• Daniel Tack at Forbes.com writes about Gary Games' SolForge, showing multiple (preliminary) screenshots and explaining the game in a bit more detail. I had no idea that Forbes had someone writing about online gaming, collectible card games, and tabletop games...
• Erik Wecks at Wired's Geekdad marvels at Target's recent gaming coups – exclusivity for Star Trek: Catan, and a game cross-promotion deal with Geek & Sundry – and urges local game stores to up their game to survive and even profit from such happenings.
• Adam August at Kicktraq provides a few stats on board and card game Kickstarter projects, focusing on the growth of both backers and pledges in 2012 when compared to 2011:
• On his GamerChris blog, Chris Norwood tries to pin down the difference between board games and other media, focusing on whether they're active or passive media and how that relates to both the user experience and the requirements for critical analysis of the works. A long excerpt:
The nature of criticism for these "passive" types of media, therefore, tends to focus mostly on the substance of the message delivered by the work, rather than on the "mechanics" of the delivery method. Now certainly, story structure, diction, tone, and other structural elements of how the work was delivered do come into play. But by and large, the bulk of literary and film criticism is much more about discussing the work's message, its relevance to the society in which it was made, its relation to previous works, what experience in the author's life led to it, and other such socio-political issues.
But boardgames are very different. With rare exception, games are meant to be shared, interactive experiences. And one hallmark of modern boardgames is player agency, where the participants are given choices that have a real impact on the outcome of the game. So while a game designer may have a general intent for how a game should develop, the specifics of any one particular play are greatly dependent on the choices of the players involved in it.
Therefore, the most important element of boardgame criticism must be to focus on the mechanical aspects of the game. While the core element of a work in pretty much any other medium is the message that is being conveyed, the core of a boardgame is the system of mechanics constructed by the designer. And even if there is a theme, tone, or message that the designer wants to invoke or portray in some manner, it still comes down to how well the mechanics of the game actually get that message across.
• From the YouTube description of this Olde Payphone video: "Some people take Catchphrase way too seriously." NSFW. No, really.
(HT: The Dish)