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.
• 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:
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.
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"!
• 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:
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).