It's a crude analogy, but we want the same thing for our hobby. We want people to be converted slowly and steadily, because these games are fun to play, and not because it's the "in" thing to do or the product of the moment at Target. Sure, I think seeing Settlers on the shelf at Toys R Us would be cool, but I personally don't think the country is ready for it yet. There will come a time, I think, when there will be a legitimate demand for a product of that caliber (not that I'm a huge Settlers fan by any means), and when that happens, we'll see it on the shelves. But I don't agree with you and Darke that it's just for lack of trying. I just really don't think the country is ready yet.
I think the problem with Western culture in general is that it is quite xenophobic, American civilization in culture (generalisation disclaimer: not all Americans are xenophobic, etc, etc). People are afraid to try new things and they don't want to look dumb in front of others, which is the reason why they stick to a game and mechanics they know rather than try something new.
It is typical that "German" gaming has such a hard time taking off in America, while in Asian countries such as Korea and Japan the recently introduced German games are flowering. Really, if I had the resources and the know-how I would start a boardgaming company in China. Now THAT market has some potential for growth. :o
Going with the "roll-and-move" mechanic is a safe choice if you want to sell a game to the "general" public. This is a mechanic that people know from other games such as Life or Monopoly. Also, the die roll largely dictates what a player can do in the game, taking away choices from the player and putting it into the hands of fate. This means that a player can blame a loss or failure on "unlucky" die rolls, rather than his own incompetence. It's also easily explained, just roll the die, move your pawn and do what the space tells you.
So, if you want to create a game that appeals to a large group of non-gamers, then the roll-and-move mechanic seems like a good choice, but please don't call it new and innovative, at least not on a boardgame designers forum. Feel free to use any superlative when selling a game, of course :wink:
- Rene Wiersma