Wednesday, November 29, 2023

Splendor: A 10-year Journey through gemstone-filled prosperity

In the realm of board games, there exists a select group of titles that have transcended mere entertainment to become cultural touchstones, introducing countless individuals to the captivating world of tabletop gaming. Among these gems, Splendor stands out as a shining example, charming players with its intuitive gameplay, cool aesthetic, and strategic depth.

In 2024, Splendor will celebrate its 10th anniversary. These have been 10 productive years for both the game and its original designer, Marc André. With three iterations of the game published, including one expansion, and well over a million copies sold to date, Splendor's future looks promising.

Having played, and presently own, all the games in the Splendor line of games, I can attest to their enduring appeal. Splendor, the original 2014 offering, is a clear example of simple yet engaging game mechanics. The game revolves around acquiring gem tokens, representing precious stones, to purchase development cards, each offering unique benefits. In most cases, development cards offer discounts towards the next card purchase, some of them also offering prestige points. These points are at the very heart of the game since players need to reach 15 prestige points to win the game. For this reason, players strive to collect specific sets of cards, granting them prestige points and ultimately leading to victory.


My wife, while not an avid board gamer, found herself attracted to Splendor's elegant simplicity and the thrill of outsmarting her opponents in the pursuit of the elusive 15 prestige points. The game's accessibility, combined with its strategic depth, has undoubtedly contributed to its widespread popularity, earning it a place among the most beloved gateway Eurogames.

The expansion, Cities of Splendor, introduced new gameplay elements, expanding the game's scope and strategic options. Players could now establish trade routes between cities, earning additional prestige points and unlocking new development cards. My wife, having mastered the base game, embraced the expansion's added complexity, immersing herself in the world of expanding trade networks and gemstone-fuelled races to the finish.



Our son Neil, an enthusiastic gamer at the tender age of eight, simply loves Marvel Splendor. The game's superhero theme immediately resonated with him, and he quickly grasped the core mechanics, albeit with a slight bias towards collecting his favourite heroes rather than focusing on the strategic path to victory. My guess is that he will be giving me a substantial challenge once he realises that there are other, better ways to win. 

The latest addition to the Splendor family, Splendor Duel, takes the game to a more intimate two-player experience. The core mechanics remain almost intact, but the game introduces new elements, such as duelling for gem tokens and acquiring noble favour tokens to gain an edge. The game was co-designed with Bruno Cathala, an established 2-player game designer with some noteworthy games under his belt. 

Splendor Duel introduces some interesting twists to the turns taken as well as the introduction of Favours and Pearls. The game comes with three “favour” scrolls that function as a sort of in-game advantage that can be traded for specific actions. Pearls on the other hand are extremely rare (only two of them) and can affect the outcome of a match. 



At the start of a game, the gem tokens are also randomly arranged on a square board and laid out in a spiral fashion. As can be imagined, during the game tokens will leave the board as they are taken up by either player. However, there is a way for these tokens to return to the board. When players trade in tokens for development cards, they deposit the used chips into a cloth bag. When the board is all but cleared of tokens or perhaps a player wants specific tokens back in hand, he or she can return the tokens to refill the board, but his opponent gets a favour in the process. The player filling the board however gets a chance to be first to pick from the refilled board. 

Favours are also used during the game as a means of equalising seemingly overpowered actions. For instance, if a player picks up both pearls in one action from the board, his opponent gets a favour. If he gathers three gems in one colour from the board, his opponent also gets a favour. Furthermore, a player may optionally use a favour at the beginning of a turn to gather one gem from the board, returning the used favour to the common pool. 

If at any time one player needs to take a favour and none are available in the common pool, then he may take a favour token from the opponent. At no point can a player exceed the three-favour limit.



As in the original Splendor, a player may only have up to 10 tokens in his hands including gold tokens (there are three in this game). As in the original, gold tokens may be taken from the board only as part of a “reserve card” action. Thereafter the player can use that gold coin as a wild token, that is, as any coloured gem. 

A player may also not reserve more than three development cards, this is obviously linked to the number of gold tokens available. Also, if there are no gold tokens available on the board, a player cannot reserve any card. 

In addition to the core mechanisms from Splendor, Splendor Duel introduces several new gameplay elements through the development cards. These cards feature various icons that represent unique actions and abilities.

Crown icons allow players to acquire prestige points from nobles (you need 3 crowns for the first noble and 6 for the second) or contribute to one of the three victory conditions, which require accumulating a specified number of crowns. A short side note on the nobles, players may only acquire up to 2 nobles, that is you don’t get a third noble if you acquire 9 crowns.

Some development cards allow players to pick an additional token from the board upon its acquisition, while others function as wild gems, capable of representing any gem colour during gameplay.

Certain development cards permit players to take a token of their choice from their opponent's stock, while others provide an extra turn immediately after being acquired.

Regarding wild gems, there is an important caveat linked to one of the victory conditions: achieving ten gems of the same colour across development cards. To ensure fair competition, all players must arrange their acquired development cards in orderly colour-coded columns. This means that while wild gems can represent any colour initially, they become permanently fixed to the chosen column once placed.



Splendor Duel presents 3 distinct victory conditions: accumulating 10 crown tokens, or attaining 10 gems of the same colour, or reaching 20 prestige points. Among these, reaching 20 prestige points is challenging but not impossible. Players pursuing this strategy should focus on acquiring prestige points primarily through nobles and high-value cards. Achieving 10 gems of the same colour could be a more frequent route to victory. Crown tokens can be more elusive, but even acquiring 6 crowns can be sufficient if the game situation dictates a shift towards the 20-prestige point victory condition.

Through careful observation of some Splendor Duel playthroughs on the internet, I've identified specific pitfalls to avoid on the path to victory. While replenishing the gem supply may seem like a beneficial strategy, doing so excessively can hinder your progress and grant your opponent an advantage. Similarly, indiscriminately reserving cards can impede your advancement and cost you a minimum of three turns (due to the three-card reserve limit).

Moreover, the additional actions featured on development cards hold significant value beyond the gem acquisition they provide. An extra turn at a crucial moment can propel you forward in pursuit of one of the victory conditions. Conversely, a misstep or failure to anticipate your opponent's countermove could cost you the game.

Splendor Duel demands careful consideration of each decision, transforming every turn into a strategic puzzle that will keep you on the edge of your seat.

Splendor's enduring popularity stems from its ability to cater to a wide range of players, from casual gamers seeking a light and engaging experience to seasoned strategists craving a more intellectually stimulating challenge. The game's elegant design, charming theme, and satisfying gameplay have cemented its place as a modern classic, ensuring its continued appeal for years to come.

As an avid board game hobbyist, I cannot but recommend Splendor to anyone seeking a rewarding gaming experience. Its blend of accessibility, strategic depth, and charming aesthetics has earned it a well-deserved spot among the most beloved board games of our time. Whether you're a seasoned gamer or a curious newcomer, Splendor promises an enriching journey into the world of gemstone-fuelled prosperity and strategic brilliance.


Sunday, November 5, 2023

Artwork and artistry in Digital boardgames

 

Computer technology has had a major impact on our lives and how we grow as individuals in society. In the past, human thoughts and ideas were expressed through physical media such as stone, clay, wood, printed paper, and music. However, this is no longer the case. Computer displays are now everywhere, and we also interact with embedded computers in many of our daily tasks.

If we consider the first two means of conveying art to the masses to be impression on diverse physical media and music, and the third to be television and films, then computers and the internet have become the fourth means of conveying art.




For a while in the early 1980s and 1990s, as computers became more pervasive and omnipresent in our lives, art remained aloof, doing its own thing while the world around it changed.

Computers, and particularly the internet, have also transformed the way we consume information, both for academic and leisure purposes. As an example, I would like to direct your attention to something seemingly trivial, like choosing a new book. In the past, I would be excited to choose a new book to read. I would regularly visit my favourite bookstore in the capital city, browsing through many titles before choosing one that would keep me company for the ensuing weeks. It was a slow and analogue process of sifting, comparing, and choosing, which has since been replaced by cold, rapid digital searches offered by online bookstores.



The older, analogue process of bookselling was limited by the booksellers' personal preferences and the tastes of their customers. Booksellers were influenced by what they saw at book fairs and other events, as well as by what their customers typically bought. In other words, the selection of books in a bookstore was largely up to the bookseller, who was limited by their knowledge and experience. This could lead to a more diverse and eclectic selection of books, but it also meant that customers might not always be able to find what they were looking for.



The digital transformation of traditional media has, in the meantime, reached a critical mass, and art has had to adapt and transform. This is most evident in digital games. Digital game designers have expanded their field of operations from one that was built around the limitations of early computers, to one that embraces 3D visual arts, user interface design, and witty logic puzzles. They have also shifted their focus from marketing input in terms of box and packaging art to more direct in-game design and aesthetics.

This has all been possible thanks to the exponential growth in computing power. With more power available, computers can now render realistic 3D worlds at mind-boggling speeds. 3D rendering engines like Unreal 5 can even convince sceptics that virtual spaces will undoubtedly impact our future consumption of art.

...because this is art.

We may have grown to accept the inclusion of digital creations as part of what we may think of as the art panorama but often, art still hangs on to its roots using the tools and media which have been the mainstay of its trade for millennia. Artists and painters will continue to wrestle with inks and paints on physical canvases, and they will still model familiar media into intriguing expressions of thought and perception. Yet now, these same artists will not shy away from adopting digital canvases and witty interfaces that mimic the old medium of pen, pigment, and ink. They will also create 3-dimensional models of such rich complexity as was impossible in the past.



What modelling used to happen exclusively in the mind or transposed into an “abozzo” for the consumption of a patron of the arts, can now be developed as detailed 3D models and subjected to various virtual ambient settings to assess properties and appearance within a realistic setting. 

As we witness the evolution of digital art, particularly in the arena of computer games, it is intriguing to see where designers choose to focus their efforts. One notable area is the rich ecosystem that has developed around the online, digital distribution of video games. This has led market leaders in the digital gaming sector to rethink how games can generate revenue, while also simplifying distribution and streamlining the dissemination of software patches and upgrades to end users.

 

Similarly, independent developers and game designers, often small outfits, have gained equal access to a vast market through well-established distribution channels such as Steam, GOG, and the Microsoft App Store. This has given them the freedom to publish even the most outlandish games, often at modest prices, making them accessible to any gamer willing to try them out.

While large companies working on "AAA games" still tend to hire a large team of developers, designers, musicians, and marketers, this does not prevent smaller teams from trying their luck with fewer resources and more modest games. This increased competition has led to a surge in the number of game titles available.

There are a lot of digital games out there. As of June 2023, Steam had nearly 30,000 titles available for download, and the number is only increasing. You can find everything from AAA games to indie games to retro games. Most of these games are there because someone felt inspired to make them. They are all, to some degree, the artistic expression of individuals who spent hours working on them. If you don't like a particular game, that's subjective, just like how some people don't like certain modern art styles.



Some of these indie games are strange and exploitative, rehashing successful ideas without adding anything new. The lack of refinement is often noticeable, and the games may contain political messages from fringe or minority groups. In a way, these games become a form of artistic expression for these groups.

Powerful gaming hardware and reliable internet connectivity have made it possible to create digital board games that were unimaginable just twenty years ago. The recent pandemic, which forced people to interact remotely more often, also contributed to the popularity of multiplayer digital board games.

At the same time, the COVID lockdown also led to an increase in the sales of physical board games, as families and groups looked for ways to entertain themselves during lockdowns and quarantines. Those who found it difficult to play physical board games turned to digital board game adaptations.

The pandemic increased demand for both physical and digital board games, which meant more work for manufacturers and artists. This increased competition also made quality art more important, as games with average or poor artwork are less likely to succeed.

Digital adaptations of board and card games have been around for a long time, but the recent growth of the internet has led to more elaborate and immersive digital board games.

One of the first digital adaptations of a modern board game that I played was Star Realms, a card game about two players trying to reduce each other's score from 50 to 0. The graphics, sound effects, and musical score all play a strong part in the game's success.



Another digital board game that I have played extensively is Ascension, a deck-building card game with a fantasy theme. It is less aggressive than Star Realms and some players may not appreciate its low-key approach. However, the digital version of Ascension reduces downtime because the computer AI acts instantly.



Not all digital board games are created equal. Some games, like Lords of Waterdeep and Raiders of the North Sea, have excellent user interfaces and player engagement. Others, like Root and Fox in the Forest, fall short.

Root is a difficult game because it is highly asymmetric, meaning that each faction has different goals and plays differently. The digital adaptation of Root assumes that players will have access to the rulebook before playing, which is a bad assumption. Even if players know the rules, the digital adaptation is still difficult because of the game's asymmetry.



Fox in the Forest is a simple card game with beautiful artwork. The digital adaptation of Fox in the Forest has a user interface that hides the card-based nature of the original game. This makes the game feel less like a card game and more like an abstract game.

Everdell is a whimsical board game where players build villages inhabited by anthropomorphic animals. The digital adaptation of Everdell is excellent, adding to the experience by making the tree come alive and rendering the space where the cards are tabled in a thematic and visually appealing way. Players still get to see cards where they are meant to be and manipulate the various game components, but everything is streamlined, and in-between-turn upkeep is facilitated by the game's AI. Animations add to the quaintness of the experience, and the music and sound effects are excellent.



Digital adaptations of board games can be a mixed bag. Some, like Everdell, offer a good blend of artistry, interface design, and ingenious AI implementations. Others are bland, badly put together, or even misleading.

Digital board games, and video games in general, benefit from strong artistic input. There is still room for artistic expression in this modern context, which in many cases expands the reach and venues of art. Modern artists use 3D modelling, traditional media, motion capture, and other skills to bring their ideas to life. However, artists in this context cannot work in isolation; they must be able to collaborate with programmers and developers to tweak and refine their creations to fit the game's narrative.

When it comes to digital adaptations of board games, the details matter. Great artwork is not enough on its own. The artistic expression must be balanced with good music, programming, and intuitive design decisions. When all these things come together, the game can be considered a success.

The importance of artwork and artistry cannot be overstated in the development of any game, including board game adaptations. While a bad game will not be improved by simply adding great art, great art can turn an average game into something special.

Monday, October 2, 2023

Board games, Quo Vadis?

 



Up until some years back, new board game titles still had this aura of novelty about them, at least that was my personal impression. There were still surprises to be had and the market was jampacked with titles that made my eyes gleam whenever I saw them. Something was refreshing about the subject which appeared to capture the imagination of hundreds of thousands, the world over.

Yet now as we approach the end of the 3rd quarter of 2023, I am getting the feeling that the industry is not quite as innovative as it was ten years ago. There is still talent out there, and there are still some exciting titles coming up, but the frequency of them feels less. We are getting “more of the same” as it were.

I am saying this, having seen some recent video blogs that have made me think. The games that are coming out are either a “plastic fest” of miniatures which, from personal experience, will tend to remain bland, grey, and unpainted or behemoths that would need a trolley to carry them around to your next gaming event. There’s also a third category, the expansion packs, just too many of these in my opinion. I ask myself, what’s wrong with the traditional, compact games, in standard-sized boxes we grew up with? Or, better still, those games which used to pack hours of fun in a manageable package? Also, I must add that this race for miniatures and titan-sized packages often inflates retail prices substantially, to the extent that only niche connoisseurs or board gamers with big pockets would dare to invest in them.

There again, I am not stating that there aren’t compact manageable titles out there, only that the industry is offering way too much space to new heavyweights, as it were.

On a personal level, I realised that perhaps it is us board gamers who are to blame for this situation. After all, the market will always respond to the demands and expectations of the clients who will fork out money to purchase a game. This situation then leads to several effects as I will explain hereunder. However, for now, I will just list them in bullet form.


  1. -          Games will tend to use mechanisms that have proven to be popular.
  2. -          Expansions to existing core games will be favoured over new products.
  3. -          Games will copy established IPs to bank on their popularity.
  4. -          Games will cater for miniature appetite over game substance.
  5. -          Games will be crowdfunded often.

 

Games will tend to use mechanisms that have proven to be popular.

It stands to reason that game designers will try to build products based on mechanisms that have proven popular or are currently the main fad. This could have interesting outcomes but at the same time result in games that feel eerily similar if not identical. Two such games that come to mind are Lost Cities of Arnak and Dune Imperium. I opted to buy the latter, mostly because I happen to be a fan of Frank Herbert’s books. Another pair of games that feel very similar as you sit down to play them are Egizia-Shifting Sands and Imhotep-Builder of Egypt. Both games are strongly themed with Egyptian iconography and art. Both have a sort of queuing mechanism by which players select to visit specific sites to earn points. There are points of difference, for instance, Egizia has a gorgeous, fixed map with iconic ports, where players will place their workers to activate actions and obtain points. Imhotep on the other hand uses large cardboard stock cards to represent the locations, at which boats filled with player resources dock to earn points. Both have a mix of in-game scoring as well as final scoring...indeed these two could be considered cousins if not siblings.

 


Expansions to existing core games will be favoured over new products.

This is perhaps the most obvious and in-your-face tactic adopted by game designers.  Get an existing IP, perhaps a movie or some other franchise which people know about and then design your game around that. Once you establish the base game, then start churning out expansions. The list here is quite substantial but I will just mention Disney Villainous which can be considered as a perfect example of this strategy. So far, the original Disney Villainous has six (6) expansions under its belt. Marvel Villainous on the other hand, which can be considered a spin-off / re-skinning of sorts, already has four (4) expansions. When you consider that the first Villainous came out in 2018, that’s a lot of expansions for one title. It is also not the only board game to get a slew of expansions. Another game, a deck builder, called Ascension has had 15 expansions to date. The somewhat new title Dune Imperium released in 2021 already has three expansions with the third expansion being a standalone while also being an expansion. For the completionists among us, these expansions can be a bane, an expensive one at that. Yet few will find the space and time to play these expansions.

 

Games will copy established IPs to bank on their popularity.

Going back to the game “Villainous” and its Marvel variant, it is not surprising that this title is going strong. Currently, the Marvel franchise is going from strength to strength with Disney further leveraging its strengths through aggressive marketing, a deep schedule of films and TV series and a presence in practically all relevant mediums from comics to toys, to costumes and other paraphernalia. That this spilt over into board games is not surprising at all. Others who may not have direct access to the IP will still try to piggyback on the popularity of the hero genre by creating games that contain hero types and scenarios deeply reminiscent of the Marvel universe. I need to add however that this stratagem is not specifically associated with board game design. Without going into the merits of who came first or who did what, it is a known fact that Marvel and DC comics created several characters based on the other's existing pantheon. So, for instance, Marvel has Namor King of Atlantis and DC has Aquaman King of Atlantis. DC had Dr. Fate and Marvel had Dr. Strange. The list goes on.

On a different note, and if we were to expand the concept of IP to include IPs of established board game franchises, we could mention the Pandemic brand of cooperative games as a further example. There are as, of my last reckoning, 18 titles under this brand, again a substantial list given that the first game came out in 2008. However not to fault Z-man games, they have a substantial portfolio of successful game titles other than just pandemic. I quote the pandemic series of games, more as an example of exploiting a successful IP over time. Furthermore, again to the merit of Z-man games, they did successfully create derivations of the pandemic ruleset rather than just outright resorting to simple reskinning. I like to mention here both Pandemic – Fall of Rome and Pandemic – Rise of the Litch King which both offer familiar though distinct gaming experiences.

 


Games will cater for miniature appetite over game substance.

The use of miniatures in gaming is nothing new. The first tabletop “war games” depended on a slew of miniature soldiers, mounted cavalry, cannons and what have you, to breathe a certain tangible (tactile?) quality into proceedings. Nowadays, while modern war gamers seldom re-enact Napoleonic conflicts, they still utilise the same trappings of the original games. You will still find painted miniature armies of infantry or mounted troops as well as mock-ups of terrain and other obstacles to create visual depth. As you would expect, some fans of these wargames are also avid board gaming enthusiasts and therefore easily lured by the prospect of having miniatures worked into a particular board game title. The same can be said of D&D players, who might already be familiar with the use of miniatures in their campaigns and therefore see these as important contributors towards the appeal of a board game. Unsurprisingly, the number of games out there that rely heavily on miniatures is breathtaking. The ever-popular “Zombicide” franchise throws trays upon trays of miniatures into every box and expansion they churned out. Games from CMON have developed a strong reputation for being miniature-heavy titles. They obviously do not stand alone in this sense.

Personally, I must admit that miniatures do add a little extra oomph to a game, but on the other hand, I still feel that these are not enough to make a game brilliant. Good game mechanisms and a solid ruleset will always triumph over top-notch gaming pieces. As an example, I would like to offer a nod to the Undaunted series of wargames which do not employ miniatures but which, on the other hand, successfully employ cardboard tokens to great effect.

Yet for all their charm, these miniature-heavy games are space hogs and more notably, very steeply-priced. A base or core game could easily set you back €100 on the very lower end of the spectrum with some titles going up to two hundred (200) or three hundred (300) Euro, or more, per box. Add to this that most of these games are followed up with several expansions and you can imagine the real investment that goes into owning and playing these titles.

 

Games will copy established IPs to bank on their popularity.

Here we can list games that copy the looks of another popular board game just to get a leg into the market. For instance, here I will mention Wingspan by Elizabeth Hargreaves published by Stonemeier Games and Birdwatcher by Zakir Jafry published by Oni Games. While the mechanisms used in either board game are noticeably different when you get down to it, the first impression I got when I saw the box for Birdwatcher, was that the latter was some kind of spinoff to the former title. It did not help that Birdwatchers used a similar art style for their bird drawings as you find in Wingspan. You may argue that a bird is a bird, so what could they have done differently? In truth, they could have, for instance, chosen a more modern art style or perhaps opted for minimalism to distinguish themselves from Wingspan. Better still, they could have opted to focus on the birdwatching aspect as inspiration for their box art, maybe focusing instead on birdwatching tools and trappings rather than the birds themselves. In the end, they opted for artwork that is strongly reminiscent of Wingspan. Ironically, while I have opted to invest in Wingspan, I do not exclude purchasing a copy of Birdwatcher if I ever get the opportunity.

Interestingly, my behaviour here leads board game designers and publishers to stick to the tried and tested instead of taking the path less travelled. Yet these same designers/publishers seem to forget that the “original” is seldom dethroned by a contender, no matter how well-packaged the latter might be. Nothing, in my opinion, can beat true originality.

 

Games will be crowdfunded often.

In addition to what I have said so far, there is another element in this equation that in my opinion could be contributing towards the homogenisation of board game content. That factor is crowdfunding. While the notion (i.e., crowdfunding) is indeed brilliant, and gems are published from these ventures, the truth is that the crowdfunded games are generally geared towards the connoisseurs, the board game collectors, or consummate gamers. Basically, those board gamers, with deep pockets, willing to spend a pretty penny to get their crowdfunded games.

Indeed, crowdfunded projects will seldom in my opinion give rise to products one might consider “gateway games”.

To clarify, when I refer to “gateway games”, I refer to those games which have been proven to be particularly easy to teach, are appealing and are priced for casual players. These are games that you will table confidently when inviting casual gamers to a gaming event. Yet, I feel that it is precisely in what one would term “gateway games” that you stand to find the real gems. Furthermore, precisely “gateway” games stand a greater chance of attracting the next generation of players and potential customers. You are not going to do that with something like the gargantuan Gloomhaven, which though beautiful, is just way too niche and specific, to appeal to the casual board game player out there.


The following is a personal thought exercise based on my industry perception. I feel that by focusing on niche markets and assuaging the needs of hardcore board gamers, crowdfunding could well end up crippling innovation and experimentation. The reason is obvious when you think about it, resources spent on managing crowdfunded, content-heavy board games, are effectively being re-routed from other potential ventures. In time as the number of hardcore aficionados will dwindle, there will be no newcomers into the arena, no new players to pick up the mantle. I predict that this will lead to a negative feedback cycle that will see the number of crowdfunded board game projects grow less. This will be followed by a period epitomised by a dearth of new titles and a resurgence in classic board games or reprints of older titles. What could happen after that is anybody’s guess.

And yet, while my impression is that the seeds of the industry’s collapse have already been sowed and are, perhaps inexplicably, being nurtured by a slew of bad decisions, market pointers appear to be stating otherwise. An article in the Washington Post stated that the global board game market currently has an estimated value between $11 billion and $13 billion. The article goes on to say that it is expected to grow by about 7 to 11 per cent over the next 5 years (Research companies Technavio and Imarc).  Yet on the other hand, an article from Licensing International (https://licensinginternational.org/news/board-games-sales-slow-ahead-of-holidays/) back in October last year appeared to be indicating a counter-argument whereby booming demand for board games (spurred no doubt by the lockdowns during the recent COVID pandemic) was showing the first signs of slowing down. Perhaps here it must be read as slowing down to a new, perhaps lower level of consumption now that people have effectively returned to more “normal” daily routines. The same article also suggests that gamers are moving towards purchasing titles they do not own, away from the classics they already own.

Linked to this, a survey site PrintNinja noted that, in a survey they conducted, 41% of respondents claimed to buy anything between 5 to 10 games a year. When you consider the associated demographic and global context, that’s a lot of games per year. Year on year cooperative games have picked up significant steam. The current trends in fact show that these are precisely the type of games most sought after.

Yet what is most notable and ties into the former argument linked to crowdfunding, PrintNinja notes that independent developers have shaken up the market and gained traction for their games through crowdfunding. This does not mean that making a game has been simplified, there are challenges linked to sourcing, developing, and distributing which they too must face. I would like to point out that it is not uncommon for a crowdfunded game to never really see the light of day on account of a failure in a key aspect of its development. Yet the eagerness of board gamers to spend money on these games cannot be underestimated. It is the motivation that leads these independent game designers to try their luck with publishing board game titles.  It’s in fact telling, that 21% of respondents to a PrintNinja survey, indicated that they spend anywhere between $600 to $1000 on board games per year. Equally telling that 41% stated that they purchase games through crowdfunding platforms.

Yet the future of board gaming isn’t bleak, nor is this gaming genre’s demise anytime soon. The reason at the end of the day is very simple. Mankind has played some sort of board game using tokens, a board and some kind of ruleset, for eons. Board games have the power to bring friends and family together over what mounts up to friendly, safe, sandboxed competition. They can also serve as icebreakers when strangers meet up, allowing everyone to connect over a shared activity that is at one time engaging and entertaining. These attributes are not unique to boardgames however as competitive sports have been used for similar purposes over time. Yet board games can be considered more approachable on account that physical prowess is not a necessary contributing factor as would be the case in sporting activities.

This is precisely why I cannot envisage board games ever going totally away. They will persist in some form or other, reflecting the tastes as well as the social and cultural context in which they evolve and thrive. Indeed, the very renaissance in this type of gaming which has brought about the incredible boom we are still experiencing to a degree, is what will guarantee that these plastic, wood, and cardboard wonders will still be around when our great-grandchildren come of age.

 

Wednesday, September 6, 2023

Misrepresentation of ideal player counts in board games

So as summer comes to its annual conclusion, I decided to return to the roots of BGHaven and focus instead on an aspect of board gaming that I find consistently problematic. I am referring to the matter of player counts. There is a fine line between what can be considered a manageable, enjoyable game and a behemoth of a game with significant downtime verging on the intolerable. What I am hinting at here is the notion of the duration of a turn of play versus an optimal player count that does not lead to substantial downtime. As you will appreciate, turn-taking is subject to the ease with which players progress through a turn, the number of options and/or decisions faced during any given turn, as well as other contributing factors such as individual characters and propensity to overthink actions. So the issue does present itself as a composite of factors that manifest as a complex intertwined mesh of actions and processes.





To better understand the complexity of the matter, you need to break down a board game into its constituent components. When players engage with a board game during a session, they are essentially engaging their attention on many levels.

1.      They will typically manipulate gaming components in specific ways. There is a tactile element to the process, which is used primarily to remind the player of the initiation, ensuing decision process and completion of a given turn. I also include any upkeep tasks carried out in preparation for the subsequent round.

2.      They will refer to a set of rules linked to the game to execute the manipulations required during any given turn.

3.      Depending on the ruleset, players will also be expected to interact with other players as part of their turn. This interaction increases when one considers cooperative games that demand a certain amount of discussion before a final decision is taken by the active player.

4.      In most cases, they will experience a certain amount of player downtime in between turns.

5.      This downtime could be caused by any, or all, of the following issues.

a.      It could be caused because of the number of actions that would need to be taken per turn.

b.      It could be caused consequently by the learning curve required to fully understand the game.

c.      It could be caused because of indecision on the part of the active player which could in turn lead to a situation termed analysis paralysis.

Now that I have framed the interactions that are necessary during gameplay, let’s see how each of them could contribute towards establishing the ideal number of players.

So, while listed as point (1) above, the physical manipulation of gaming components is normally expected to happen following some rules-based decision taken by an active player. This physical manipulation can be a) preparatory, b) execution or c) housekeeping in nature. Preparatory actions are those actions taken mechanically, in line with game rules, but antecedent to the actual action taken by the player. Execution-based manipulation of components occurs when the active player decides what action to take on his or her turn. This is a manipulation players take for granted, as necessary, for the execution of a turn. Then there is the housekeeping manipulation of components. This takes place once the execution phase has been executed affecting the game state for that player.





Given these listed stages, one needs to appreciate that the more components a player needs to uniquely manipulate per turn, the more actively these actions will impact the duration of a turn. While it is tempting to design games that employ several components, the impact on turn duration needs to be kept actively in check. The reason here is obvious since there is a direct relationship between the turn duration for a given player and the downtime for the other players involved in a game.

The second point listed above refers to the ruleset employed. It is appreciable that the more extensive and unnecessarily verbose a ruleset, the steeper the learning curve. Keeping rules simple is an art unto itself. Yet some designers tend to forget this undeniable truth. Most of the timeless board game classics, that have survived the test of time, have the shortest rulesets. Think how simple it is to teach the rules of Checkers, Chess or Nine-Man Morris, it all boils down to stripping a game to its simplest purest form.

Some will argue that the purpose of a ruleset is not solely to explain the movements and processes but rather to weave a virtual world around the players, establishing context and purpose. For, apart from pure abstract strategy games, most games are built on a premise or theme that aims to weave a virtual world around the players, a fantastic illusion within which the game exists. I posit that this can still be achieved without standing in the way of clarity or ease of use. Ease of use is key here. During active play, participants need to find it easy to access key rules to determine the legitimacy of an action. This is more important during the early stages when players are still learning how to play. If the rules are unclear, interspersed with game-specific jargon or irrelevant blocks of text, they will become stumbling blocks rather than assist the flow of play. So, should designers simply give up on creating eye-catching or thought-provoking themes? Not at all! On the contrary, the theme or virtual world built should be offered a space but one which must in turn give way to practicality and common-sense design concepts. For example, the rulebook could be structured in such a way as to follow a logical and rational representation of the gaming process. Let us for a moment consider the following sequence:

1.      Brief introduction highlighting the world within which the game exists.

2.      A concise description of the game objectives and win conditions

3.      A review of the components used.

4.      A clear description of the setup process

5.      A breakdown of turn-taking including sequence of actions, available choices, and final housekeeping on turn conclusion.

6.      A comprehensive glossary of terms used within the scope of the game.

7.      A breakdown and illustration of any game-specific iconography used.

8.      An appendix offering a more in-depth foray into the world within which the game exists including any histories or flavour texts as required.

You will note that the structure puts more emphasis on pushing relevant gaming materials at the front of the rulebook with any further materials relegated towards the end of the publication.  This is not the perfect sequence but close enough. Some ruleset creators may, for instance, relegate points 6 and 7 to the very end of the rulebook for practical reasons. Others may opt to segregate the appendix mentioned in point 8 as a separate companion booklet further contracting the length and content of the main ruleset.  Others still may decide to create flashcards that summarise the turn-taking noted in point 5 as well as offer a summary of iconography used on the same flashcards. These are all stratagems aimed at simplifying the learning process and thus rapidly reducing downtime to what is essential for the game to proceed at a brisk pace. The third point raised above is player-to-player interaction. Along general lines, all games will demand some manner of player-to-player interaction, it's only the extent of the interaction that varies. In classical, two-player abstract games, interaction is mostly limited to responding to an opponent's moves once these have been completed. Yet in a modern Eurogame, the levels of interactions can be several, ranging from well-thought countermoves to specific actions taken which may or may not be directly influenced by an opponent's actions, to resource and worker management.

If we consider cooperative games, this level of player-to-player interaction necessarily balloons. Here players are encouraged to exchange ideas and opinions which could inform the final decision taken by the active player. The deeper the players are into a cooperative game, the more intense these discussions can get. While I have never been in a situation where time was called to hasten the decision process in a cooperative game, we got close!

All this leads to the notion of downtime. Reducing the amount of unproductive downtime is a real concern in most game designs. If players disengage from a game because they have nothing to do but wait, you have a real problem. Downtime can, in turn, be either “perceived” to be so on account of a player not fully appreciating the game, or “actual”, in the sense that even if the other players are efficient in executing their turn of play, the number of manipulations is such that downtime is still significant. While there is nothing one can do to address the former, actual downtime can be tackled by one of two methods.

At a very simple level, actual downtime can be reduced by reducing the number of actions needed to complete a turn. If a player needs to complete fewer actions to complete a turn, then the downtime experienced by the other players will be less. Another simple way to reduce downtime is to reduce the player count. This makes sense in that if you have a four-player game with each player taking two minutes to complete a turn efficiently, then each of those four players will have to experience a downtime of six minutes before they can get back to executing their next turn. There again I am assuming efficient play, if any of those four players take longer to execute a turn then the downtime will grow accordingly.

I have seen the effect of turn duration on player downtime in quite a few board games but nowhere was it more obvious than in deck builders like the card game “Ascension”. The game starts quite snappily, mostly because each player starts with a relatively small, standard, 10-card deck. The situation, however, does not last as, turn after turn, players acquire additional cards from the common marketplace. Added to that, the acquired cards can offer added actions when they are played, and each turn can become an extended process of cards calling out more cards which in turn leads to further actions. In a two-player game, the drawn-out turns, towards the latter stages of a match, can be considered quasi-acceptable. At higher player counts, however, it could turn into a downtime purgatory.

 


Yet there is one kind of action, which could be enacted by the active player, which is not easy to control. This is the time spent by the player in active deliberation, often consequently to indecision, sometimes termed “analysis paralysis”. Here we have a situation where a player ends up taking a disproportionate amount of time weighing options before deciding what action or line of thought to pursue. There is no real remedy to this phenomenon since this is often linked to an individual's character. Yet it is possible to perhaps curtail the negative effects by actively encouraging players to take shorter turns. This could be achieved to an extent by endorsing planning and being more decisive during their turn-taking. In extreme situations, analysis paralysis could affect the other players adversely. In particularly severe situations, the game coordinator could advocate the use of an egg timer to force the player to act and conclude the turn. One hopes that these situations never arise, but egg timers or stopwatches could become necessary if the offender keeps holding back gameplay with excessive deliberation time.

 

So, what can we take away from all this? Well, principally the number of game components, ruleset complexity, turn duration and by association downtime, can strongly influence the playability or enjoyability of a game at a given player count. Yet a balance needs to be struck by the designers between integrating enough actions to make a game engaging, while at the same time catering to the number of players necessary to make the game work. As we shall see, striking this balance can be achieved in various ways.

 

In truth, there are a few design hacks aimed at reducing downtime with higher player counts. For instance, some designers opt for some actions to be taken simultaneously or some actions could be taken in between turns or on other players’ turns. However, this stratagem may not always be feasible and may make sense only in so far as the selected actions do not offer one-sided advantages to the active player.

Another mechanism often implemented, and somewhat reminiscent of what I have just mentioned, is to offer piggyback actions on the decisions made by the current, active player. Here I would like to point out Tiny Epic Galaxies, which uses this mechanism in its gameplay. Furthermore, to reduce downtime, actions could be aggregated or moved to the upkeep or housekeeping stage of a turn. In this latter stage, no active decisions would be required, hence reducing downtime.

When cards are drawn, or actions are taken, towards the end of a turn, there will be a tendency for a player to work on the cards received “in between” their turns rather than “on their turn”. This will have the effect of keeping them engaged as they plan for their next turn, and they will also have a higher incentive to observe the plays made by others. The overall result is that of reducing perceived downtime by increasing player involvement.

However, there is a counter side to this strategy. Some players do not look forward to further decisions in between turns. These players see downtime as an opportunity to chat, stretch, or just disengage from the action at the table. In the case of these players, you will notice a tendency to adopt an aloof and detached approach to end-of-turn housekeeping to the point that they will frequently delay reviewing any new material or information right to the last possible second. Doing so, they end up still carrying out most of their decisions when the action at the table returns to them.




This brings us full circle to the purpose of, and limitations to, downtime. In most board games, downtime is fundamental to offer players some breathing space.  At the same time, gamer psychology plays an equally important role in the perception and utility of downtime. Players who are “always on” will find unnecessary downtime tedious. On the other hand, players who know how to utilize that same downtime to prepare for their next move could benefit from it. This does not mean that designers should not pay attention to curtail unwarranted downtimes but that they should aim for a style of action optimisation that does not impact gameplay.

To be fair with some of the best board game titles out there, this aspect of balancing downtime and player count is mostly taken seriously. Yet I feel that some titles fail to properly address the matter and present board games that essentially do not scale up properly from 2 to 3 or 4 players. What I normally do when I realise that a game works better at lower counts is to put a marker or reminder within the box for the next time, I play the game.

This is because, in truth, the player count on the box can be misleading. In most instances, the best way to determine the ideal player count is to playtest the game with different numbers of players. However, there are some further pointers you could use to guide you during the playtest which could save you some time.

Start by looking at the mechanism used in the board game under consideration.

For example, a game that requires lots of player interaction may work better with a larger group, while a game that utilises individual player boards may fare better with a smaller group. There are exceptions of course but along general lines this premise holds. A game like Mysterium for instance works best with larger player counts whereas games like Wingspan are ideally played with smaller player counts. I prefer 3-4 players for the latter and most probably 2- 3 players if you want to play a relaxed game with little downtime.





As can be seen from all I have presented here, addressing downtime is a complex affair that needs a holistic approach to be resolved. I have noted that changes to the ruleset or how these are presented could help reduce downtime. I also pointed out that depending on the mechanisms chosen, downtime itself could be used to carry out actions that might help reduce player inactivity in between turns. Yet there is so much one can do by tweaking rulesets and gaming mechanisms. To ensure downtime is kept to essentials one must also address time lost due to analysis paralysis. We saw that this too can be curtailed by adopting various strategies like the introduction of a timer as well as properly structuring rules and actions to facilitate understanding and learning.

Before concluding this foray into player counts and downtime, I wish to stress that despite what I have said here, there are games that truthfully reflect the player count as well as the anticipated game duration. Yet I feel that many designers need to clarify that their statements are a best-case scenario and do not reflect the realities faced by new players who might have just cracked open a board game for the first time. From experience, I think it would be fair to say that for first-time players, the game duration could be anywhere from two-thirds to twice as long as the duration reported on the box itself. For instance, a 45-minute game will most likely last 70 minutes, whereas a 120-minute game could well last close to 200 minutes when played for the first time.

I hope that you have found this foray into board game player counts both interesting and informative. I also hope that it will help to guide and inform your decisions when it comes to selecting a new board game to play with your gaming group.  Principally remember that you could face a situation where the recommended number of players on the box may not always be the optimal one when you sit down to play. Also, you can arrive at a realistic, optimal player count by considering “player turn duration” as well as downtime. Also, keep in mind that character and player psychology will impact both turn duration and downtime and that you may wish to take this into consideration when recommending a board game to a gaming group or determining the ideal player count. Ultimately try to bear in mind that playing a board game with first-time players will take longer than what it says on the box, so plan extra time for that. More importantly, always discuss these matters with your gaming group to make sure that expectations are met and that everyone has a great time.  


Saturday, August 5, 2023

Hacking, Heckling & Harassment

So, quite out of the blue, I found myself deactivating my Facebook account. The reason was that I witnessed yet another Facebook account being hacked and it happened to belong to my wife Claire. Regrettably, that meant I also had to disengage from my Facebook group "Boardgames &Co" and fall back on alternative technologies in order to stay in touch.

This also means I will be changing the format of my posts here, some posts will be news and similar to posts I have created in the past. Others will focus on gaming events be they local events or private board game gatherings with friends. So this blog will have to become something more, a sort of community board where friends or folk with a passion for board gaming can come to have a look at what's happening in my little corner of the universe.


Having said that, I finally got to bring "Dune Imperium" to the table. I Played it at 4-players with some genuine board game enthusiasts. Overall Dune Imperium offers a great mix of modern boardgame mechanisms, such as Deck Building and Worker placement, but it also offers a depth of play that goes beyond either. Here is a game that would need to be explored over several sessions. While unfortunately, we didn't manage to complete the game due to time restrictions, we all agreed it was worth another shot or two... Overall a great evening and one I'd love to repeat in the near future. This time round I edged ahead by just one point mid-game...so there's that. Still, I'd love to see how the end game accelerates once you near the bottom of the Conflict deck.

I'm not going to go overboard to try and explain how Dune Imperium plays, Rodney Smith from Watch it played did a superb job and I will leave you in his more than capable hands (just head over to their YouTube channel and look up the video). I will however share some snaps with you so you get an idea of the table presence of this superlative game.






That's all I've got to share with you for this first, post Facebook era for Boardgames & Co. I cannot say that this transition will be easy for me, in any way or manner, but the tools are there and I will be using them to the best of my abilities to keep the spark of board gaming camaraderie as alive as possible. 

Have a great one everybody!