In another post we've begun a discussion of reaching out to the mainstream to try and capture the attention of people who might like to play German style board games if they tried them, but simply haven't thought to try them. Perhaps because their board game experience or perception is limited to Monopoly and Axis & Allies they are intimidated by the complexity of 'designer' games, are simply not interested, or don't even know they exist.
I'd like to discuss ways that we as designers can attempt to bridge the gap between the Designer Board Game and the Mainstream Gamer (or potential gamer). A lot is involved in getting a designer game into the hands of even the most willing of the Mainstream, and most of it is out of our control. But I believe there are some things that can be done on the game design end which can create a good candidate for a stepping stone to introduce the mainstream consumer to our hobby of choice.
In the other thread the discussion revolved around licensing movie rights vs using original artwork in a game. Perhaps that's one topic which can come to light here. Game art is not always something we can control, but sometimes designers do get input on that and often they have an opinion... so it's not outside the scope of this discussion.
What can we do as designers while creating a Designer game aimed at a Mainstream audience?
- Seth
I had some people over, not 'gamers,' just people. They actually came over after dinner for the express purpose of playing Taboo.
While waiting for someone else we actually played a little Karaoke Revolution. Then we played Taboo. It was fun.
Then one person left, and with 5 people remaining one said "Seth, you're the game guy, what games do you have?"
This sounded like a great opportunity, but looking in my game closet I was a little dissapointed...
Outside of Cranium (which I usually dislike), I didn't have anything I thought I could explain quickly or easily enough- I thought people would lose interest the moment I pulled any of these games out. We had 5 people, so Settlers was out (I don't have the expansion). Puerto Rico is WAY too complex to spring on people, maybe RoboRalley would have worked but the game I was really disappointed about was Carcassonne.
I stood there looking at Carcassonne thinking "You're supposed to be it. You're supposed to be the gateway game that is so easy to play and can introduce people to 'real' gaming," and yet I couldn't bring it out. It's easy enough to teach the mechanics, and it's easy enough to physically play the game, but in order to make any reasonable or meaningful decision in the game you HAVE to understand the scoring... and the scoring is a pain ni the ass to explain and understand.
That's my beef with Carcassonne. Everyone thinks it's so wonderful and such a good introductory game, but frankly I disagree. It's a decent game, don't get me wrong, but if THAT'S the introductory game then I'm not suprised more people don't try designer games.
What we need is something as simple and elegant as Carcassonne, but with scoring or victory conditions that are just as simple and elegant. That's what I'd like to see (and maybe that's what I'd like to design)- a game that I can feel comfortable pulling out at a moment's notice when regular people are just bored, that can be taught quickly and played easily, but with reasonable strategy. Interesting enough to get people's attention in the first place and quick enough to be over before that attention is lost.
This may be a pipe dream, but it's a step that needs to be taken if designer games are ever going to convert the masses.
- Seth