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In early April 2012, Dean posted a follow-up article – "The Current Limitations of Critical Infrastructure in the Board Game Community" – explaining why he feels that game criticism is sparse in general (and not just in terms of outing AFAoS) with those factors being "the relative youth of modern board gaming, the size of the board game market, and the dominance of BoardGameGeek (BGG) in board game discussion".
What's missing from that list, however, is what I feel is the main reason that game criticism is sparse: Most people who review or write about games never intend to be critical; instead they want to participate in, and perhaps even lead, the conversation about a trendy game while that game is still cresting its attention wave. In other words, game criticism is sparse because few strive to be critics.
Perhaps this seems like a demented "water is wet" statement, but I think this detail is worth pointing out. Many reviewers – and I include myself in this bucket sometimes – want to say something about a game before most gamers have yet to play it. (I'd say "before most gamers have yet to form an opinion about a game", but in all too many cases the opinions come prior to playing instead of the other way around.) Thus, you have people posting game reviews after one or two plays so that they can be part of that early wave of coverage, even though their commentary tends to cover the mechanisms of game play while offering little else.
The practice of wanting to say something first is hardly restricted to board games, of course. Rich Juzwiak wrote an interesting piece on Gawker in March 2012 about the growing presence of television show recaps and why after five years of creating such recaps he'll never write them again. An excerpt:
It's fatigue, plain and simple, that comes from within but is informed from without. The limitless ubiquity of recaps makes writing them a challenge. Competition is stiff and deadlines are brutal, typically requiring just a few hours for turnaround to remain relevant. For this reason, formal and technical advances are few and far between: Typically, the biggest adventure a current recap can take is a shticky template tailored specifically to a show's format.... The most you can hope for is that the blocks of text are broken into smaller blocks. Given the several modes of expression that the Internet affords, the time-crunch limitations are especially frustrating: We cannot use what is at our fingertips — images, gifs, videos, and sound files — because we do not have the time.
The paradox of the medium is that with more recaps comes the demand not just to be faster, but also more distinct. The impossibility of this is frustrating enough to shut me down.
Of course not everyone desires such quick feedback, and as Rob Goodman argues in a fascinating essay on The Millions, the drive to be timely, to be at the crest of that wave dropping crumbs of opinion on everyone else, is a habit driven by the news cycle. That habit is then picked up by the public at large because, well, because we're human and it's easy to become inflamed or intrigued by whatever is current, by whatever resonates to the "now" of our being and our surroundings. Is that really what we want?, asks Goodman.
Yet an interesting person can be interested in Leonardo or U2 or the politics of children's books at any time — and can read about things that are inherently interesting, not accidentally interesting for 15 minutes. When we reward timeliness with the limited currency of our attention, we put ourselves in a tightly circumscribed place in which our intake of information is left up to the whims of the news cycle.
Now, in case you're still interested, on to the rest of today's links...
• Given that it racked up a quarter-million views in a couple of days, you've perhaps already seen this video of actor Wil Wheaton and friends playing Small World on the debut episode of Tabletop, but if not, it's a nice introduction to the game for Joe Public with impressive production values. The banter is a bit too chummy sometimes, making you feel like an intruder, and Sean Plott
• WizKids has announced a Quarriors! Quorld Championship Tournament (ahem) to be held at Gen Con 2012 in August, as well as the inclusion of Quarriors! in the WizKids Event System, which is set up to enable stores to host and organize local tournaments and assist players in finding these events. For the Quorld Championship Tournament, players can qualify through play at Gen Con or search for a qualifying event held at a store listed in the WizKids Event System.
• The Economist reports on a study in Psychological Science that investigated whether "the impulse to cheat is something that grows or diminishes when the potential cheater has time for reflection on his actions". Participants in the study would roll a die in secret, then report how many pips show on the die, receiving a payment based on the number they stated: more pips = more money. From The Economist:
The researchers had no way of knowing what numbers participants actually rolled, of course. But they knew, statistically, that the average roll, if people reported honestly, should have been 3.5. This gave them a baseline from which to calculate participants' honesty. Those forced to enter their results within 20 seconds, the researchers found, reported a mean roll of 4.6. Those who were not under any time pressure reported a mean roll of 3.9. Both groups lied, then. But those who had had more time for reflection lied less.
• U.S. publisher Mayfair Games notes a small problem with its Q4 2011 production run of The Settlers of Catan, with some copies of the game having a miscut #3 border connection that doesn't connect properly. If you're in this situation, contact Mayfair to request a replacement.
• In other Mayfair news, ICv2 notes that the publisher plans to work with retailers who carry much of the Mayfair line to create personalized television advertising for these stores for free, with the retailers then being responsible for getting the ads airtime.