Arclight, the Japanese publisher that owns Game Market, reports a visitor count of 10,000 on Sat. Dec. 2 and 8,500 on Sun. Dec. 3. To put those numbers in context, Japanese publisher Kocchiya has posted the following summary of attendance numbers from 2012 to present:
いつもーの。#ゲムマ pic.twitter.com/yNVYEUiCis
— ゆお@こっち屋 (@yuo_7) December 4, 2017
The fourth column from left shows the attendance figure for each show. The light green highlights the early year shows in Osaka or Kobe, the pink highlights the spring shows in May, and the blue highlights the autumn shows in November or December. The column at right shows the percentage increase over the same show from the previous year.
The third column from left shows the total number of exhibitors at a show: 572 on the first day of the most recent Game Market, and 497 on the second day. Each Game Market day lasts only seven hours, so seeing even a small percentage of games on hand is tough to do in that time. Nevertheless, I plan to return to TGM in 2018, with the next Tokyo show taking place on May 5-6, 2018.
• 1843 is a bimonthly magazine about ideas, culture, and lifestyle published by The Economist, and in November 2017 it featured "Table-Top Generals", an article by Tim Cross that serves as an excellent introduction to modern games. An excerpt:
The revival began in the 1990s, says Matt Leacock, an American game designer responsible for Pandemic, as the internet began spreading into people's homes. Leacock was a programmer at Yahoo! at the time. Germany, he says, is the spiritual home of board-gaming. "For whatever reason there has always been a culture there of playing these things, of families sitting around the table at a weekend," he says. The internet helped that culture spread: "I remember we used to rely on these little hobbyist websites that would do amateur translations into English of all the new German games that were coming out," says Leacock. As with everything from Japanese cartoons to Jane Austen fandom, the internet helped bring together like-minded people all over the world.
Thirty or forty years ago, people reached through the dice-rolling mathematics of Dungeons & Dragons for a thrilling order that video games, and the world at large, couldn't yet provide. Today, the chaos of physical dice is reassuringly clunky and slow compared to the speed with which you nervously tally the likes under a Facebook post. Rejecting your feed for an evening isn't like rejecting the God-fearing community that reared you, but something heretical lingers in this lo-fi entertainment.
Of course, the ground-breaking technology was crying out to be used on the ground-breaking medium of board games. We've combed through the BBG.com database many times before, so we've got a bank of over 80,000 board game titles, ratings, details and release dates to feed into the neural network.
After six hours of training on this 4mb text file (!), here's what the brain-simulating model was able to generate:
Onth & Gean (1981) 2-2 players Rating:7
Minos's Brin-Mini (2006) 2-4 players Rating:6
Munchkin Park Kings (2008) 2-4 players Rating:6
Flip' El Gays (1964) 1-7 players Rating:4
Power Grid: Fordia (2010) 2-4 players Rating:8
The Besterin Landing: Sentinels of the Alest Tente in the Dark 2 (2001) 4-10 players Rating:5
Secrets! Hall (1988) 2-4 players Rating:6
The Game (2009) 2-4 players Rating:6
Carcassonne: The Card Game (2009) 2-4 players Rating:6
The Card Game (2009) 2-4 players Rating:6
The Game (2009) 2-4 players Rating:6
The Game of Heroes: The Card Game The Card Game (2009) 2-4 players Rating:6
Carcassonne: The Card Game (2009) 2-4 players Rating:6
Star Wars Miniatures (2009) 2-4 players Rating:6