. It doesn’t matter if its a comedy, a tragedy, a feel-good sports movie, whatever. Secondly, his essays provided a wide shot that allowed me to see the massive sweep of film history. I am the type who wants context to what I’m doing. Who has done this before me? What leaps and setbacks were experienced in a particular field? Various pursuits gain a bit of meaning when we understand what has happened before us. And reflecting on the history of different fields makes me wish that board-gaming had a history to call its own.

I don’t mean to say that there’s no actual history there. Obviously there is. I do mean that we have a shocking lack of interest in what has come before. Although the hobby is around 40 years old, it remains very difficult to understand the context of our past. Most gamers possess a saddening lack of perspective about a hobby that has been going on well before many of them were aware.

I’m not sure where we get this dearth of perspective. At least part of it is due to the generally unprofessional atmosphere that has always been a part of board gaming. Basic things like contracts are so murky that people often have no idea who has the rights to some out-of-print titles. It’s not hard to see how details and anecdotes have slipped through the cracks. In addition, the board-gaming community is so tied to the internet that it’s hard to research any details that happened before the internet became the key driving force of the hobby. Boardgame Geek only goes back to 2000, and many gamers seem to regard that as the cut-off date, where the Dark Ages ended and the Golden Age began.

The result is a hobby almost totally devoid of roots. Oh sure, there are people who have been in for a long time. They remember the days before Eurogames were the big hot thing. They might still treasure those old copies of Gunslinger and Kremlin. But those old games will often give way to whatever iteration of deck-building is hot this month. The tastes of gamers are more and more being shaped without the influence of Avalon Hill and SPI. I count myself among these greenthumbs. I’ve been in the hobby for a mere five years, and I discovered many old games thanks to modern reprints. But there are times when I feel like a total old-timer in the hobby. I once talked to a guy who said his favorite game was, no joke, Fresco. (For those non-gamers out there, this is a little like saying your favorite movie is “Snow White And The Huntsmen.”)

I realize that I’m coming off as an old crank here, which is ironic considering how new I am at this whole thing. It’s easy to shake a fist at “kids these days” and curse the darkness. And if we never really get those roots in place, the hobby will proceed as it is now. But I think that if we could find that sense of shared heritage, we might see that board-gaming will be healthier than its ever been. Because more than new flash and pretty bits, people want to know that there’s a little bit of depth to what we do.

It’s true that we play games for fun, and it is inherently a frivolous pursuit. But it’s also true that meaning in hobbies is often found in shared experiences and in sharing those experiences with others. I once read a forum post on F:AT from a guy who said that he has played Magic Realm for 30 years. While raising his children, it was a family tradition when they reached a certain ago to teach them to play Magic Realm as well. Now these kids (now grown, I believe) still play it with their parents. That’s not just playing a game, that’s creating a legacy and a ritual with the people who matter most in your life. That’s the kind of thing that brings people closer together. You don’t even need kids to see that happen, because the same thing occurs with old friends. I dearly hope that I will someday be able to share the same kind of joy with my kids, maybe over something like Merchants & Marauders or Twilight Struggle.

Thankfully, board gamers are slowly beginning to realize that their past extends back further than they thought. The last few years have seen reprints of the vast majority of long-lost classics, and those that haven’t made it yet are likely in the works. Somewhere, there’s a gamer who never thought he would care for Wiz-War who now sees it presented to him on the game store shelf. Some of the old guard will huff and puff about whatever issues the reprint has, but it’s a net gain for the hobby. It perpetuates old concepts that still have value, and it keeps people from turning their backs on ideas that they consider to be outdated or old-fashioned. Thanks to modern publishers like Stronghold and Fantasy Flight, new gamers like myself can connect with stuff that we never would have otherwise played.

Obviously, not every old game is a timeless classic. The sell-by date is often twenty years ago, and a lot of important games are actually painful to play. But even in that case, there’s value in simply being important at one time. In a perfect world, there would be a site that would chronicle the history of the hobby from it’s nascent days in the 1960s all the way through the present time. Some sites made a game try at this, like the much-missed Games Journal. It wasn’t perfect, but it was a good start at talking about this topic. Bruno Faidutti’s site also pulls from all different genres and eras in it’s attempt to find the “ideal game library.” That’s good stuff, so let’s run with it. Rather than the endless churn of the shiny, it’s time to dig into the past to bring up some real gems, forged by time and trial.


 

Nate Owens is a frequent contributor to Fortress: Ameritrash. He is also living the glamorous life of a board game essayist through his blog, The Rumpus Room.

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Comments (38)
  • avatarSagrilarus

    Last year I picked up Hobby Games: The 100 Best which more or less invited 100 people from the industry to take a game not their own and just write on it. Any game from history, the 100 essays were on whatever each author thought was worth the time to discuss. Though some of the games chosen weren't particularly interesting to me, what was almost universally interesting was their discussion of the lay of the land when it came out. Each game's impact in-situ and what was going on around it in the industry at the time proved to be the best parts of the book, thin though they were.

    S.

  • avatarSuperflyTNT

    Bruno's shutting that site down, FWIW.

  • avatarDukeofChutney

    i've been buying games for about a year now. Perhaps slightly more. Interestingly Avalon Hill is now the dominant publisher on my games shelf (i have around 30-40games). Its far easier to see the rich heritage of boardgaming in the wargaming world. Most of the war games lists on BBG are loaded with nostalgia.

    What suprises me is how i guess the main stream has seem to have forgotton its past conviently. An exmaple i would give on this is Greg Schlosser. When i got a copy of machiavelli i looked on BGG at sessions reviews etc and found a load by Greg, quite well written too. Infact, back a decade ago he wrote about quite a few older war games. But looking at anything*(i've only read about 3 or 4 of his reviews) he has written in the past couple of years you would never be able to tell that he used to like long complex war games. The comments he produces on modern games just don't seem to gell with that past to me. I don't mean to pick on Greg, but it seems a fairly common theme on the geek and amoungst board gaming culture. I guess console gaming culture is quite similar. In my experience most console reviewers and journalists dont back reference much, but PC gaming does quite abit, and obviously film and books do.

  • avatarJeff White  - re:
    SuperflyTNT wrote:
    Bruno's shutting that site down, FWIW.

    I was sad to read that.

    When it first dawned on me to look boardgames up on the internet (around 02 or so) his site and morseo Kulkmann's Gamebox where the two I would go to and read and reread all the time. Then I found BGG in around 04 and it's ok, but I'm a simpleton and preferred the laser focus of the smaller sites as opposed to every opinion of tom, dick, and harry on BGG.

    That said, I also preferred when there were less games to read about and digest. Recently, I was feeling over-saturated and ready for a bust, but now don't really give a damn. I've dropped out of keeping up with new releases. Even pause with Mice and Mystics. Looks great, but do I need _another_ attempt at a dungeon crawl?

  • avatarMattDP

    Please note that this is Nate's first piece as AN OFFICIAL F:AT STAFFER! And it's a belter too :)

    Actually, I think it's worth noting that in terms of the history of board gaming, even people who've been gaming since the 70's are barely the tip of the iceberg. There was a fascinating documentary on TV a couple of years ago about the whole history of gaming in Europe. One of my favourite things was to discover that in the cloisters of medieval churches & cathedrals up and down the country, where ordinary people would queue to see the vicar, there are carved nine-mens-morris boards so that the supplicants could amuse themselves as they waited.

    http://en.wikipedia.org/wiki/Nine_Men's_Morris#History

    http://www.bbc.co.uk/programmes/b00pddc6
    (A lot of it is on YouTube if you want to watch)

    By the standards of history, it's our modern perception of gaming as an activity for children and geeks that's odd.

  • avatarSpace Ghost

    The "Game Makers: The Story of Parker Brothers" is quite an interesting book on the rise of the most dominant game company. To some extent, there is a little bit of discussion about the challenges met and subsequent decline.

    http://www.amazon.com/The-Game-Makers-Brothers-Tiddledy/dp/1591392691

  • avatarSan Il Defanso

    Yeah, Matt's right. Now you guys are stuck reading me every week. That's what you get for encouraging me.

    Sag, I had totally forgotten about that book. That's exactly the sort of thing I am thinking of. Even better would be an online resource. It seems like a good topic for a wiki of some kind.

    It's a shame that Bruno is shutting down his site in its current form. I understand that life moves on and so forth, but I wish he would at least leave the original reviews up in some kind of archive. It's still a valuable resource, just because it goes back so far.

  • avatarSuperflyTNT

    Oh no. Nate's a Staff Writer now?

    I can't imagine you being able to type with a staff, but hey, I guess you're awesome like that, Gandalf.

  • avatardragonstout

    I've got copies of that Hobby Games: The 100 Best and Family Games: The 100 Best books for sale, if someone wants to buy them, please buy them off me instead of Amazon. Personally, I found the Family Games book the more fascinating of the two (there's a Peter Olotka article on Risk! Richard Garfield on Scrabble!).

    Awesome that you're a staff writer now, San, you're my favorite F:AT writer at this point.

    To your mentions of the Games Journal and Bruno Faidutti's Ideal Game Library (which was where I first heard about many games, pre-BGG), I'd add GlamorousMucus' geeklists, in particular the one that surveys games from the 1940s to 2000. There's just a pretty short blurb on each game, but it's a treasure trove of games you've never heard of combined with old games that everyone SHOULD have heard of.

    I think it's bizarre and a little bit of a bummer how little experience hobby gamers seem to have with Chess, Go, Backgammon, Checkers, etc. People's judgments seem to be mostly based on having played them as a kid against their dads, and people lazily throw around "chess-like" willy-nilly whenever there's open information or even just if they want to convey that there's heavy strategy, without care to the particulars of the game.

  • avatarMichael Barnes

    Ebert is one of the reasons I wanted to be a critic. I grew up watching "At The Movies", and seeing him talk in a sophisticated, intelligent way about movies- sometimes with passion, sometimes with venom- really shaped how I percieve media. He's also the reason that I was asking my parents to take me to see movies like Blood Simple and Blue Velvet. When I was nine.

    Anyway, this is a great article about an under-discussed facet of the medium. The problem is that I still don't think anyone has ever really taken hobby games seriously enough to really examine trends, styles, and the "technology" of design and how it's changed. There's also the issue that hobby games, outside of Magic, D&D, and Warhammer have almost zero impact or presence in the larger culture.

    But there is definitely a hobby gaming story that goes back into the 1960s (with some earlier precedents), and it is very much an art history story. The problem is that it may not be worth telling due to the transience of individual games that you allude to in your prose. And there's also the relatively low numbers of people playing these games...and there is a certain march of obsolecence that renders many top games in the junk pile after just a couple of years.

    There's also so, so much filler. The really important, significant, and meaningful games are few and far between. Was 7 Wonders impactful and resonant in the hobby, or was it just a kind of fun game that you played ten times and sold?

    The irony is that board games are stuck in this kind of "Top 40" mentality. Before the internet and digital music distribution, Top 40 dominated popular music. Kids DID NOT listen to old music, they listened to what was current on the radio and then MTV. Games have gotten like that too, where you've got that sidebar on BGG that pretty much tells you what the most widely played, currently well-regarded titles are. Of course there's outliers, but the thinking is just like top 40 music.

  • avatarMattDP
    Quote:
    The really important, significant, and meaningful games are few and far between.

    Now this is an interesting observation. Not because it's wrong - it's fairly obvious and entirely correct - but because it requires you to ask what's important, significant and meaningful. Is it sales? Impact on popular culture? Impact on other designers? Because for an awful lot of hobby games - even the ones we applaud - the answer to all three questions is going to be "no".

  • avatarSan Il Defanso  - re:
    MattDP wrote:
    Quote:
    The really important, significant, and meaningful games are few and far between.


    Now this is an interesting observation. Not because it's wrong - it's fairly obvious and entirely correct - but because it requires you to ask what's important, significant and meaningful. Is it sales? Impact on popular culture? Impact on other designers? Because for an awful lot of hobby games - even the ones we applaud - the answer to all three questions is going to be "no".

    I dunno, sometimes it's just good enough to be a terrific game that does whatever it does really well. Merchants & Marauders isn't exactly innovative, but man it does so much stuff well that it's hard to care very much.

    I'm not even really thinking about the impact of board gaming on culture as a whole. I'd like to see some better documentation within our bubble. That's the first step, I think. Once we have a greater appreciation for where we've come from, it's much easier to understand what's important and what's not. That can only be considered a plus for the hobby.

  • avatardragonstout
    Quote:
    a lot of important games are actually painful to play.

    I gotta say, I can't think of a single important game where I feel that way. Names?

  • avatarSan Il Defanso  - re:
    dragonstout wrote:
    Quote:
    a lot of important games are actually painful to play.


    I gotta say, I can't think of a single important game where I feel that way. Names?


    Most of the ones that came to mind are older ones. I know I might get strung up for it here, but I don't really have much use for plain ol' Risk, for example. It's such a foundational game, but I just don't like it very much.

    I've not played it, but I know a lot of people who feel this way about Diplomacy too.

  • avatarStan Leer  - Mismash of observations

    Sound Opinoins have a segment that they call their "desert island" island jukebox were they talk about specific albums and why they would include them in the proverbial desert island jukebox.

    Certainly something similar could be said for the board game community and obviously the list would be different from different people. This end up being a separate discussion of the history of board games. The ancientqualityofgames and the many that have stood the test of time we know about reflect the technology and time people had to play them. The veritable glut of the past 15 years probably is a reflection of cheap printing and graphic design not mention the growth of the gaming subculture.

    I like history but in as much as one wants to look at the history of boardgaming, it is very much different from the history of the board gaming subculture. Not to split hairs out the article seems mor reflective of a desire to look at the history of the latter not the former.

    Barnes' review of decades past was really good. The discussion of different decades of gaming mightbe what you had in mind. There was really a lot more to the modern hobby than what the past decade and half would suggest.

    In a different vein, precisely because there's so much filler the comparison to the movies is apropos. The point of criticism is to be able to place cultural objects relative to one another and end up being a reflection what constitutes Quality. If four movies came out a year we wouldnt need critics or reviews. They exist precisely to reflect and stratify.

  • avatardragonstout

    Sorry to give you a hard time, but..."Risk" (or even "Risk & Diplomacy") = "a lot of important games"???

    Oh man, you've gotta play Diplomacy at least once, I still think that's the best of the epic games and the best of the DOAM games. Just make sure you play with fun people, it is *not* fun with people who aren't a little evil, and most miserable Diplomacy experiences I've heard of are either due to playing with people who don't get it or are due to the game taking forever to play. Just accept that you're not going to play all the way to conclusion and call it as a 2-or-3-way tie if it gets to that point. And despite being very long and having a lot of depth and replayability to it, it is a game where you can "get" it during the first game, so if you like it you'll like it from turn one. And it is emphatically *not* just a pure "popularity contest" game as many complain, there is a TON of "game" to it with the very asymmetric starting positions.

  • avatarStan Leer

    Damnable ipad typing.

  • avatarSan Il Defanso

    No worries, dragonstout. I'm flattered that you're paying more attention to my word choices than I sometimes do. I mostly put that line is as a cop to the fact that old =/= good. Important games sometimes have their time past. I didn't list a ton of examples for a reason. Most of the big hobby games from years past that I've played have been cherry-picked from years of hindsight. I've read plenty of threads about how someone goes back and plays a game they grew up with and realize that it kind of sucks.

  • avatarMichael Barnes

    Is it sales? Impact on popular culture? Impact on other designers? Because for an awful lot of hobby games - even the ones we applaud - the answer to all three questions is going to be "no".

    Yeah, I think that's exactly right. It's hard to measure what an "important" or "significant" design is unless it's a megaton bomb that completely changes the _format_ of the medium. There are games or subsets of games that trigger certain trends (like deckbuilding), but it's hard to really gauge if that's an important movement or not. Following on from this, if we assume that it is because it's changed the _format_ of games, then Dominion emerges as a particularly important game. But I'm not sure that it really is. It's tough, it's just not clear as it is in other mediums. Some of it is because it's a fairly new kind of media and also because we don't have that rigorous, acaedemic establishment of critical grammar and valuation.

    It's really hard to say...Cosmic Encounter would mostly be considered a hugely influential, important,and impactful design. But really, it's a distillation of Diplomacy and other gaming concepts. Even the "rulebreaking"/special powers idea has precedents elsewhere. It's in chess. But we can definitely trace a lineage _from_ Cosmic, so it seems that there is validity to the claim there.

    I was bullshitting with Bill ABner not that long ago and I told him that he and I should write a history of hobby games and get it published. My concept was the whole thing would be focused on early Avalon Hill wargames, Dungeons and Dragons, Warhammer, Magic, and Settlers of Catan. Not only because those are the tentpole, "household name" brands in the hobby, but also because you can trace everything back to those games. You could probably stick Cosmic in there between D&D and Warhammer, but it's not as recognizable outside of the hobby ghetto. And really, there's a lot of D&D in Cosmic...

    I would agree that a lot of important games are painful to play. Not because they're bad, but because time and changing perspectives has rendered a lot of old games less accessible. Up Front, for example, is a profoundly great game but getting someone else to commit to playing it is tough, let alone focusing on it with so many other games available. Magic Realm is awesome, but how playable is it really when it requires so much out of the player?

    Like it or not, times have changed and games like Magic Realm are dinosaurs. I wouldn't call them obsolete, but they really demand a lot more time and focus than more recent games do. This does not mean more recent games are lesser or diminished. It's just that the game design paradigm is completely different in terms of what acceptable playtimes, rules burdens, and component densities are.

    You know, another issue that isn't really talked about in assessing old games from a historical perspective is how _different_ it is to play something like Magic Realm today that it would have been in '82. Back then, you would have had a couple of people who were all really committed and focused on playing that game and there may not even be that many other games available to the player group. So the experience- the squishy, volatile part of playing games- would likely have been much more conducive to enjoying and appreciating the game. These days, playing a game like that is SO different. There's player aids printed out from the interent all over the table, there's some guy with an iPad, two people aren't interested in playing it and want to play Mage Knight instead, one guy's on a phone the whole, none of them have ever played before and probably won't play it again. That makes Magic Realm a completely different game than it used to be.

    What I'm saying is that the volatile, unreliable nature of the games experience affects how we can approach them with a historical eye.

  • avatarcelticgriffon

    We all go through an evolution when it comes to the games that helped shape us. Everyone's evolution is a bit different especially when their parents only really had access to the standard fare on the K-Mart shelves.

    At some point I think it is useful for every gamer to at least try a miniature system, a RPG, a CCG, a true wargame, a Euro, classic games such as Go and Chess and Othello or Pente, a video game, a computer game, etc, etc, etc.

    Great article Nate!

    Michael

  • avatardragonstout  - re:
    Michael Barnes wrote:
    Cosmic Encounter would mostly be considered a hugely influential, important,and impactful design. But really, it's a distillation of Diplomacy and other gaming concepts. Even the "rulebreaking"/special powers idea has precedents elsewhere. It's in chess.

    I'm gonna call bullshit on this. Chess simply does not have rulebreaking powers, unless someone once told you that there was a rule that every piece could only move one space. I'll be very impressed if someone comes up with an example of rulebreaking before Cosmic. More importantly, with Cosmic it's not just that there exist things with special powers, it's that the PLAYERS have special powers, and therefore there is asymmetry. Sure, there's major asymmetry in the starting positions of Diplomacy that has an enormous effect on the game, but the *rules* had always been the same for each player of the game when they sit down, until Cosmic.

    Michael Barnes wrote:
    I was bullshitting with Bill ABner not that long ago and I told him that he and I should write a history of hobby games and get it published. My concept was the whole thing would be focused on early Avalon Hill wargames, Dungeons and Dragons, Warhammer, Magic, and Settlers of Catan. Not only because those are the tentpole, "household name" brands in the hobby, but also because you can trace everything back to those games.

    This would be *awesome*. Particularly the tracing-things-back part. I still think that the difference between Settlers and earlier games is wildly overstated, though; the only thing is just that those games hadn't been translated into English, and the ones that had been weren't as popular. Settlers is the only game on the list above that I'd say has its name there due to popularity & quality, as opposed to genuine innovation.

    Michael Barnes wrote:
    I would agree that a lot of important games are painful to play. Not because they're bad, but because time and changing perspectives has rendered a lot of old games less accessible. Up Front, for example, is a profoundly great game but getting someone else to commit to playing it is tough, let alone focusing on it with so many other games available. Magic Realm is awesome, but how playable is it really when it requires so much out of the player?

    If my wife, who hates WWII games, loves playing Up Front (as do I), I have a hard time calling it "painful to play". In fact, while many people have said about Up Front that it's "hard to learn the rules" or "hard to find an opponent", I have yet to see anyone here say that they actually don't enjoy playing it. I was giving San a bit of a hard time about the "a lot of important games are painful to play" part because I've found it shockingly untrue: the games that made important innovations are also still really fun. I realized this when reading your infamous "10 games every gamer must own" article years ago: despite those games largely being the first and most important in their genre, they're also for the most part the BEST in their genre.

  • avatarMichael Barnes

    Any game- before Cosmic- where there were cards that caused you to move differently, take more money than normal, or do anything outside the letter of the rules had "rulebreaking". The Get Out of Jail Free card is an example.

    As for "painful to play", it's a semantics thing. Up Front is a great game, but unless you play it regularly it's a pain in the ass to play. This is adjunct to the "teaching rules" discussion going on in the forums right now. If you play Up Front 3-4 times a month with your wife, that pain point goes away. But there, you're playing the game closer to how it was INTENDED to be played, as a hobby commmitment.

    Settlers was extremely innovative in that it brought together a lot of trends going on in German design and it also brought forward ideas like the modular board. Was it a lightning-in-a-bottle, out-of-nowhere, divinely inspired moment? No, not at all. There's as much Craps and Roulette in Settlers as there is Risk and Acquire.

    The funny thing about Settlers is how many games can you actually claim are "like" it? There isn't ANYTHING that I can think of that really plays, behaves, and flows like it does. It's singular in that regard, and I think that its impact on the way people think about game design, participation, resource management, and other mechanics was profoundly impacted by the game. The fact that it's popular and very widely played and recognized means that those influences are even deeper. Even if a game is designed to NOT be like Settlers.

  • avatarSagrilarus

    Each historian is going to bring a different perspective to the same events. You get the gist of history by reading widely and judging for yourself.

    The book I mentioned above was illuminating precisely because each author got to pick which game they wrote about, and the list is far from a who's who of boardgames. Some of them are downright obscure, one only had about a dozen copies ever in existence. But each article provided a view into a moment in this history we're talking about. Were Abner and Barnes to write their book they would bring a personal perspective to the task that would be insightful (and likely inciteful) but their true goal would be to raise issues, not settle them.

    S.

  • avatarEl Cuajinais

    Great article Nate. Thanks for pointing me to Ebert’s essay about Groundhog Day. This was a great find for me: My favorite critic talking about one of my top 5 movies. I had read the movie review many times but didn’t know of his later essay. That movie is a masterpiece, and Murray’s performance should have earned him an Oscar nomination.

    I will often disagree with him on his ratings, but Ebert’s commentary is invariably intelligent; I also credit Ebert for calling out the beginning or what I refer to “sperm comedy”. It was the summer of 1999 for those who don’t remember. From his American Pie Review:

    Quote:
    "American Pie" comes in the middle of a summer when moviegoers have been reeling at the level of sexuality, vulgarity, obscenity and gross depravity in movies aimed at teenagers (and despite their R ratings, these movies obviously have kids under 17 in their cross-hairs). Consider that until a few years ago semen and other secretions and extrusions dare not speak their names in the movies. Then "There's Something About Mary" came along with its hair-gel joke. Very funny. Then came "Austin Powers," with its extra ingredient in the coffee. Then "South Park," an anthology of cheerful scatology. Now "American Pie," where semen has moved right onto the menu, not only as a drink additive but also as filling for a pie that is baked by the hero's mom. How long will it be before the money shot moves from porn to PG-13? I say this not because I am shocked, but because I am a sociological observer, and want to record that the summer of 1999 was the season when Hollywood's last standards of taste fell. Nothing is too gross for the new comedies. Grossness is the point. While newspapers and broadcast television continue to enforce certain standards of language and decorum, kids are going to movies that would make longshoremen blush. These movies don't merely contain terms I can't print in the paper--they contain terms I can't even describe in other words.


    I hate this type of comedy almost as much as I hate reality TV, which became popular around the same time. Because of “sperm comedy” and the replacement of traditional special effects with CGI, I consider the 90’s as the golden age of cinema. After "There is Something about Mary" and "American Pie", comedies went into a downward spiral they have yet to recover from. It’s almost impossible now to see comedy, (and I mean a comedy, not a romantic comedy) that does not have this type of distasteful references.

    Barnes, I definitely see Ebert’s influence in you. Barring the occasional pubescent rants, IMO you are the closest thing we have to a Roger Ebert in the Games industry. You were the one who drew me into having serious conversations about games. And now that electronics books have lowered the barrier to entry, you should give serious consideration to writing that book on the history of board games. You have both the background experience and writing talent for such a project.

  • avatarmikoyan

    Boardgaming is not the only hobby like this though. To take Barnes example of music. A vast percentage of people that listen to music only care about the current hotness. There are a few that care about the history of rock and roll and fewer still that care about the history of music in general. Movies are probably the same way.

    And keep in mind that boardgaming dates much longer than 40 years. Miniature games have been around forever in one form or another. Tactics is over 60 years old, I think. Risk is the same age. Monopoly is pushing 80 now. Chess and Go are even older. Catan is now pushing 20 years old now. The crayon rail games are older than that. soo.....

    But yeah, it would be nice to see some of the newer games in the context of their older relatives.

  • avatarSan Il Defanso

    Alright, it's been brought up a couple of times now (here and on my blog), when I referred to board-gaming in this I mostly meant the hobbyist side of it. They've existed as cultural artifacts for millenia, obviously. I've usually considered the past 40 years to be when board gaming as a hobby was a thing. Arbitrary? You bet. But that's what was in my head.

  • avatarSagrilarus

    This link -- http://boardgamegeek.com/geeklist/11076/my-four-years-at-avalon-hill provides a window into one small place for one short period of time in the boardgaming industry and is the kind of thing that offers valuable insight for anyone looking to see how things worked in gaming's ancient history. A view into Avalon Hill in the late 70s/early 80s, what I think is most revealing about it is just how small the hobby was until very recently. Avalon Hill was a big name in 1979, but it was a handful of guys in an old row house that barely managed to stand on its own.

    Today, I live just a few miles from Multiman Publishing's headquarters and if anything it's likely smaller than that row house, only employing two people in the office itself, both part-time. This is still a cottage industry. The keys to the kingdom are still held by just a few people. Anyone who's been to a gaming conference can tell you that the guy in the booth is likely the designer of the game being sold, especially in the wargaming half of the genre.

    S.

  • avatarcelticgriffon

    When I was 16 (and just got my drivers) my friends and I drove three hours to Calgary to visit the grandfather of all Western Canadian hobby game stores - the Sentry Box... we picked up Titan, A House Divided and a few other GW titles... my friends read the rules outloud on the drive home and then we stayed up till 2pm the next day playing.

    That kind of stuff is what history and nostalgia, is all about. Good friends playing fun games being super excited to be part of whatever little thing we were creating.

  • avatarDukeofChutney

    http://littlemetaldog.com/2012/06/08/episode-41-steve-jackson-and-ian- livingstones-top-ten-games/

    here's a bit of gaming history. LMD has posted a recording of the talk they (the founders of Games Workshop in the 70s) gave at UK games EXPO. Some of the list is rather dull, but there is some interesting heritage in there too, and their comments on TOS are rather amusing.

  • avatarmikecl
    "San Il Defanso" wrote:
    I once read a forum post on F:AT from a guy who said that he has played Magic Realm for 30 years. While raising his children, it was a family tradition when they reached a certain ago to teach them to play Magic Realm as well. Now these kids (now grown, I believe) still play it with their parents. That’s not just playing a game, that’s creating a legacy and a ritual with the people who matter most in your life. That’s the kind of thing that brings people closer together. You don’t even need kids to see that happen, because the same thing occurs with old friends. I dearly hope that I will someday be able to share the same kind of joy with my kids, maybe over something like Merchants & Marauders or Twilight Struggle.

    That quote was mine Nate. My son was two when I bought that game in 1979. He's turning 35 in just a few weeks. The kids would watch my wife and I play it with friends, but it wasn't a game for kids and it was generally understood that it was too complex and fiddly for them so we'd play other stuff (like Talisman or Mystic Woods) with them.

    It was one of those rite of passage moments when Jason got to play Magic Realm for the first time and my daugther five years behind was envious. To this day, she's not the avid gamer he is, but she learned the game too when she got old enough so she could play with the "adults."

    I have three copies of Magic Realm, one where the tiles and chits are completely faded from use, a second in very good condition I bought just before Avalon Hill went under and a third I built myself using Karim Chakroun's awesome graphics.

    My son, who has moved away within the last year, also has his own copy. We still play it when we get together. We know this game inside out and can just sit down and play it.

    I play the Witch King, because he was the hardest to learn and the most fun to play once you got it: a character than can cast spells, Fly and Absorb the Essence of any creature in the game (if you take those spells. He can Melt into Mist too if you go down THAT road. My wife likes the Swordsman because it can take out medium and heavy monsters and run from just about anything else and because he's good at looting and she's all about the loot. My daughter's an Elf, because she can play tricks on us and get us lost and my son likes the Wizard or the Sorceror because he always plays magic users. He also plays the Black Knight whose fearsome reputation facilitates hirelings so he can roam the Realm on horseback with a posse.

    I grew up playing all kinds of hobby games in the 60's, 70's and 80's. It was the era of Titan and Dungeonquest of Dune and Merchant of Venus, Cosmic Encounter, Civilization, Warrior Knights, Fury of Dracula, a little Evo game called Quirks and believe it or not, War of the Ring (1977. Boardgaming has a rich history prior to its "rediscovery" in the late 1990's.

  • avatarSan Il Defanso  - re:
    mikecl wrote:
    "San Il Defanso" wrote:
    I once read a forum post on F:AT from a guy who said that he has played Magic Realm for 30 years. While raising his children, it was a family tradition when they reached a certain ago to teach them to play Magic Realm as well. Now these kids (now grown, I believe) still play it with their parents. That’s not just playing a game, that’s creating a legacy and a ritual with the people who matter most in your life. That’s the kind of thing that brings people closer together. You don’t even need kids to see that happen, because the same thing occurs with old friends. I dearly hope that I will someday be able to share the same kind of joy with my kids, maybe over something like Merchants & Marauders or Twilight Struggle.


    That quote was mine Nate. My son was two when I bought that game in 1979. He's turning 35 in just a few weeks. The kids would watch my wife and I play it with friends, but it wasn't a game for kids and it was generally understood that it was too complex and fiddly for them so we'd play other stuff (like Talisman or Mystic Woods) with them.

    It was one of those rite of passage moments when Jason got to play Magic Realm for the first time and my daugther five years behind was envious. To this day, she's not the avid gamer he is, but she learned the game too when she got old enough so she could play with the "adults."

    I have three copies of Magic Realm, one where the tiles and chits are completely faded from use, a second in very good condition I bought just before Avalon Hill went under and a third I built myself using Karim Chakroun's awesome graphics.

    My son, who has moved away within the last year, also has his own copy. We still play it when we get together. We know this game inside out and can just sit down and play it.

    I play the Witch King, because he was the hardest to learn and the most fun to play once you got it: a character than can cast spells, Fly and Absorb the Essence of any creature in the game (if you take those spells. He can Melt into Mist too if you go down THAT road. My wife likes the Swordsman because it can take out medium and heavy monsters and run from just about anything else and because he's good at looting and she's all about the loot. My daughter's an Elf, because she can play tricks on us and get us lost and my son likes the Wizard or the Sorceror because he always plays magic users. He also plays the Black Knight whose fearsome reputation facilitates hirelings so he can roam the Realm on horseback with a posse.

    I grew up playing all kinds of hobby games in the 60's, 70's and 80's. It was the era of Titan and Dungeonquest of Dune and Merchant of Venus, Cosmic Encounter, Civilization, Warrior Knights, Fury of Dracula, a little Evo game called Quirks and believe it or not, War of the Ring (1977. Boardgaming has a rich history prior to its "rediscovery" in the late 1990's.

    That's seriously one of the most beautiful things. Thanks for sharing.

  • avatarMichael Barnes

    But we also just discovered that Mike is like 120 years old! :-P

  • avatarmikecl

    LOL...oh you cynical bastard. Not quite (but close). I married my wife when she was 17 and we're celebrating our 35th wedding anniversary.

    I'm in pretty good shape for my age though. JJ can attest to that.

  • avatarJonJacob  - re:
    mikecl wrote:
    I'm in pretty good shape for my age though. JJ can attest to that.

    Oh yeah, incredeible stamina!

  • avatarSuperflyTNT

    Paging Mr. Loter. Mr. Loter on deck, please.

  • avatarmikecl

    hahahaha....yeah where the fuck is he when you need him? Thanks a lot JJ!

  • avatarmoofrank  - The Games Journal

    One problem with the Game Journal, was that no one wants to write longer and more considered articles, and keep writing them over time.

    It is always, review, rant, short snippet....etc. or basic forum BS. (I'm as guilty of this as everyone else.)

    Hard to keep up even a monthly publication like The Games Journal without articles. And in fact, that's entirely why there aren't new issues. If there were enough people to write, it could be brought out of retirement. (I own the domain and have been keeping it alive all of these years.) But the writers and editor never seem to materialize, and it is a lot of freaking work.

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