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Matt Thrower: The Stupidity of Simplicity
There are some things in life that you just remember, things that will be burned indelibly into your brain long after countless hours of alcohol and board game abuse have taken their toll on all the surrounding neurons. People remember where they were and what they were doing when they learned about those rare, huge news stories that helped to shape a generation. You remember the great rites of passage of western civilization such as losing your virginity or getting married (assuming that you’ve managed to do either thing thus far in your life).
And then there are things that people remember for reasons peculiar to them, reasons both personal and related to the things that they value. Being a boardgamer, one of the things for which I seem to have perfect recall is my first game of Settlers of Catan.
I’d been a gamer for years before playing Settlers and my tastes were very much rooted in the classic conflict games of the 1980s, particularly titles from Games Workshop (some of which I later learned were Avalon Hill reprints for UK distribution) and West End Games. But in the late 1990s, precisely when the Eurogame phenomenon was taking off in the gaming world, I was on a gaming hiatus, so I came to Settlers pretty late – my first game wasn’t until 2002. My gaming friends and I had been playing Titan obsessively on a Monday night for week after week and one day I turned up with this different game and proclaimed that from what I’d read on the Internet I had discovered the holy grail of gaming. I’d already read the rules which, to me, seemed absurdly straightforward and I had no trouble at all explaining things to the group while we set up the game. We used the random map right away of course, knowing full well that “introductory” or “tutorial” setups are things only for the weak and feeble. Each player got a set of pieces and a reference card, and we got down, quivering with excitement, to play the game.
That was when the trouble started.
See, the thing about virtually all of those eighties classics that we’d cut our teeth on is that they were games in which a great deal of the strategy revolved around moving things about on a map, an in-game representation of physical objects doing things in a physical world. Settlers features a map and physical objects but nothing actually moves, at least not in a sense beyond your network of roads and settlements expanding. So while there were strategic aspects to the game which were immediately apparent, there were a lot more which were not. It is not, for example, entirely clear that success in Settlers usually depends on a victory point card or two and connection to some kind of useful port. It is not obvious to a beginner player that some resources are much more important than others at the start of the game, or that the ration of resources you need to collect to do well is not just 1:1. There are other aspects to this, too.
So although we were all seasoned game players, we sat through this first game of Settlers bumbling uselessly round the table, trying to figure out what the hell we were supposed to do in order to win the game or, indeed, to try to construct any sort of coherent strategy. We did discover the “wood for sheep” joke almost instantly, and the game continues to be known as “wood for sheep” across much of my gaming circle, which is a good thing. The winner of that first game – me, as it turned out – won more by accident than by design, and we all knew it and that is not a great start for a debutant board game – but the trading aspect and the sheep pun kept us going through another game and slowly the things we had to do crystallised out of the morass of confusion and it became, in a very short time, a challenging, popular and exciting game.
Although I didn’t know it at the time, what I discovered was the thin end of a wedge, a wedge which makes a complete nonsense of the idea that a game with short rules is easy to learn. I use the word “learn” specifically because it’s damn obvious that a similar claim can be made about simple games not always being easy to play – anyone who has encountered Chess or Go will attest to the fact that this is true. No, counter-intuitive as it may be, short rules do not make a game easy to learn or, more importantly, offer the players an easy way to learn about the strategies they need to play the game effectively. The actual text of the rules may appear brief and inviting, but the problems arise when one tries to translate those rules into actually playing a game. This may come as some news to you if you play a lot of Eurogames. After all, partial familiarity helps a lot with digesting something new. But for those of us who dabble in Eurogames rather than having them as a main focus of our hobby, this can be a real pain. I can attest to how awkward it is from my own experiences of trying to get to grips with Puerto Rico – I spent more games than I care to recall making utterly ridiculous decisions because although I understood the rules of the game I had no handle to use in order to help me translate those rules into strategy.
Some games have this problem more than others. After considering it for some time I eventually decided that the problem was connected to how well grounded the game was in everyday, real-life situations and skills. If we go back and look at my original experience with Settlers, I found a lot of the problems were connected to strategies that weren’t directly derived from spatial positioning. The idea of manoeuvre and spatial positioning is something people deal with every day, not in a military sense, obviously, but simply in their everyday lives. The idea of a piece moving around different locations on a board is a familiar and intuitive way of abstractly representing something that makes coherent sense. So in that way, games in which the strategy involves the physical relationships (fnar, fnar) between pieces on a board are easier to digest than those which don’t, no matter how simple the rules.
Another everyday skill that people are familiar with is counting and comparing the relative values of items, which is why otherwise clunky-looking games such as Ra, with its Byzantine scoring system, are immediately accessible once you’ve learned the rules.
A third skill common to both board games and everyday experience is negotiation, and so Diplomacy tends to click without too much difficulty in spite of page after page in the rulebook dealing with paradoxes. It follows that the hardest games to get to grips with are those which contain none of these elements – and these tend to be the player-mat optimisation games so beloved of BGG such as the aforementioned PR and the Next Big Thing, Agricola.
I suspect that the argument I’m making here is wide open to misinterpretation, so I think it’s worth taking a minute to point out what I’m not saying and hopefully, if you’ve been snorting with derision through the preceding paragraphs, you might reassess your views. For starters, my argument has only a little to do with theme or abstraction; I would argue that PR is more thematic than Chess, for example, yet Chess is relatively intuitive because it involves physical positioning – although clearly games which are deliberately trying to tie themselves heavily into a theme are less likely to exhibit this than those that are not. It is not a criticism of games which require time in order to weave a good strategy and play skillfully – any good game should take repeated plays to appreciate properly – rather the point is that some games are obtuse as to even the most basic tactics required and so new players may make decisions that aren’t just bad but utterly nonsensical.
Most importantly this argument has nothing to do with the quality of the games themselves – I like PR a lot – it’s more of a plea for people to understand that when you’re teaching a game, short rules do not automatically equal easy comprehension, even for an experienced gamer. Basic strategy explanation is often required as well, for those not familiar with the paradigm in which the designer works, and that obviously lengthens the time it takes to get the basic concepts required for play across. The simpler games, often, are not any easier to learn than their more complex cousins.
I’ve had a whole variety of experiences to support this view, and it cuts in both directions. The introductory wargame Target: Arnhem from MMP has two – that’s right, two – pages of rules. And yet, as the comments of a number of confused Eurogamers who’ve tried the title as an gateway into the wonderful world of Grognardism can attest, if you’re not used to basic wargame concepts such as a Combat Resolution Table or Zone of Control you can still have a sticky time trying to play the game proficiently, however easily you digested the rules. At the other end of the spectrum, take an Ameritrash game with enough complexity to make many people shy away in horror: Twilight Imperium 3. Even I avoided this title for some time because I found the look of the rulebook daunting, but once I’d taken the plunge I found, to my delight, that the mechanisms of the game were largely intuitive, to the point where I was able to accurately guess basic mechanisms of systems the rulebook had yet to introduce. When teaching it to other players I’ve discovered that people who have a strong background in science fiction concepts tend to find it equally easy, while those who are less steeped in the traditions of that genre struggle.
I was inspired to write this article because I find the assumption that few rules equates to an easy-to-learn game a rather irritating simplification. The message is simple: Unless your group has played a similar game in the past, don’t assume that short equals simple. The message has practical applications, too: If someone turns up at a gaming group and launches into an explanation of a supposedly simple game for which the other players are wholly unprepared, then the result is at best going to be an over-long game night and at worst could be a group of players who are mortally offended by what they view as a patronising rules lawyer. Perhaps most importantly of all, it could be the difference between the next “simple” game you try out on your kids or spouse being a hit you can all enjoy for years to come and a night spent in argument and bitter recrimination.
Comments:
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This article strikes a chard with me. I recently tried teaching the rules to Through the Ages to some friends and find to my horror that they didn’t intuitively grasp the rule that food is for growing population and resources are for building buildings. turns out, yep, you guessed it, they have never played Civilisation the computer game! Posted by Heng Aik Yong on Oct 6, 2008 at 03:56 AM | #
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You are combining the concepts of…
The two are not really all that related. I agree that the size of a rulebook often doesn’t have much to do with how long it takes to learn the rules. I bet that a lot of the Euro backlash has to do with Avalon Hill style rules, and odd rulesets with zillions of exceptions. (Two games I could never quite figure out how to play are Down with the King and Nightmare House. Both have only 8 pages of rules....) Posted by Frank Branham on Oct 6, 2008 at 09:15 AM | #
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*The two are not really all that related. * I would argue that they are very much related. I set of rules might demonstrate “what can I do” in literal terms, but in order to make this information meaningful it must be set in context, and that means applying it to the strategy of the game. For games which feature one of more of my three intuitive concepts this should be more or less straightforward. But for games which lack this, a beginner is grasping at straws. Information of any kind is meaningless unless set in a context you can understand. I could give you an accurate account in words of how, for example, to extract bacterial DNA but unless you had a basic working knowledge of molecular biology and a lab, that information is useless to you. Rule sets with lots of exceptions *are* most certainly tricky to get to grips with and I agree - I suspect this is why the concept of simplicity = good first took hold. Posted by Matt Thrower on Oct 6, 2008 at 09:28 AM | #
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I would submit that a common skill useful for Settlers and Puerto Rico is long term planning. I’m very much the scheduler in my house, so I keep track of not only when we have to leave to arrive somewhere but also when we have to start getting ready to leave, etc… Another gamer in my group works for a software company that sells very complex scheduling software. Unsurprisingly, he’s quite good at many Eurogames. Not everyone has this experience and/or ability, similar to the spatial reasoning needed to do well at Ricochet Robots, etc… However, I would submit that those folks already proficient at long term planning might do well at analyzing Eurogame strategies. Of course, it is also a learned skill so now it is nearly second nature to analyze a new game to try to determine which resources are scarce and which are plentiful and when that might change… Posted by Matt J. Carlson on Oct 6, 2008 at 10:03 AM | #
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Your Settlers example seems to imply that players should be able to understand strategies when they start playing a game. So… if that it true, what exactly is the point of actually playing? (Socializing and the fun part notwithstanding.) For some of us, part of the enjoyment is being handed this alien space and figuring out how it works. At this point, we need a clearly defined set of rules. Understanding the implications is the tricky part. Consider the case of the least of the Axis & Allies titles: D-Day. Simple rules. Very easy to grasp. Ditto for the strategy. Axis does a measured withdrawal toward the central city. (Lyon?) You know what to do, the outcome is still in question, the game shouldn’t last more than two plays for anyone with a brain stem. Posted by Frank Branham on Oct 6, 2008 at 12:21 PM | #
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I was at pains to try and point out that I wasn’t actually arguing that the problem was games which had hard-to-explore strategies. A game which offered you everything on a plate would be a pretty poor game. The point is that some games offers the players a good starting point with which to carry out that exploration, while others do not. Let me offer an example. If I teach someone TRADERS OF GENOA then the first time they play they will appreciate certain things about the strategy. They will understand that the basic premise of making more money is to use the hidden information in the game to try and strike deals which are to their advantage. They will grasp that certain moves of the trader tower and placement of influence will help them in this goal. These things will be intuitive because they depend on skills which are used in every day situations - spatial analysis, comparison of values and verbal negotiation. But that doesn’t mean the game doesn’t have a whole lot to explore in terms of the way those mechanics interrelate to make the best choices - far from it: an experienced player will usually handily beat a newcomer, even given equal skill in bargaining. On the other hand PUERTO RICO and AGRICOLA offer no such starting point to the player. A newcomer has a bewildering array of choices and no straightforward way in which to start to appreciate what are good choice and what are bad, never mind fine-tuning decisions to make a sound strategy for the game. Posted by Matt Thrower on Oct 6, 2008 at 02:46 PM | #
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While its been a long time since I first played Puerto Rico or Settlers, I am going to hazard a guess here and say that the interdependancies in Agricola far outshine either of the previous games. I consider myself to have an astute grasp of resource valuations, but Agricola is still quite tricky for me as the short term needs seem so pressing while the long term ones are more important for overall scores. Your post made me aknowledge that learning how to evaluate resources in a game is clearly a skill. Players who have played many Eurogames will have developed that skill more than non-players. (However, I so think that some players will have a natural head-start on the skill than others. Whether that is a natural talent or experience with a resource evaluation mindset...) Posted by Matt J. Carlson on Oct 6, 2008 at 03:13 PM | #
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Matt T.: Fair. And some games with simple rules are even more hostile in terms of throwing you out into the cold, cruel world. (Antiquity comes to mind. It seems to go out of its way to smack you around a few times. 4 pages of rules. LESS than Puerto Rico.) So, ignoring the edge cases....why don’t we go back to your Settlers experiences. You and your group don’t enjoy the part where you experiment with the game and try to figure out what to do? Then thinking about the winner’s moves and why he won? It seems as if a simpler set of rules would just more likely ensure that you are playing correctly and allow you to get to that part. One idea that is fairly central to the Euro model is that there aren’t really a lot of choices. Designs have drifted from this recently. Puerto Rico is really fairly easy to teach the structure of the game. You can either choose one of 5 actions, or choose to do the action chosen by another person. Seems straightforward. The interrelation between the choices is quite hard to learn. Posted by Frank Branham on Oct 6, 2008 at 03:56 PM | #
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I agree that “minutes to learn, longer to master” is appropriate for some games. I hope that the gamers in your group have been humbled a bit in that next time you don’t just skip to the advanced rules… while for some games this is possible, I can’t suggest it for others. Many of the problems with new games, when the person explaining the rules knows some strategies, many will not want the strategies told to them. This can be good for them, but bad for others that may get lost. I think the best you can do is stress important points. Like in Agricola it is important to remember when the family must be fed or that many hidden victory point cards deal with the center planet in TI:3. If you can practice your game intro and figure out a couple of strategic remarks, it will probably make games easier to learn for the group. Posted by William Baldwin on Oct 7, 2008 at 02:35 AM | #
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I find myself (almost always) giving a strategy tip or two when teaching a game, if nothing else, but to get any new players on more even ground with me. I would hate to kill a game for someone by utterly slaughtering them with a strategy I am accustomed to yet help them make very profound (yet painful) discoveries about a game during there first run through. Though failure is often the best tool of learning and making revelations in a game...it still may become a turn-off for that player. And I don’t want to turn-off a player to a game I really like, do I? Posted by tom moughan on Oct 8, 2008 at 02:32 PM | #
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