W. Eric Martin: Dear Reiner Knizia
One of my frequent regrets is that I rarely tell people how much I enjoy their creative work. The first time this realization hit me was in 2000 after the death of Carl Barks, creator of Uncle Scrooge and writer and artist of hundreds of inventive stories that appeal to both kids and adults. I had read Barks’ work since being knee-high to a grasshopper, and although I knew during my teens and twenties that he was still alive, I demurred on doing the detective work needed to send him a fan letter. I kept thinking that I would do it at some point, but I never did, despite Barks living to age 99 and giving me plenty of time to make good on my promise.
Kurt Vonnegut is another artist who has shaped my approach to thinking and to life in general. I think Cat’s Cradle was the first book of his that I read, and the oddity of his characters - not to mention the destruction of the world, something that other SF books had always veered away from at the last moment - really struck me. One of my college professors used Vonnegut’s Slaughterhouse Five as part of his modern literature course, and the simplicity and strength of that book still blow me away, as does Vonnegut’s quiet acceptance of death as just another part of life. We’re here for some length of time, then we disappear. As with Barks, Vonnegut lived longer than I thought he would, despite his addiction to cancer sticks (as he fondly called his ever-present Pall Malls), yet I never wrote to say thanks.
Which brings me to this moment and this letter of appreciation. On a long car ride recently, my wife and I filled the time by asking each other various questions, including “Whom do you admire?” Your name came to mind, Mr. Knizia, because you have done precisely what you set out to do: create a career for yourself as a game designer. Few people have been able to make a full-time living designing board and card games, especially on a freelance basis and not as an employee of Hasbro or another large company, yet you’ve been doing just that for more than a decade.
Your games vary widely in theme and style and level of complexity, and although some people lament your shift away from complex strategy games, with 2003’s Amun-Re being the last such title by the reckoning of most people, I still appreciate your approach to game design. Ingenious, Blue Moon City, Palazzo, Tower of Babel and Times Square are all excellent games that you’ve seen published in the past five years.
With the pace of new games these days, few people stick around the explore all the depth present in your designs, but it’s there for those who want to look. Tower of Babel is almost three games in one, for example, because it plays so differently with three, four and five players. The pace of the game varies widely, so you need to think and rethink each time you play in order to adjust to the choices that other players make. Beowulf: The Legend is another one in which the collected actions of the players moves the game in different directions. Not everyone has gone ga-ga over these games, lamenting the lack of a new Taj Mahal, a new Ra, a new Tigris & Euphrates, but those games have already been designed and continue to attract new players.
Your goal, after all, isn’t to make the best complex strategy game on the market; your goal is to make a living as a game designer, and delivering engaging – yet simpler – games is a way to put your name in front of a larger audience. You’ve also looked to the broader game market to see what opportunities exist for you to create games in media outside plain old cardboard. Thus, we now see the Knizia name on games for the Nintendo DS and a PC version of Ingenious, along with the electronics-laden Wer war’s? from Ravensburger. On top of all that, dozens of traditional game publishers have unleashed a steady stream of Knizia both old and new.
Your ability to repurpose and repackage games has proved to be a big strength, both in terms of furthering your career and spreading games to new markets. Baker’s Dozen from Playroom Entertainment is one example of this, with the dark ambience of Poison being replaced with the more American-friendly look of a donut box. The new theme - useless as it may be for some gamers - will get people to pick up and buy the game. I approach mainstream magazines with the idea of covering modern games, and those thematic hooks are important in getting the attention of editors and readers. The point of any game design, after all, is to get people to play - to bring enjoyment to the people, as your website states - and to do that you first have to encourage them to buy and play the games.
My wife is a huge fan of Out of the Box’s Easy Come, Easy Go, for example, and people are familiar enough with dice games in general that it doesn’t take much to get them playing ECEG, thereby learning something new and expanding their gaming repertoire. The next time I meet with those people, I’ll undoubtedly have Pickomino or something similar in my bag to show them another take on dice games. I like to show people that the vocabulary of games is far larger than what they’ve experienced, and your creations help make that possible.
Even your most basic games, such as Cocktail Games’ forthcoming Robot Master - previewed here on Boardgame News - are surprisingly well-designed. Their simplicity is part of their strength as I can explain a game to a first-timer in a minute or two, yet it provides a challenge that takes that person a bit of puzzling to figure out how best to play. Robot Master introduces an element of gaming vocabulary to those who know only a few games - and for those who are immersed in gaming, it provides a simple challenge that relies more on thought than the playing out of random factors.
Not incidentally, Robot Master is a perfect title for Cocktail Games, just as Baker’s Dozen is ideal for Playroom and Sushizock im Gockelwok is ideal for Zoch and Castellers is ideal for Devir, and so on. You understand the needs of game publishers and present them with creations that are ideal for their potential customers. What’s more, you clearly have a thorough understanding of contracts and business dealings, which is essential for someone who has made game designing a career and not a secondary activity. To be a full-time designer, you need multiple sales to multiple markets, with each publisher as eager to share in your success as you are to make that success possible.
Even if you never publish another game – a possibility I find unlikely – the breadth and volume of your existing ludography will keep your name on gamers’ lips for decades to come. And given that you undoubtedly do have new games in the works, I look forward to exploring your new creations in the years to come. Thanks for all you’ve done, and best of luck in the future.
Yours in gaming,
Eric
Comments:
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Seconded! Knizia was one of my early favorites—for a while we bought almost anything we saw designed by Herr Doktor. I have moved towards heavier games since then so this is no longer true, but there’s no denying Knizia’s success as a game designer! Posted by Ravindra Prasad on Aug 25, 2008 at 08:15 AM | #
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This is really weird - I was playing ingenious yesterday and explaining the significance of reiner’s contributions as a game designer with respect to his longevity in this industry and extensive library of inovative creations to my sister...open up firefox and find this. OFFICIAL TWILIGHT ZONE MOMENT. Posted by tom moughan on Aug 25, 2008 at 08:36 AM | #
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My first German game purchases (pre-translation days) were Modern Art and Manhattan. Another early favorite was Res Publica. I quickly learned to used the Knizia credit as a reliable pointer to games that I enjoy. On top of that, the few times I’ve gotten the opportunity to chat with him, he has proved very personable. I am very happy that Herr Doktor Knizia has been able to pursue his dream and provide many hours of entertainment for my family and friends. Posted by Scott Russell on Aug 25, 2008 at 08:43 AM | #
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And congrats on finally winning the Spiels des Jahres! And the Kinderspiel des Jahres on top of that. Posted by S. Deniz Bucak on Aug 25, 2008 at 11:59 AM | #
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It may go without saying that Knizia is one of the preeminent board game designers, but it’s probably still good to say it once in a while :) It’s nice to see that he finally won the SDJ, even if he should already have a bunch of them on the mantle at this point in my view. I may like a couple of Wolfgang Kramer’s games better, but the sheer depth and breadth of Knizia’s catalog of games is truly remarkable. I noticed this especially when I recently celebrated the 3-year anniversary of logging my games played by creating a list of designers whose games I’d played a cumulative total of at least 10 times (http://games.fooville.net/nycgamer-article-QuantifyingFun.html).
Unsurprisingly, Knizia came out on top with a total of 321 plays, blowing away the competition (Wrede at 212, Kramer at 79, and Schacht at 66). Knizia also destroyed the competition at the most number of unique games played, with 19 different games played (to Kramer’s 13 and Schacht’s 10). Having played all of the following games (the number of times in parantheses), I can definitely say that Knizia is solid. Not every game is incredible, but they’re very solid and replayable and enjoyable, and a few of them really are particularly amazing (hence playing some more than 50 times):
Posted by Tom Rosen on Aug 25, 2008 at 02:35 PM | #
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Slightly on-topic: I love hearing from other Carl Barks fans. Barks elevated the genre of “funny animal” stories. The good duck artist. Posted by Larry Tuxbury on Aug 26, 2008 at 05:42 AM | #
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I keep re-realizing that so many of my favorite games are Knizia’s. Posted by Mark Crane on Aug 26, 2008 at 01:52 PM | #
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