As it stands, I'm a Gen Xer, born between 1965 and 1980. The term was popularised by Douglas Coupland in his 1991 novel "Generation X: Tales for an Accelerated Culture." We're often described as cynical and independent, and I reckon that's fair. We grew up during the Cold War, saw the fall of the Berlin Wall, and experienced firsthand the rise of personal computing and the internet.
We also value work-life balance as a key part of our lives, and we tend to be more individualistic in our approach. We also tended to delay getting married and having kids until later in life, though that decision can come with its own set of challenges when it comes to raising the kids we bring into the world.
As the generation that bridged the gap between the analogue and digital worlds, we Gen Xers have had to adapt to technological changes on both a personal and professional level. We're the e-mailers, the mobile phone generation, coming of age as all this new tech was emerging. But we still loved our books and did our research the old-fashioned way, pouring over encyclopaedias and library books. We learned the value of patience and consistency.
Then came the Millennials, or Gen Y, born between 1981 and 1996. They're mostly defined by their technological savvy and changing social norms. They grew up with the internet, so they're absolute whizzes with digital tech. They're also the most educated generation yet, always prioritising continuous learning and skill development. They really value diversity, inclusion, and social justice, which is why they're so much more accepting of non-traditional lifestyles and family structures.
For Millennials, work must be meaningful, and they're more likely to job-hop. Like us Gen Xers, they prize work-life balance and tend to delay marriage, home ownership, and kids until later in life. But for them, life experiences will always trump material possessions. When it comes to communication, they much prefer texting and social media over emails and they're way more comfortable with online interactions and virtual relationships.
So, you're asking why I'm going on about Gen X and Gen Y? Well, it is because these were the generations that lived at the speed of man, not technology. We may have had to learn to adapt to the pace of technology out of necessity, but we still find value in the analogue, in the physical and mental computations done without tech. That's in contrast to the next generation I'll be talking about, the one that is the focus of this blog.
Generation Alpha, born between 2010 and 2025, is the first generation to grow up entirely in the digital age. Their unique traits and preferences are already shaping the design and development of modern games, including board games. They are a whole new breed that's totally immersed in the connected world, integrated to such an extent that it influences how they consume knowledge and experience things.
Gen Alpha's exposure to educational apps and games has led to a bigger demand for interactive learning experiences. This trend is reflected in the design of modern board games, which often incorporate gamification like rewards, challenges, and progress tracking to make the gameplay more enjoyable and motivating.
These Gen Alpha kids value the social interaction and community aspects of gaming. They use games to hang out with friends and actively contribute to discussions in gaming communities. Modern board games are designed to encourage that social interaction and collaboration, with lots of games requiring players to work together towards a common goal. Games like Pandemic and Codenames promote teamwork and communication skills, which fits right in with the Gen Alpha profile.
Generation Alpha are also keen on personalised and customised experiences. They're used to having content tailored to their individual preferences and learning styles. Some modern board games cater for customisation options, such as different difficulty levels or numerous expansion packs, allowing players to personalise their gaming experience to taste. Games like Gloomhaven achieve this by offering modular board designs and customisable character abilities.
Gen Alpha expects games to embrace diversity and promote inclusivity. Modern board games are increasingly featuring diverse characters, settings, and themes, ensuring that players from all backgrounds can see themselves represented.
Yet there's another aspect of Gen Alpha that heavily affects the kind of board games they'd be willing to engage with. Maybe because of their constant exposure to the internet and social networks, they've developed an increasingly short attention span and a real preference for quick, immediate gratification.
This is why game designers have reacted to this mindset by offering games with significantly shorter playtimes - games with faster rounds or modular play options. They're also increasingly integrating digital elements like apps that enhance the gameplay or provide rule explanations. As we touched on earlier, they're including more customisable components and putting more emphasis on social interactions by introducing cooperative mechanisms or encouraging table talk during play.
Linking back to that idea of game customisation, we are already seeing loads of examples of games with increasingly modular board designs that change with each game played. Alternatively, games that come with storylines that adapt, based on player choices, or offer unlockable content to give a sense of progression over several plays. These are all elements of "Legacy" style games where permanent changes to the game itself happen based on player choices and outcomes.
Including these elements in modern board game design isn't just about catering to Gen Alpha's preferences, it is also about evolving the medium to stay relevant in the digital age. Shorter playtimes make games more accessible for busy schedules and help them compete with casual games, apps, and computer games. App integration can simplify complex rule sets, making games more approachable for new players while still offering depth for enthusiasts. Customisable options can increase player investment and replayability, potentially boosting the perceived value of physical games. A social focus on the other hand, can highlight the unique strengths of tabletop gaming as a medium for in-person interaction.
I reckon these design trends are likely influencing game design across all age groups, not just Gen Alpha, as part of the broader cultural shifts we're seeing these days. We're seeing this increased cross-pollination of ideas between digital and analogue gaming. I am referring here to video game adaptations making the transition to board games with varying degrees of success. Just the other day, I read about how a popular rogue-like game called "Slay the Spire" was adapted into a great board game.
Catering to Gen Alpha can be a bit of a complex affair, but it is an effort that comes with its own rewards. The attraction of socialisation and player interplay is one of the key things you want to tap into to attract these players to the gaming table. For instance, placing a stronger emphasis on team play, rather than everyone just looking out for themselves.There's also the issue of reinventing or rethinking the whole idea of replayability. Traditionally, I used to see replayability as a quality in board games that let you play them over and over, where no two games would ever be the same. Basically, games that offer multiple paths to victory, whether symmetric like chess or asymmetric like Hnefatafl (aka Viking Chess). The relatively high number of permutations in how you execute a turn means that, in theory, the gameplay never gets stale.
However, even in those classic games, you can still get that sense of repetition kicking in after a while, since the specific moves a piece can make do not really change. So, while those games might be fascinating, some Gen Alpha players might still find them a bit too repetitive for their liking.
For these players, replayability now isn't so much about the number of permutations available in a single turn of play, but more about the idea of unlockable options and novelty when it comes to the actual gameplay. This can be a bit tricky when it comes to board games, since the only way to achieve that kind of variability is either for the game designer to come up with regular expansions, or to have sealed options that can only be accessed once a certain target or game objective is reached.
In digital games, that kind of variability is easier to achieve. Any new variations can just be added to the core game by including new lines of code. The coders and app designers must make sure the application is modular and expandable, but once that's sorted, the possibilities are endless. A great example of this kind of digital game is Marvel Snap. I won't get into the nitty-gritty of how it plays, but it's clearly designed from the ground up to leverage variability that can be introduced through a constant stream of new digital cards, shaking up the game's status quo and bringing in fresh strategic challenges.
Another example of this kind of variability in digital games is Slay the Spire (StS). It's a digital card game that uses high variability to keep the gameplay feeling fresh and replayable. In StS, players start with a modest deck of cards that they use to defeat a series of monsters as they "ascend the spire". The deck however is not fixed. With each victory, new cards get added, increasing the deck's attack power and overall effectiveness. These new cards are drafted in line with the player's in-game class and can be upgraded under certain circumstances. Plus, some of the monsters can even add penalty cards to the player's deck, making it harder to draw good cards and achieve the goal.
But it doesn't stop there. On top of all that variability and upgradability, StS also offers unlockable content that can only be accessed once a player has gone through the game's gauntlet several times. There's always this sense that the game will have something more to offer as you progress and improve your decision-making and strategic play.
While retrofitting all that variability and novelty into physical board games can be difficult in most cases, that has not stopped game designers from trying out different solutions. One game I played recently that attempts this idea with mixed results is 3000 Scoundrels. The designers used a combination of sleeves and cards to create all sorts of card/sleeve combos as part of the gameplay. The idea was cool, but I still felt the mechanism wasn't leveraged properly within the game context, which tends to rest heavily on bluffing rather than fully embracing that model.
A more successful implementation of this design concept is the physical board game adaptation of Slay the Spire, which we mentioned earlier. In that case, the designer opted for the same sleeve/card idea to offer an in-game card upgrade option that echoes the digital version.
So, all these tweaks and new ideas are really what's driving this whole movement to get board games in sync with what the younger players are into these days. But what about the old-school games? Are they just going to die out? Will they all be forgotten once us Gen X and Y folks aren't around to play them anymore and Gen Alpha takes over? I'd like to think that when these new kids grow up, they'll look back at those older games and go, "Huh, that's interesting." Maybe they'll see them the same way we look at classics like Monopoly or Talisman now.
Regardless of when you were born, though, board games still have this inexplicable allure for those of us who are drawn to engage with them. These games represent a distilled manifestation of human creativity, as well as our collective yearning to recapture that spirit of play throughout our lives. I'm convinced that play, in all its forms, is a key aspect of our humanity. It has this remarkable ability to unite disparate individuals, potentially allowing them to forget what might otherwise divide them. If we ever stopped engaging in meaningful play, that would be a true sign that our existence as a species had come to an end."