Decade's End: Where We Are Now
RANDOM MUSINGS
on the
fin-de-millénaire games scene . . .
22 January 2010
. . .
The
decade won't have ended for another year, but few now or later
see or will see it that way so let's pause now to look around.
After a couple of years of
China-themed games
designed to cash in on what many rightly thought would be a very singular
Olympics and a spate of dice-rolling games
for no apparent reason, there presently seems to be significant design
energy in only two areas.
First, because it has had more recent examples, is the cooperative
game. This is particularly of the pure cooperative in which all
players work and win or lose together. First breaking through at Essen
2000 with Knizia's
Lord of the Rings,
this form of game took a while to take hold, but in recent years has
made great strides and won many fans. For some
it's less game than game-like activity, but for them there have also
been popular products that introduce a secret traitor who opposes the
team (a semi-cooperative game, if you will).
As it diverges fairly sharply from the usual type of game and
will be a revelation for man, expect this form to generate not a few
more examples in coming years.
Second is the revival of what can be called the
Cosmic Encounter
idea because it was first used well in that game.
Whatever such a game may be about, there are a large number of cards,
most of which are unique and permit the player to do something not
normally permitted by the rules. Over the years the idea has come and
gone, appearing in the 80's in games like
Dune
and
Talisman
and then in a major way in
Magic: the Gathering,
which birthed the brand new collectible card game form and a huge
host of followers. At this point, apart from
Magic
itself,
the collectibles appear to be dying away and what remains of these
types of games is being re-packaged into a non-collectible consumer
model. Whether loss of collectibility will permit these games to
survive will be instructive to watch. But beyond two-player combat
games, the idea has effectively been picked up by a
Race for the Galaxy
and imbued into a technology tree system (from
Puerto Rico,
a very
important game of the decade and ultimately from many other games)
and just a year ago by
Dominion,
by a former Magic designer.
This game is one of the few winners of both the committee-chosen
Spiel des Jahres award
and the popularly-voted Deutscher Spieler Preis.
Clearly it has made an significant impact, already has imitators and
this such games will no doubt be a signficant trend for several years
to come.
Beyond society games, the world of war games tends to move more slowly
in terms of design, perhaps because of the stronger devotion to theme.
The significant trend here is the paramount importance of the
card-driven design originally created for the game We, the
People, which is now being applied to more and more games,
especially the more popular ones. Beyond that, not a great deal
has changed, but there has been a signficant development in the sense
of some war game tropes becoming applied to low intensity conflicts
such as the Cold War in
Twilight Struggle
or even non-conflicts such as (the US election of)
1960.
A genre that has seen substantially more success and crossover appeal
is the railroad game. Over the decade inventor Martin Wallace and
publisher Winsome Games have been responsible for creating quite a
number of new railroading vehicles. Unlike the older Mayfair crayon
rails games, these are not merely the same game set in new
geographies although they are that also, but with the series
Lancashire Rails
to
Volldampf
to
Age of Steam
they are that also. The success and widespread appeal of these games
has created quite a cottage industry of both spinoff and entirely new
standalone railroad games. This trend is pretty young and appears to
have a good head of steam that should run well into the new decade.
There is a strange dichotomy in the world of party games. On the one
hand there are games that are good and on the other, games that have
powerful marketing support. If ever the twain shall meet, watch out
because the result will be a game that can dominate a decade, the way
that
Trivial Pursuit
did. But games like
Fauna
and
Wits & Wagers
have trouble reaching the general public, while the big publishers
continue to flog only the by now trite vehicles like
Pictionary,
Guesstures
and
Taboo.
An interesting related development is that late in the decade Mattel
acquired the rights to
Blokus,
another independent game that premiered at Essen 2000 and has
eventually come to do great business. Nothing wrong with this being
sold to Mattel; it had probably reached the limit of what its owners
could do with it in terms of marketing and shelf space and it's good
to see Mattel trying to do new and good games. Of course Mattel has
less to lose, board games never having been their forte. On the other
hand, it's a poke in the eye to arch-rival Hasbro who turned on a dime
and tried to counter it with the copycattish
Cirkis.
Hasbro might find it better to forget about playing defense and forget
about rivals. The best defense is a good offense. Why don't they instead
just work on buying or creating some good new games?
In that way both they and we would be the winners.
Meanwhile we continue to see shelves filled with endless streams of
Monopoly,
Risk,
Clue,
Life
and all the other old vehicles, most of which are specimens of design
technology more than half a century old. If they were a car company
they'd be trying to get us into the Model-T.
What new trends are coming is of course very difficult to say. One
that deserves skepticism is the introduction of electronic technology.
Over the past decade there have been many promises and toutings of
new ways to play hobby games, but to date not one has panned out.
True, board games have been ported to the Internet, consoles and
digital assistants, but none of these have changed or been integrated
into the board gaming experience. Rather they are simply extensions
of board gaming into other arenas. Meanwhile there have been laser
shooters, brain wave devices and even the promise of an electronic
surface from Microsoft, but so far nothing has changed. Knizia made
a talking electronic King Arthur game which failed so badly it never
even got taught English. We are still shuffling our own cards, rolling
our own dice and shifting our own pawns and who can say for sure that
that's not the way it should always be?
One area in which there probably will be new developments are in other
areas. During this decade we have seen it already and there is no
reason to think it won't grow. While at the start of the decade
the hobby game producing nations were Germany, the USA, Britain and in
a lesser way France, besides all of these growing – the strong
and continual growth of the hobby in this decade perhaps being the major
story – there have been significant new developments in other
nations as well.
Italian game makers, taking up the legacy of Venetian
colonist Alex Randolph, have brought us many new diversions, often in
games which are hybrids of the German and Anglo-American schools.
Probably the most memorable is
Bang!
but there have been many others and almost always with the
extra-special attention to presentation that befits the Italian sense
of style.
More recently game makers in the Czech Republic seem to have picked up
the gaming spirit from next door Germany and not being afraid of
longer and heavier vehicles, created not a few notable games,
Through the Ages being just one example. Neighbors to the east Poland,
Russia and the Baltic nations also seem to have developments, though
they have made less of an impression thus far.
The other side of the world has not been quiet either. We have now
seen quite a few fun new works from Japan, generally card or small
package games. What is especially good is that often the showing in their
topics or artwork a distinctive Japanese character. At the same time
it seems strange that South Korea which had at one time during the
decade an explosion of game cafes, now receding, does not seem to
have drawn attention to itself with new designs.
But this sort of explosion is now occurring in China and there are
Chinese designs. Unfortunately some of them are simply aping
occidental counterparts, e.g.
Killers of the Three Kingdoms,
and even worse,
many of the world's games are being counterfeited there.
But it is probable that eventually
there will be original Chinese games on Chinese and other topics.
From where else? It is difficult to say, but a better question may be
"from whom else?". Because of the Internet, the past couple years have
seen the phenomenon of the print-and-play game. That is, on shared
gaming sites or even on one's own site, now anybody can be a game
inventor. All is made available electronically and anyone can have the
game who has the willingness to print and assemble it. While some games,
e.g.
Himalaya,
have found real publishers, it is hard to say where this trend will
go. How many of these designs can find significant numbers of fans?
When they do not will most inventors eventually become disillusioned
or will cyberspace become flooded with a million designs on every
topic and of every type? We shall see. ...
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by Rick Heli