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FastLearner
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Joined: 12/31/1969
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Oracle wrote:
paleogeoff wrote:
If that means publishing yourself or going with a small unknown game company then that's what you do. (Many bestselling books started out as self-published titles before they were picked up by the bigger companies.)

After you've published a small run yourself, you've taken all the risk, if it's a hit, why would you allow a bigger company to take over and take most of the profit from your risk?

There are several reasons that immediately come to mind:
  1. Success on a small scale doesn't mean you have any chance of getting your game into major retailers, but a distributor can,
  2. You don't have the capital to produce a truly large run and can't or don't want to take the risk of a loan, or
  3. You want to design games for a living, not sell them.
I'm not suggesting that any particular person should license it after having a small scale success, but there are certainly plenty of good reasons to do so.

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Anonymous
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Oracle wrote:
paleogeoff wrote:

As game designers and publishers ourselves (especially on the BGDF) our goal should be to revitalize social interaction and to support it wherever it may come. If that means more people play Monopoly rather than experiencing new and different games, so be it. (Though I'd rather they try something new.)

I completely disagree with this (it's the main reason I replied to your post). For starters, as game designers, our goal should be to make games that are as entertaining as possible for our target audience (usually whatever type of game we enjoy playing the most).

Funny, you disagree with me but I agree complete with your statement and my own. If we succeed at making games that are "as entertaining as possible" then we will succeed at revitalizing social interaction since more people will be playing these entertaining games. Both sides win!

Orcale wrote:
You're saying we should direct our efforts towards making social changes that have nothing to do with games.

Actually, I'm not advocating board games as a catalyst for social change - heck, we'd probably all end up fighting over the rules for all these games. :wink: But until people decide it is more entertaining to spend an hour or two sitting at the table with no television on, no cell phones, no internet, or other distractions then I think there is a need for change. If we can get the common person to turn off everything for an hour and play a game (even Monopoly, which I admit I still like to play, but they can play other games too) then we have a better chance of getting them excited about other games, games we have designed and built and promoted.

Oracle wrote:
It wouldn't be an improvement if we got more people to play monopoly anyway. It is a boring game that just re-enforces to people that board games aren't worth their time.

Then how about Checkers, Sorry!, Clue, Scrabble, Risk, Battleship, Stratego, Acquire, Pente, Uno, Skip-bo... It doesn't matter what game they play. The important thing is to get people excited about games, period. In a day where nearly every kid has a GameCube or Playstation, Gameboy, and computer games, getting them to interact with others and play a stagnant, boring, board game is hard for everybody. That's why I applaud the effort of Hasbro to promote a board game night with your family. Would these people have more fun playing Settlers of Catan versus Life - probably, but at least they are turning things off and interacting.

Oracle wrote:
After you've published a small run yourself, you've taken all the risk, if it's a hit, why would you allow a bigger company to take over and take most of the profit from your risk?

I agree with Fastlerner's comment. There are plenty of reasons to allow a company like Hasbro take over a game. I'd make sure I had a good lawyer on my side, but I'd definately consider it. Besides, it would be fun to have this really hot game that everybody is playing and just say no. :D

Again, all this is just my two pence, so you are welcome to your own opinion. I do think it is good to get the discussion going though. What roles should game players, designers, and sellers play in shaping our society?

Oracle
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Joined: 06/22/2010
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paleogeoff wrote:
Funny, you disagree with me but I agree complete with your statement and my own. If we succeed at making games that are "as entertaining as possible" then we will succeed at revitalizing social interaction since more people will be playing these entertaining games. Both sides win!

Maybe I took your statement in a different way than you intended.

It sounded like you were saying our ideal goal should be to make games that appeal to the widest number of people at any cost (which usually means dumbing them down).

In the 80's, my favourite genre of video game was the 3D adventure. Back then, there were relatively few computer users and if a game sold 200,000 copies, it was a major it.

Today, that same number means a game is a major flop because the market is so much larger. The problem is most of the expansion is from the average couch-potato type person. The big hit games today have lots of eye-candy that appeals to a lot of people, so the games sell well but there's very little playability; sure it looks nice, but running around shooting anything that moves with a rocket launcher gets old in about 30 seconds.

The entire genre of 3D adventure doesn't exist anymore. There were a few attempts to make ones that appealed to the average gamer, but they just took the worst of both worlds and nobody bought them.

The point is that games that appeal to the mass market have to be dumbed down. Looks are more important than playability. If this happened in the board game industry, that would be bad for all of us.

What percentage of Monopoly players would enjoy sitting down for a game of Puerto Rico? If the success of PR were measured by comparing its sales to Monopoly we'd have to conclude that PR is a bad game because not many people want to play it.

paleogeoff wrote:
Actually, I'm not advocating board games as a catalyst for social change - heck, we'd probably all end up fighting over the rules for all these games. :wink: But until people decide it is more entertaining to spend an hour or two sitting at the table with no television on, no cell phones, no internet, or other distractions then I think there is a need for change. If we can get the common person to turn off everything for an hour and play a game (even Monopoly, which I admit I still like to play, but they can play other games too) then we have a better chance of getting them excited about other games, games we have designed and built and promoted.

What seems to be making a dent in Television's dominince is the internet and internet gaming. If this gets people to turn off everything else you mentioned, I think that's a better step than getting the people the play board games that they'll eventually find boring. For a target audience that likes glitter and eye-candy, boardgames can't compete with TV, but multi-player online games can. They also some of the social interaction, you talk (by instant message or voice chat) with your allies and competitors while playing).

paleogeoff wrote:
Then how about Checkers, Sorry!, Clue, Scrabble, Risk, Battleship, Stratego, Acquire, Pente, Uno, Skip-bo... It doesn't matter what game they play. The important thing is to get people excited about games, period.

Some of those are good games and I don't mean to say monopoly is a lot worse than they are (I have an older edition of monopoly and the millenium edition and I do play it about once a year), but every one of them (except scrabble) has an obvious specific strategy, and the lack of depth works against the goal of getting more people to become gamers.

paleogeoff wrote:
In a day where nearly every kid has a GameCube or Playstation, Gameboy, and computer games, getting them to interact with others and play a stagnant, boring, board game is hard for everybody.

The current trend for console or computer games is towards multi-player. I don't see why you're saying interacting over a board game is that much better than in a computer game.

paleogeoff wrote:
That's why I applaud the effort of Hasbro to promote a board game night with your family. Would these people have more fun playing Settlers of Catan versus Life - probably, but at least they are turning things off and interacting.

If they'd have more fun playing Catan, but they play Life and decide that TV is more fun than Life, it will re-enforce that all board games are boring for them. The result is they won't play Life again and they won't try Catan at all. They'll just go back to watching TV. Hasbro will be happy though because they sold a game and they don't care if it's only played once.

Jason

FastLearner
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Joined: 12/31/1969
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Oracle wrote:
paleogeoff wrote:
In a day where nearly every kid has a GameCube or Playstation, Gameboy, and computer games, getting them to interact with others and play a stagnant, boring, board game is hard for everybody.

The current trend for console or computer games is towards multi-player. I don't see why you're saying interacting over a board game is that much better than in a computer game.

Because people don't talk while playing computer games, at least not much. Most of them (and this is part of the trend you mentioned) are all about act-act-act-act-act, with no time to get to know people while you're playing a game with them. To me, at least, society is improved by people knowing each other better.

jwarrend
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Joined: 08/03/2008
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I can appreciate paleogeoff's perspective that getting people to play any games is a step in the right direction, however, my personal take is that this does indeed go beyond the purview of our "obligation" as designers. I think that the one thing we as designers have in common is that we should be trying to design great games, period. (where "great" is in relation to some intended player experience, etc)

That said, I also agree that it's worth speculating about how to revolutionize the public as a whole to the point where games are valued as a form of social interaction and leisure time. I don't know if I would go so far as to advocate "any game is ok". That's not to say that people shouldn't play games that they enjoy, so much as to say that I'm not going to waste time I could be using designing my own games to go out and advocate people playing Monopoly. But I don't think that's necessarily what you're advocating.

Let's also be clear on a couple of things. First, "our games" (where by "our", I pretty much mean "sophisticated", "German-style" games, which seem to be what a lot of the "regulars" here are designing) are not failing to sell because people are playing Monopoly. Monopoly is not our most serious competition among adult gamers. If I was going to guess, in game terms, I'd say that games like Cranium, Pictionary, and Scrabble are the bigger competitors among adult gamers. And of these, I can't knock Scrabble -- it really is an awesome game design. But nevertheless, Scrabble notwithstanding, from a game standpoint, it's the kind of interaction that "our games" provide that isn't valued -- people like light, social, highly interactive games like Pictionary more than they like games that require "thinking".

Let's also observe that the problem we face in our hobby isn't even so much about competition from other forms of gaming, but with the inherent isolationism of society. In America, you can walk down your average street at 8pm, and guess what's going on in just about every house? People are sitting on their own couch, staring at a screen with moving pictures. This happens in my house, too, so I'm by no means on a high horse here. The point is, with the advent of TV, the internet, etc, people are becoming more isolated, and more anonomous. These run directly contrary to an atmosphere that is conducive to gaming. Moreover, this isolation is perpetuated even when opportunities for social interaction occur. Take, for example, a Thanksgiving get-together, a great time for some social interaction. Yet, in how many households does a game break out, and in how many do the people just sit around watching whatever is on TV?

And how many of us have had success getting our family members to play a game at such gatherings? In mine, it's like pulling teeth -- there's this inertia to playing a game, any game. I think it's in part due to a perception that the games I like are "complicated", yet even when I try to get a game like Clue off the ground, that everyone knows and likes, it's very difficult.

So, I agree with geoff, that there are cultural factors that are swamping the effect of people choosing other games. Yet, I also agree with Oracle, that "any game will do" is not a good attitude, precisely because some somewhat mediocre games can partially account for the apathy towards gaming in the first place. So, I will never design a game that is mass-marketable simply for the sake of it being mass-marketable. And I'll never advocate playing a "bad" game when an equally accessible and fun "good game" is available (because notice, I'm not advocating that everyone should play Puerto Rico. What I look for in a game isn't always deep thought, but it is, almost always, some interesting decisions. There are tons of light, easy, fun games that also feature decision making, and that's the crux of what I'm looking for in a game experience).

Let me also observe that the reason computer games are favored over board games is probably explicable in the same sense that TV is favored over reading. We've lost our necessity to imagine things, which isn't thinking in the same sense as "critical thinking", but it's still cerebral. With our instant-gratification, we-will-provide-all-the-details entertainment culture, there's no need, no possibility even, to look at the world with a sense of wonder, to "fill in the blanks" for yourself between the story or the game and the imagined reality behind it.

But, until you can get people to get over the inertia of turning off the TV, unplugging the computer, and valuing the social interaction that games provide, I don't see how this problem can be overcome.

I have no great solutions on how to do this, except to start with my own family and go from there. My 2 year old daughter already likes "games", not so much to actually play by the rules (which she isn't ready for), but to play with components, to go to "the gaming place" with Dada and be in an environment where games are being played. She sees that I like it, and she gravitates toward it as well.

That's why I think that any "change" will have to happen slowly and organically. As I said elsewhere, I'm not in favor of a rapid "gaming revolution" where suddenly everyone wants to play games. Better, I think, for society to be slowly and steadily "assimilated". I think that in the end, percentages of people who play games will grow, and this will be a good thing -- people will be more inclined to interact in our increasingly "isolationist" society, and people's thinking skills will grow. And of course, this will be good for us as designers, as we'll have ample opportunity to shape the landscape of gaming over the next bundle of years. This is a great time to be involved in this hobby!

-Jeff

Anonymous
Examination Board

Disclamer: i only read the first post on this thred this is my responce to that post

"In my opinion, what is needed is an examining body for new boardgames. As an individual, when you take an examination you are graded. As a person you take that grade with you when you apply to a university, or to an employer – and a good grade will gets you through the door. Now, why can’t the same system work for your game when a respected independent Examining Board has graded it?"

god why? Why on earth would you want to apply the highly flawed "grade" systume to board games! The grade system is the most abstract convulsion of logic ever brought fourth by man kind. It’s application to board games is amazedly even more abstract. All grades ever do is create uniformity of thought. This happens because the written rules of evaluation will never be so perfect as to allow for every valuable possibility to revive a worthy grade. the purposes of a grade is to offer at a glance the value of something, creative things should never revive grades, and for that matter people should have never been graded either. Board games and people (other things as well) have to many qualities to be reduced to a grade, yes you can have multiple values in a grading system but it will still not be correct.

Back in the days when monopoly was trying to get published parker brothers reported back the designer that it had a specific number of flaws. The point is that back then they had a grading system, the generation that made the worst games (monopoly, game of life, candy land any track movement game really) used a strict code to grade games for publication. Each was company specific. Get my point?

Large publishers will always act the way they do and are unlikely to change because they don’t have to. Not that I think large publishers are bad or anything, hell I like the new stuff Hasbro has been doing these past years (epic duels, battle ball) there stores in the mall (game keeper, WOTC) are key outlets for people to buy the German games we know and love.

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