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W. Eric Martin: 570 Games (And Nothin’ To Play)

I met my wife of thirteen years in high school, and if you stop to think about that for a moment, it seems ridiculously far-fetched. I mean, what were the odds of me finding just the right person in a building holding 2,000 students? Isn’t it much more likely that my perfect spouse—the person who best suits my taste and personality—would be located somewhere else in the world?

If I were a teenager today, I wouldn’t be limited to the people surrounding me in high school. I would be chatting online with other teenagers that I found through MySpace or Facebook. I would belong to Internet groups and develop relationships with strangers from around the world. I would meet many more people than I ever met within the confines of one building—and there’s a good chance that none of them would have eventually become my spouse.


When I first started playing modern adult strategy games, my game collection consisted of only a few titles—including Lost Cities, Phoenix, Ra, Fluxx, and Zertz—so I played them constantly. Those were my choices, along with cribbage and other traditional games, so that’s what hit the table over and over again. In 2007, Ra has come out once; everything else hasn’t been played. Phoenix was on the table a lot in 2003, but it last saw table time in the first half of 2005.

What’s changed in the past five years? I now own hundreds of different games, with new purchases, prototypes and review copies constantly being added to the stack. When people in our 6am Gamers group want to find something to play, they tend to stare at The Wall for several minutes, slowly offering one suggestion after another as they weigh the different options available. When they hear a suggestion, people tend to nod for a couple of seconds, then keep right on staring. Sure, the game put forth might be worthwhile, but maybe there’s something better, something that will jump out if they just keep looking. What...shall...we...play?

Time passes. The Earth spins. Species go extinct.


Author Barry Schwartz takes on issues like these in his book The Paradox of Choice: Why More Is Less. Schwartz’ main thesis is that while choice is often thought of as a universal good, having more choices in your life isn’t automatically a good thing. Anyone who’s lost twenty minutes of gaming time because their compadres can’t tear themselves away from The Wall has already encountered this phenomenon. With five games on hand, you’re likely to settle on a selection quickly; expand the holdings to fifty games, and you’ll probably still come to a consensus; increase the game catalogue another tenfold and everything will grind to a halt as people play through the games in their minds to decide which game is really right for them.

Part of the trouble with make smart, fast choices is that people are poor judges of what they like, something I confessed to in a September 2007 column on hidden depth in games. Schwartz relays a couple of examples, such as an experiment in which people were exposed to two loud, unpleasant noises: one sample lasted eight seconds, while the other lasted 16 seconds, the first eight of which were identical to sample #1 while the second eight seconds were somewhat less loud. Asked which sample they’d listen to again if they had to choose, study participants overwhelmingly chose sample #2—despite it being twice as long as the other one!

The key difference was that the “end experience” of sample #2, the last bits of it that people heard, were softer than the last bits of sample #1—and that’s one of the things that people tend to remember about experiences, how they ended. People will remember a short so-so experience with a fantastic ending better than a longer experience that’s good throughout with no peaks. This might explain why some people prefer playing lots of 30- and 60-minute-long games instead of one three-hour-long game. If the short games are well-designed, you’ll experience several peaks of enjoyment as the games build towards their endings rather than a single long build-up of an extended experience.

The other element that people remember about an experience is how it felt at its peak, whether good or bad. Give someone a short, intensely negative experience on top of a good one, and they’ll tend to focus on the bad over the good. Think of the hubbub raised over the ending of Louis XIV, in which players receive bonuses based on a semi-random process that might end up “unfairly” rewarding one player while screwing another player out of points he “deserves.” The focus is on a thirty-second process which might occasionally “cheat” a player out of a victory and not the sixty minutes of strategy and plotting that preceded this endgame.

Aside from being poor judges of what we like, we also tend to misunderstand what we will like in the future. In another study that Schwartz discusses, college students who were asked to pick out snacks all at once for a three week period to come selected a variety of foods, whereas those who picked out snacks at the start of each week picked the same foods each time. In game terms, you can think of a person who throws extra games onto an order with an online vendor in order to qualify for free shipping when those games weren’t on his radar to begin with. Those are the games that stick on shelves, unplayed, for months and years to come.

Looking back on my early twenties, when I managed a comic book store for three years, I’m amazed to think that I ate the exact same lunch—two slices of thick-crust pepperoni pizza and a Coke—six days a week, but that’s exactly what I did. Nowadays I think that I would have wanted some variety, but every single day at noon or 1pm or whenever the freeloading comic readers cleared out of the store, I locked up for five minutes so that I could go around the corner and buy the exact same lunch for the 300th time—and then I realize that I don’t really want variety after all. I eat the same breakfast almost every day, and on the days I have something else, I usually wish that I hadn’t.

Amazingly enough, I’ve already had this realization when it comes to gaming. I started 2007 with a resolution to play 100 owned, but unplayed games, and while I started the year off by playing one or two unloved games each week, I discovered that forcing my way through these games wasn’t always fun. When I discovered a game that I really wanted to play, it made more sense to say “Hang the resolution” and just keep playing the same game. Thus Qwirkle has hit 70 plays for the year. Thus Agricola and Gipsy King—reviewed elsewhere on BGN—keep hitting the table while plenty of other Spiel 2007 titles haven’t been played even once. Why burden myself with yet another new game to learn when I’m having lots of fun with these?



Posted by W. Eric Martin on Nov 27, 2007 at 01:00 AM in ColumnistsW. Eric Martin / 1591

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I wrote in a Postcard From Berlin about how the former East Germans were so overwhelmed after reunification by the choices in grocery and department stores.
And the huge selection of Eurogames in all of those stores—although a dream come true to most of us who read BGN—can sometimes be a hindrance to both east and west Germans unfamiliar with these games.  I’ve often seen customers in stores examine some of the selections from Queen and Days of Wonder, only to settle finally on a version of Monopoly.  Sometimes I even speak up, but most people here are not open to sudden advice from strangers.

From a design perspective, limited choices are a key ingredient to making the rules digestible and keeping the game moving at a comfortable pace.  Too many choices means greater susceptibility to analysis paralysis.

As for being poor judges of what we like, I just read the following quote from the beginning of the excellent book, “Blue Like Jazz” by Donald Miller:

“I never liked Jazz music because Jazz music doesn’t resolve.  But I was outside the Bagdad Theater in Portland one night when I saw a man playing the saxophone. I stood there for fifteen minutes, and he never opened his eyes.
After that I liked Jazz music.
Sometimes you have to watch someone love something before you can love it yourself.  It is as if they are showing you the way.”

Posted by Jeff Allers on Nov 27, 2007 at 09:33 AM | #

Brilliant… thanks for sharing. I’m going to bookmark this article and require myself to read it before making any large game purchases in the future.

Posted by Tim Harrison on Nov 27, 2007 at 09:33 AM | #

When I worked in my family’s furniture store, we discovered that when we had too many chairs to choose from, many people would be unable to make a selection. They’d end up leaving the store without buying. When we trimmed the selection, we sold more. Plus it was easier to maintain stock. We just had to go heavy in a few items.

My daughter has Down Syndrome. She’s wiser than most of us, though. She sticks with what she likes, and to hell with everything else. She’s perfectly willing to sample other experiences, but she knows what gives her pleasure and constantly and quickly comes back to those things. Perhaps that’s why she’s happier than most people.

Good article, Eric.

Posted by Steve Bennett on Nov 27, 2007 at 10:11 AM | #

Jeff Allers wrote: “From a design perspective, limited choices are a key ingredient to making the rules digestible and keeping the game moving at a comfortable pace.  Too many choices means greater susceptibility to analysis paralysis.”

I knew that I was forgetting something when I reread this column last night! I’ve read a number of interviews with designers who talk about limiting the choices available to players. They explain how a first-time designer often wants to give players as many options as they can imagine, but letting players do anything sometimes prevents them from figuring out what they want to do.

Mark Rosewater, head designer for Magic the Gathering, has written repeatedly about why restrictions are great for design. If you approach him and say, “Design a card,” then he has a million directions available and is pulled every which way at once; say instead “Design a blue creature with a power of 5” and he’ll know how to get started.

Posted by W. Eric Martin on Nov 27, 2007 at 10:16 AM | #

Anyway some games have several possible choices, or actions per turn. And you would really do all of them! But you cannot because of the rules.
So the choice is hard and it is a fun part of the game.
Notre Dame is often like this: you have to choose the card to keep, while you might want all of them. Then you have have again 3 cards, but you can just play only 2… A hard choice again (not always, but often I mean!).
So I think that the world is fun beacuse you have your choices to make.. otherwise someone else will make the choices for you…

So I am a fan of variety and of choices even if I think the reality is often about to choose one path other than the other… And the challange is to bet in the right one…

I also cannot figure out how it is possible to eat 300 of times a slice of Pizza in a row… I only hope it was an Italian guy who cooked it ;-)

ema

Posted by Emanuele Ornella on Nov 27, 2007 at 11:48 AM | #

But in Notre Dame you have to choose one out of the three cards you drew, not one of all nine possible actions.  That’s a different situation from many wargames were you have dozens or hundreds of pieces you could move.  The games with fewer options to choose from are easier to play when you are inexperienced and require less time to make a decision.

Posted by S. Deniz Bucak on Nov 27, 2007 at 12:31 PM | #

Great analogy about games, your wife and food!  I know exactly what you mean.  McDonald’s may be your favorite place for hamburgers, but some nights you feel like eating at Wendy’s.  (Guess who’s going to be sleeping on the couch tonight!)

Posted by Michael Green on Nov 27, 2007 at 03:21 PM | #

I am a McDonald’s hamburger. I feel very sad. ;->

Posted by Linda Formichelli on Nov 27, 2007 at 04:55 PM | #

Eric, I happened to be speaking with Bruno Cathala at Essen about this very subject.  We were talking about what led up to Animalia being sold only by an insurance company, and then being sold in a limited quantity at Essen.

I remarked that I thought it would be difficult to be asked to design a game around animals, and he replied that it was actually easier for him to be confined in that way.

Posted by Scott Tepper on Nov 27, 2007 at 05:13 PM | #

The analogy works, but in a way leave, me a little numb. I’ve have the same experience with a game collection growing faster than I would ever imagine, while at the same time having less time to enjoy them. At the same time I feel blessed with having the opportunity to check out a new game anytime I want. The main reason I feel that way is that in most other parts of my life, it’s exactly what I’m looking for. I don’t read series of books, rather individual books, don’t have 10 artist that I buy everything from but rather try to find new artists that give me something else, prefer watching movies to television series, truly enjoy having a wide variety of cold cuts and cheeses in my fridge and so on. When I go to the record store I never know what I’m looking for, I browse the latest releases and pick up whatever I find interesting or might have stored info of from somewhere about.

This is also my main motivation for travelling. Going to new places to experience something new; new food, drinks, culture events and atmospheres. That is then also why I loath places like McD. The fundamental problem is that in order for them to stay in business they have to make everything taste as a common deviator; everybody can eat it, but there’s no enjoyment and no surprises! In recent years there actually been an interesting discussion in Norway, where some argue that for instance the Norwegians love of frozen pizzas and McD is destroying the young’s tastes for “real” food. When your reference in pizza is some type of frozen pizza, a homemade or restaurant made pizza with fresh and top notch ingredients will taste strange…

While I was touring in Europe with a couple of my then artists, I really found it fascinating that especially one of the artists and crew always ate at the same places, drank the same beer and went to the same bars. I felt sorry for them. Not to say, I have anything bad to say about either them, food, drinks or places, but I have experienced so many good things that I think they would have enjoyed as well… Although you find something you enjoy, it shouldn’t prevent you from find more.

If this was to become the trend in board games I would be devastated. True, I don’t get to play the games I enjoy as much as I would like, but at the same time I constantly find new favourites. They might not be brilliant and stay with me for the rest of my life, but they will provide lots of fun, at least for a while.

(Don’t take me for a snob - I’m definetly not. Enjoy my junk food as well as the next guy. But, try to vary it a bit :-)

Posted by Remo Rehder on Nov 27, 2007 at 06:27 PM | #

Great article Eric.  But what in the Hell’s “Qwirkle”?

- Derek

Posted by Derek Carver on Nov 27, 2007 at 06:59 PM | #

If any of you ever drop by the Board Game Designer’s Forum (http://www.bgdf.com) - and I’m sure lots of you do! - you’ll see that we have a regular monthly “showdown” contest, in which participants are presented with several restrictions within in which they must design a game, compounded by a one-week deadline (which is sometimes the bigger problem!)
And yet month after month we get many games that have interesting potential (indeed I was able to enter one of my earlier showdown games into the Mayfair Settlers Scenario contest because it happened to fit their restrictions as well!)

But I certainly agree with the thrust of the article.  Give people three choices and they will eventually manage to choose one.  Give then three hundred and they never will.

Posted by David Brain on Nov 27, 2007 at 07:24 PM | #

Derek, are you serious about not knowing what Qwirkle is? If so, I reviewed it in March 2007 (http://www.boardgamenews.com/index.php/boardgamenews/comments/game_review_qwirkle/), then named it my game of 2007 in April (http://www.boardgamenews.com/index.php/boardgamenews/comments/w_eric_martin_my_top_game_of_2007_is/) because I could already tell that I would love it and keep playing it for months to come. I believe that Qwirkle is available through Amazon.uk, but I don’t know whether it’s available in gamestores proper.

Posted by W. Eric Martin on Nov 28, 2007 at 01:34 AM | #

Excellent article again, Eric

But as much as I like playing games I love over and over, I still love learning new games too. But maybe that has to do with my ability to choose games I haven’t played but that I do like. In the last 2 weeks I have played about 10 new games I think, and I liked each one of them quite a bit, and I’ve replayed most of them in the mean time. If I hadn’t bothered to try them, I wouldn’t have replayed them either, and I wouldn’t have enjoyed doing so. So having choice is only a luxury problem. That’s why I make my game choices, when it comes to replaying, quite intuitively.

If people are staring at my wall and can’t make up their minds, I tend to jump in and choose something that I think they will enjoy. I’m mostly right.

Oh man, am I good or what :)

Posted by Surya Van Lierde on Nov 28, 2007 at 04:11 AM | #

"Derek, are you serious about not knowing what Qwirkle is?”

Yes, Eric, I really am.  What is more I can’t recall anybody ever mentioning it in my presence.  I clearly need to do some investigating.

- Derek

Posted by Derek Carver on Nov 28, 2007 at 05:44 PM | #

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