Links: Gamer Fatigue, Exploring Badness, and Undercover Design at the CIA

Links: Gamer Fatigue, Exploring Badness, and Undercover Design at the CIA
Board Game: Labyrinth: The War on Terror, 2001 – ?
• CNN has a short article on how the CIA uses board games to train staffers, based on a presentation at the 2017 South by Southwest festival, with quotes from both senior collection analyst David Clopper and intelligence educator (and freelance game designer) Volko Ruhnke. An excerpt:

Quote:
In "Collection," Clopper's first CIA game, teams of analysts work together to solve international crises against a ticking clock. His second title, "Collection Deck," is a Pokémon-like card game in which where each card represents either an intelligence collection strategy or a hurdle like red tape or bureaucracy.

For instance, a player could lay out a card to collect intelligence via satellite photos, but an opponent could block them by playing a "ground station failure" card. It's meant to mimic situations analysts might run into in their actual work.
• In La Lettura, Michela Lazzaroni attempts to summarize and visualize board game data in a new way:

Quote:
Each game is arranged from left to right by the score, and from bottom to top by year of production. The height of the pieces specifies the maximum number of players allowed, the black triangles identifies the games that can be played solo, whereas the color shows the game’s setting (Ancient History, Middle Ages, Modern History, Industrial Revolution, Contemporary Period, Sci-fi, Fantasy, Abstract).
From gallery of W Eric Martin

Board Game: Flatline
• Designer Gil Hova of Formal Ferret Games writes about "gamer fatigue" and how it might impact the long-term health of the game industry. An excerpt:

Quote:
When people first enter the hobby, they buy games aggressively. If they like something, they'll purchase it right away.

This "honeymoon" period lasts for about 1-3 years. But at some point, a gamer realizes that they can't sustain that pace. They run out of space to store their collection. They realize, via a life event or other need for frugality, that they can't spend so much money on games. They realize that half their collection is still unplayed. Many times, they even start to find new games bland. They pine for a time when games were "better," which tends to align with the exact moment they entered the hobby...

[In] terms of pure buying power, it's the people new to the hobby who are driving the industry's growth. As long as we have more people entering this "honeymoon" period than leaving it, we will see industry revenue grow.

If, for some reason, the flow of new gamers slows, we'll see it in the bottom line. We'll see convention attendance level out and revenue flatten out. It could be for a number of reasons, like the global economy suddenly tanking. Or the hobby hitting a point where board games get so mainstream that the only people discovering it are teenagers who are getting their first disposable income. Or the number of new games per year growing so huge that discovery becomes impossible for all but the biggest game companies and brands.
I get what Gil is saying here, but I'm not sure the numbers would work out that way because it depends on the size of the gamer base that already exists. If that base is large enough, then even if those people buy only a few games annually, collectively that translates into a huge number of games sold. Heck, that's probably what already happens given that most people buy only a couple of games each year, yet mainstream companies stay in business and sell tens or hundreds of thousands of games.

And I don't think that "discovery becomes impossible for all but the biggest game companies and brands" rings true either given the number of folks who search the spaces away from the spotlight for the many, many creations that would never make it to market from the biggest game companies. Heck, almost the entirety of the hobby game industry qualifies as being not by produced by "the biggest game companies and brands"!

Board Game: The Worst Game Ever
• Matt at Creaking Shelves attempts to answer the question "Can games be bad?" by first detailing various qualities that make a game good, then finding quantifiable measures that go against these qualities. An excerpt:

Quote:
To my mind the most important factor is the presence of Quality Decisions, which as noted above draws in a lot of other factors. How do you spot a Quality Decision? I would describe it as one where you sit and think about it, are unsure of the correct choice, and are tempted by multiple (2+) options. These decisions should matter and have some affect on the outcome of the game. Note you don’t have to be thinking about it on your turn, and the best games let you do your thinking during the time between turns.

If a game offered you zero decisions then it would be a bad game. Hell, it would be a film or a book, not a game. But how many decisions are enough? How many decisions are too much? That will depend on the player, and on what sort of game you are playing. In an hour long game, you would want more than one quality decision. That suggests the idea of a “quality decision density”: the number of quality decisions per unit time.

So a bad game would be one where the quality decision density is “too low”. That’s still a little vague, so I would say a game needs at least 1 quality decision per player turn, on average. That ensures you always have something to think about. I’ll allow some flexibility here but it’s a solid starting point. In addition to this, those decisions should vary over the course of the game (if the game is long enough for this to matter).
• On Polygon, Adam Saltsman gives a nice overview of games that have succeeded with his four- and six-year-old children, highlighting one of the key differences to keep in mind when choosing games for this type of audience:

Quote:
The three- and four-year-old players, in our experience, can play tactically but cannot play strategically. What I mean by this is, there is a difference between taking your turn correctly and planning out a series of turns to accomplish a goal. We’re finding our four year-old can engage in a surprisingly complex single turn, but just doesn’t plan over multiple turns. Which is totally fine! But it means that games where opportunistic local play can keep up with long-term strategic play have a broader age range where we can all really play together.
River Dragons, Machi Koro, and Tokaido all get nice shout-outs, and I learned of a new game myself in Latice!

Board Game: Latice

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