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Fraser McHarg: Innovation and Creative Thinking

Over the years a lot of creative thinking and innovation has gone into boardgames.  Off the top of my head here’s a few:

  • Redmond A. Simonsen’s discovery of the back of the counter
  • Variable player powers in Cosmic Encounter
  • Victory Point tracks on the game board
  • Card driven games
  • Role selection with privilege
  • The spinner in The Same Game with the three different categories

It is a relatively straightforward task to explain or discuss the innovation or creative thinking inherent in each of the above examples with a gamer because we would have a common body of knowledge and understanding upon which to base our discussion.

Now imagine that I wanted to discuss innovation and create thinking in boardgames or using boardgames as an example with non-gamers, i.e. people whose experience in games is probably limited to Monopoly, Cluedo, Scrabble, Trivial Pursuit, Poker and maybe Risk.

Now factor in a limited time frame and most of the examples above are fundamentally useless.  The great step forward in using both sides of a counter or a tile is a not as obvious if you have knowledge of games before the flipside was discovered or even of games that use cardboard counters at all.

Role selection and variable powers are also quite a step up from a roll and move game and would potentially involve a lengthy preliminary discussion about the concept of being able to do more than move two to twelve spaces and then buy a property, although explaining what these concepts are could be a bit of a challenge in a limited time.

Card driven games would fall into a similar category, a lot of background material would need to be covered before being able to demonstrate the creativity of the change to card driven games.

The score track is one that could be easily understood by non-gamers.  Instead of requiring the use of pen and paper, separate scoring counters or a cribbage board you could demonstrate how this simple addition to the game board makes the game ready to play without any additional components.  It also has the additional benefit that all players can see how they are progressing compared to other players at all times during the game.

At first glance The Same Game is a standard memory game, but it has a twist:  It comes with a spinner which has three different categories on it—colour, number and type.  You spin the spinner, then must match based on the result of the spinner.  So one red motorcycle would match one blue gumboot for number, but not for colour or for type.

Not exactly a lot of the innovative ideas can be easily explained to the non-gamers.

What about creative thinking in games for non-gamers?

I have seen stunning examples of creative thinking in games as diverse as World in Flames and Tigris & Euphrates, however this can probably only be easily discussed with people who have played the actual games.

One issue could also be people’s interpretation of what creative thinking in a game is.  For example some people think that playing Ricochet Robot is creative thinking, I think it is more in the realm of spatial awareness skills.

Here’s a few games that we thought might work in encouraging, or at least demonstrating, creative thinking and would work with non-gamers:

  • Apples to Apples – Trying to match one of your cards with the Judge’s card and gaining the Judge’s approval.
  • The Dictionary Game (known commercially as Balderdash) – Pick a word from the dictionary and the other players have to write definitions of it. The players then vote on the one they think is the correct definition, or in some cases the best definition.
  • Barbarossa/Cluzzle – Players make a model of an object which other players try and guess, the trick is to not make it too easy so it is guessed straight away, but not so difficult that nobody can guess what it is.
  • The Big Idea – You have some noun and adjective cards and have to use a noun and one or more adjectives to create a product.  Each player does this and they float companies to market their product.  Each player may also buy into another player’s company based on what they think is the best (sounding) product.
  • You Must be an Idiot! – A trivia game with a twist.  One or more players may be secretly designated as an idiot and will provide an incorrect answer.  You can gain points as a non-idiot by answering correctly or correctly accusing an idiot or tricking others into accusing you of being an idiot.  As an idiot you can gain points by avoiding being identified as an idiot.
  • Time’s Up – Based on CharadeTime’s Up! – Based on Celebrity Heads, but taken to a new level where a set of famous names are used and the team tries to guess as any as they can.  In round one almost any sort of clue can be given, in round two only one word can be used, but unlimited sounds and/or gestures and in round three no words are allowed at all.

There are also probably some games with negotiation or trading aspects that would, at least in some occasions, display creative thinking for non gamers.

Further suggestions welcome.

© 2008 Fraser McHarg


Posted by Fraser McHarg on Jan 8, 2008 at 01:00 AM in ColumnistsGone GamingFraser McHarg / 1082

Comments:

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Slight correction, I think you meant “Activity” for the first use of “Time’s Up.”

Great point on innovation, which further underscores how far from the mainstream we really are.

Posted by Matthew Frederick on Jan 8, 2008 at 02:08 AM | #

Yes and no.  I found it when searching for Time’s Up! (with the exclamation mark.  BGG has Time’s Up, Activity, Word Trio and Word in Time as possible names although admittedly it uses Activity as the main one and it may even be the more well known one.  However since 6 Nimmt! is listed as Category 5 that argument does not always hold water ;-)

Posted by Fraser McHarg on Jan 8, 2008 at 03:04 AM | #

Ah, ok. With the link leading to what BGG is calling “Activity,” I thought that’s what you meant.

Posted by Matthew Frederick on Jan 8, 2008 at 03:22 AM | #

I don’t get it. First you say:
> Over the years a lot of creative thinking and innovation has gone into boardgames.  Off the top of my head here’s a few:

Then after listing them you say:
> Here’s a few games that we thought might work in encouraging, or at least demonstrating, creative thinking and would work with non-gamers:

But you list games that as far as I can tell
a) are already aimed squarely at non-gamers, and
b) don’t actually have any of the creative characteristics you started your article off by listing.

The gaming community has long hasd the notion of gateway games--games which introduce some of the more creative aspects of modern board game design at an easily digestible rate for non-gamers. But none of these games seem like that kind of game, so I think I’m just completely missing the point. As usual, it’s probably just me.

Posted by Curt Carpenter on Jan 8, 2008 at 07:56 AM | #

Curt, I’m seeing two points in the article, and Fraser appears to be deftly moving from one to the other, without much warning.

Fraser, are you trying to discuss creative and innovative thinking in game design, or creative and innovative thinking in game play?  “Here are examples of A.  Let’s now see if we can find B in these representative samples...”

Posted by Dave Wilson on Jan 8, 2008 at 12:33 PM | #

I think you’ve fallen into a common dual trap of confusing the game mechanism with the game experience, and under-rating classic games. Some of the games you mention as a worthless baseline (Scrabble particularly) are still better than the vast majority of “our” games published in any given year.

It’s easy to demonstrate how far games have come by comparing the game experience of Monopoly with the game experience of Settlers of Catan. When I say I’m a boardgamer, by far the most common follow-up I get is “you mean like Monopoly?”. As it turns out, Monopoly is a great frame of reference for pitching Settlers. They’re both dice-driven, they’re both about controlling real estate, and they’re both fundamentally deal-making games, but Settlers plays in 45 minutes, nobody is ever eliminated, the economy is productive instead of destructive, you’re constantly making deals, and the probabilities of the game and worth of the properties are far more transparent. Talking about just one or two of these things (I find the constructive economy and the lack of player elimination are good) can be enough.

Similarly, it’s hardly a huge leap to go from the quite respectable Clue to Sleuth or Mystery at the Abby.

Anyway. What people care about is the game experience, not innovative or creative game mechanisms. Which is convenient, because the big difference modern eurogames have made is in the quality of the experience of playing, not in the mechanics used. You drill down on Settlers and you see it’s not that distant a relative from Monopoly. But the play experience is vastly different.

Posted by Chris Farrell on Jan 8, 2008 at 02:09 PM | #

On the VP track, my recollection is that Moritz Eggert taught us that it German it is referred to as a “Kramerleister” (spelling?), after Wolfgang Kramer.

Posted by Jeffrey D Myers on Jan 8, 2008 at 04:03 PM | #

You have have a better memory that I do Jeffrey, I had to ask Moritz because I remembered he had explained the term for the scoring track but thanks to asking him late in the piece and opposite sides of the planet and all that his response came back after the article was published.  The term is Kramerleiste, pronounciation is roughly “Kraah-meh(r)-ly-steh”

Posted by Fraser McHarg on Jan 8, 2008 at 04:42 PM | #

Yes I did switch trains of thought.  The article is based around something we are trying to do at work, which is promote innovation and promote creative thinking.  I want to use boardgames, because it something I know reasonably well, but unfortunately none of the people I actually work with attend Gamers@Dockers sessions and are all non-gamers.  My first attempted point was that there has been much innovation in boardgames, but a lot of it would be difficult to explain to non-gamers.  The second point was trying to come up with games or exercises for non-gamers that promotes or shows creative thinking during the process of playing the game

Posted by Fraser McHarg on Jan 8, 2008 at 04:46 PM | #

You forgot to mention the “Kosmischer Aschenbecher” (cosmic ashtray) from Andromeda as an innovative game mechanism (with an equally creative nickname).  Hey, it beats drawing cubes out of a bag!

Posted by Jeff Allers on Jan 10, 2008 at 11:09 AM | #

I couldn’t agree more, with respect to card-driven games.  Maybe it’s just because I grew up with games tyrannically dictated by roll-and-move or spin-and-move (e.g. Monopoly, Life, Smurf Ahoy), but I find card-driven play so liberating, a great mix of chance elements and strategic play.

Some of my favorite games right now are Shadows, Queen’s Gambit, Bang!, Ticket to Ride, Race for the Galaxy, Roma, Lost Cities, Catan Card Game, San Juan… I just think a hand of cards is a great way to run a game.

Posted by Stephen Schaefer on Mar 3, 2008 at 01:21 PM | #

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