W. Eric Martin: No More For Us, Thanks, We’re Full
Each February, descriptions and pictures of games being previewed at Nurnberg jumpstart the salivation glands of Eurofans worldwide. And then the wait begins. The long, long wait for publication. When will these titles appear on Adam Spielt? How long must we wait for Rio Grande to publish English versions for the German-phobic? Should I order this one title now, or wait for others to appear so I can save on postage?
In the weeks and months that follow, Nurnberg games trickle onto the market a few at a time, but for many people their first exposure to these games will come from session reports written by those attending the Gathering of Friends in early April. Gathering attendees dump their massive orders into a shimmering pile of newness, then tear through the games one after another in search of greatness, goodness, or (at a minimum) freshness and share those results with the outside world.
While such reports are a great way to vicariously experience dozens of games without the expense, they don’t always present games in their best light. In 2005, Tower of Babel received ho-hum ratings for obviousness and lack of control; Australia was pooh-poohed as suffering from SPORS (Stupid Player On the Right Syndrome); and Pickomino had some players yawning while awaiting their turn.
Such reports of mediocrity aren’t limited to game conventions—Go West, for example, was sent packing by everyone who tried it with four—but I think the nature of conventions encourages these reports due to the generosity of human nature. A few people sit down to crack open a new game when they’re approached by someone asking whether he can join. “Sure!” they say. “The game will take four, so right jump in!” And with that begins a so-so gaming experience.
Sure, later plays might reveal that Tower of Babel is a great, tense game for three and Pickomino reaches its peak of fun with only three or four players fighting over the worms, but by then initial reports of their blahness have spread throughout the gaming world, potentially tarring the game forever.
Game publishers share the blame for this problem by failing to list an optimal number of players on the side of the box. After all, if a box says “3-5 players,” you expect the game to be enjoyable with more than 2 players and fewer than 6, no exceptions.
Ideally reviewers would be more conscious of this situation in their initial reports of a game. In an overview of Nottingham in April 2006, for example, Patrick Korner mentioned the number of players in his game and how fewer players might affect game play. Bravo, Patrick—now if only he’d done the same with his first looks at Aquadukt, Um Krone und Kragen, and Diabolo. Rick Thornquist’s capsule reviews are perfect in this regard because they mention the number of times played along with the number of players, info which lets readers decide how reliable his reviews are.
Just something to keep in mind as the Gathering reports roll out in the days and weeks ahead…
Comments:
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I really appreciate the fact that Rick mentions the number of plays and the sizes of the groups in his reviews. Rock on, gentle Thornquist, rock on! Posted by Joe Gola on Apr 7, 2006 at 07:06 AM | #
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I’m not an usual reviewer here (but I’m on Italians web sites) .. in the end of my reviews and comments I’m used to include a small note about how many times I have played the game ... I think is an information really important for players. That’s why, in my two “first impressions”, I have tried to focus more on mechanics than comments and I have made explicit the fact that the impressions was about games played once! I remember was in Mik’s BrettBoard the first time I seen this nice idea to include the number of times the game was played. good play to all ... anyway I hope from Rick (and the others attending the gathering) a lot of “capusle” and “first impressions”! Liga Posted by Andrea Liga Ligabue on Apr 7, 2006 at 07:26 AM | #
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Your point is a good one, Eric. We should all make a point about how many players are in our games, particularly during the Gathering. It can make a huge difference in how well a game plays. Ironically, my first game of Tower of Babel (at the Gathering, natch) was with three and it was such a bland, unexciting affair that I wondered openly in my report if the game might be better with four or five. The game still hasn’t clicked with me, so maybe it doesn’t matter with me how many players there are. You’re absolutely right about Pickomino. We did have a great seven-player game at the Gathering, but this was more because of the players than the game, which lasted a loooong time. Four is probably the game’s sweet spot. If someone took the effort, they probably could have figured that out by reading multiple reports, but obviously that doesn’t always happen. And I have no problem playing a game with Stupid Player on the Right Syndrome. Fortunately, I rarely play with stupid players. I can only hope my opponents feel the same way! Posted by Larry Levy on Apr 7, 2006 at 08:48 AM | #
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Man, I give the guy a column on the site and the first thing he does is goes after me! Just kidding, Eric! :) Indeed, reviewers have to be careful when posting first impressions. I try to give an objective description of the game followed by my subjective opinion. That way, people can ignore my opinion if they wish and just concentrate on the objective description. I also try to give the opinion of others that were playing the game, especially if they deviated from my own. I do go back and read my reports after some time has passed and I’ve had a chance to play the games a few more times. I am pleased that even after doing reports on hundreds of games that I can only think of two where my opinion of a game really changed (they were two Knizia games - Lord of the Rings - The Confrontation as well as Einfach Genial). As far as playing a game with a sub-optimal number of players - this is solely the fault of the publishers. Schmidt says that Europa Tour works with four players. It doesn’t. If I wrote a report saying it didn’t work I think that is perfectly valid. Of course, readers should be aware that reports from the conventions are just first impressions and should be taken as such. - Rick Posted by Rick Thornquist on Apr 7, 2006 at 09:14 AM | #
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Eric; I didn’t mention the # of players in those games because I didn’t consider it an issue - all were with 3 players which is kind of in that ‘if the game doesn’t work okay here, it ain’t gonna work anywhere’ zone. My thoughts on player numbers for the three games you mentioned? Aquedukt I don’t think it matters - I think the game has issues regardless of player #. Um Krone und Kragen I could see dragging a little with five, not to mention the player going last getting stuck with the leftovers once the other four have taken their first characters. Diabolo I think would be okay with more, but the randomness would probably be highlighted and players would have to be okay with that going in. pk Posted by Patrick Korner on Apr 7, 2006 at 09:52 AM | #
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Patrick, thanks for the update on those games. Rick, I brought up this issue for both readers and writers. As you say, readers should keep in mind that these reports are first impressions from people who might not be playing the games well—and might not even be playing with the right rules! I believe there was only one copy of the English rules for Tower of Babel, for example, and one player in my former game group refused to even try Fifth Avenue based on the Gathering reports from 2004. Posted by W. Eric Martin on Apr 7, 2006 at 10:15 AM | #
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Eric - >… from people who might not be playing the games well—and might not even be playing with the right rules! Oi, I’ve heard this canard too many times. Of course it’s possible that someone might base a first impression on wrongly played rules. The problem is that I can’t even think of an instance where an improperly played rule really affected a first impression of mine or anyone else that I have read. > one player in my former game group refused to even try Fifth Avenue based on the Gathering reports from 2004. Well, it certainly is possible he is refusing to play a game he might like. Then again, I think it’s much more likely that he’s saving himself from a game that just isn’t very good! - Rick Posted by Rick Thornquist on Apr 7, 2006 at 11:50 AM | #
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Rick, I’m siding with Eric in this one. My experience is LOTS of games that are recorded from the Gathering were played with incorrect rules. Oftentimes, a second play corrects this, but the focus on the first reports is so great that the damage is often already done. I think Fifth Avenue is a pretty good game, but that’s neither here nor there. The fact is that this game really got slandered when it was released because players were doing really stupid things and then reporting the game was broken. Of course, once this gets around, people start looking for the problem and it becomes kind of self-fulfilling. But I honestly feel that if you sit down to play the game with no preconceptions that you’d never do the kinds of things that causes the game to break. The early word from the Gathering, though, did seem to hurt the game’s reputation, at least at first. Posted by Larry Levy on Apr 7, 2006 at 12:34 PM | #
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Impressions of games from The Gathering I think can make or break a game. With great power comes great...something. Then again, while people might be too quick to shoot down a game, readers are too quick to take the impressions as gospel. Impressions are, well, impressions. Some writers are better about communicating their issues with games the first time they play them, and thankfully we have some good writers in our midst. I am one of those to try out games that get dissed, because a) I am a rebel and I think many games go under the rader or are dismissed too quickly and b) only I know what game is good and what game is not. As soon as others will admit to that fact, then we can all rest easier. :) Posted by Ogdred Weary on Apr 7, 2006 at 03:18 PM | #
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While I have tried to keep it from clouding my judgement on a game overall, I have played several games with a slightly misinterpreted rule that significantely affected the game and made it less enjoyable. (Return of the Heroes --> got bogged down by running out of tokens representing encounters due to a missing rule, World of Warcraft --> combat was slightly harder than necessary due to a mistake in attrition use, although this didn’t cloud judgement much, and I know one or two others that only vaguely come to mind so I can’t give them as examples.) Posted by Matt J. Carlson on Apr 10, 2006 at 01:04 PM | #
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