Another Ride on Brenda Brathwaite’s Train
I tweeted about designer Brenda Brathwaite in April 2009, linking to an article in The Escapist that described two unusual games that she had created. An excerpt:
The first game came about after a discussion with her ten-year-old daughter about an elementary school lesson on the slave trade. While her daughter had all the facts memorized, Brathwaite was dismayed to learn that she didn’t grasp what the Middle Passage was like for the Africans who were kidnapped and shipped across the Atlantic. So she did what any game designer worth her salt would do: She made a game out of it.
Brathwaite assembled a collection of tiny wooden figures, then had her daughter group them into “families.” After her daughter was finished, she picked them up by the handful and placed them on a makeshift boat. Her daughter was confused: Why would she take the parents but leave the baby? Why wouldn’t brothers stay with their sisters? “No one wants to go,” Brathwaite explained. That’s when it started to click.
The second game, titled Train, had players moving people tokens from point A to point B – only to discover midgame that they were sending the passengers to Nazi concentration camps.
BGN’s Jeff Allers wrote a bit about Train in his June 2009 Postcard from Berlin, saying: “Although Brathwaite’s idea is well-intentioned, it has not convinced me that it works successfully as a game. Not only would the determinism of the theme (i.e. lack of choices) be frustrating, but I could hardly imagine a player wanting to continue once their role as the Gestapo was clear and the pawns suddenly took on human faces.”

Anthony Burch at Destructoid expressed similar reservations about Train, but his opinion changed after attending a talk by Brathwaite, as he describes in a March 2010 article. An excerpt:
After figuring out where the trains are going, you can choose to stop playing or, as some players did, try to actually rebel against the rules and sabotage the game by intentionally trying to draw derail cards....
Brathwaite briefly relayed an anecdote wherein a player reached the end of the board, found out where she was going, and then went back and started loading another train without saying anything. When asked what she was doing, and if she understood what was going on, she responded that she did – she just assumed that she was playing as a conductor or something, and that he probably had kids to feed, so why not just keep going?
From later in the piece:
As described by Brathwaite, the act of play didn’t lead up to an ultimately bullshit “gotcha” moment like I’d assumed. The Auschwitz revelation is but one aspect of an entire experience designed to make players question the way they follow rules, and how they’ll behave once they understand what’s going on, and how complicit they’re willing to be.
Train‘s spontaneous popularity resulted in a lot of backlash: people have told Brathwaite to stop making games, and that she should be punched in the face for creating Train.
Perhaps part of this reaction came from the fact that Train isn’t “fun,” by any stretch of the imagination. “Why do games have to be fun?” Brathwaite asked. Schindler’s List isn’t fun. “No other medium is like, oh, it’s gotta be fun.”
Read the entire article for a compelling description of Brathwaite’s unfamiliar approach to what a game can be.
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Brenda Brathwaite is a perfect example of the change that is happening in the boardgame industry. As the hobby expands, new, non-traditional ways of designing and playing boardgames are evolving. Excellent way of using a game to teach and make something personal. Posted by Richard Bliss on Mar 15, 2010 at 02:43 AM | #
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I think Brathwaite has some interesting ideas on how to expand the medium of game design, and I believe it can be done successfully in a number of ways. I agree, for example, with the goal of creating “...an entire experience designed to make players question the way they follow rules, and how they’ll behave once they understand what’s going on, and how complicit they’re willing to be.” These kinds of games, of course, can’t just be squeezed in as “fillers” on a typical game night (just as you wouldn’t want to invite your friends over for movie night without first warning them that you’re going to watch “Schindler’s List.” When I read the first article about “Train,” however, I was a bit disheartened to find out how many attendees could not see the obvious theme of the game, and concluded it was much more about the shock value (especially the breaking glass). I doubt that anyone in Germany would even agree to play the game upon hearing the rules, but I would be open to test that theory.
In any case, I respect what Brathwaite is trying to do, and think that a conversation is much more appropriate than threats (wasn’t that the point?).
Posted by Jeff Allers on Mar 15, 2010 at 08:07 AM | #
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My opinion on the game has not changed. I play games to have fun, which for me is the mental challenge and opporutnity for personal interaction that games provide. I have no clue what I would “learn” from a game where I take the roll of a genocidal factotum, but even granted one could find an educational value in there, I don’t play games to be educated. This is not because I think games should do only this or that, but that games are not a form that is suited for such complex topics, given that they are more abstract than other forms. If I want to try to understand the Holocaust, from whatever point of view, a book, movie, or even a photograph will give me a fuller, more useful experience. Besides which, the designer’s fetishization of the subject disturbs me. For instance, she felt the need to purchase an “authentic” SS typwriter for the game. Why? Even the broken glass in the picture above is tasteless. Posted by Alan Goodrich on Mar 15, 2010 at 11:33 AM | #
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Where some people see “cheap theatrics” in regards to the authentic style of a game meant to inform I rather see “art”. This is one of the most loaded games in history and I’m not talking about chit count. I regret having read about it so I won’t be put to the test of what I would do. I think though I would eventually just look at how everything was playing out, burst out laughing, and then immediately quit feeling somewhat uncomfortable. I applaud this one. It’s so different in purpose and idea yet remains a board-game. Posted by Del Esau on Mar 15, 2010 at 04:08 PM | #
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"[G]ames are not a form that is suited for such complex topics, given that they are more abstract than other forms.” I wholeheartedly disagree and the dozens of people who have gotten to play Train (and her daughter who got to play Middle Passage) would concur. Many, like me, find that games are _more_ suited for complex topics given the agency of the player. If your measure of digestibility of complex topics is its level of concreteness, then movies are surely woefully inadequate. Full disclosure: I’ve met and conversed about Train with Mrs. Brathewaite Posted by Zack Hiwiller on Mar 15, 2010 at 06:40 PM | #
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games are used for entertainment… and for education, and for art. just as books, movies, and other mediums are. saying it’s a bad game on the basis that you only want entertainment in a game is the same as saying a book is bad if it’s not thin enough to prop up your table-leg. that parochial judgement essentially devalues the criticism to the point of irrelevance… you want it to behave in a way other than it was intended, and thus are “disappointed”. for example, “my car acts as a very poor can-opener, and that’s what i want my car to do.” you could probably find a car that opens cans adequately. the criticism is, however, not very useful to people who might be interested in using the car as a mode of transportation. moreover, as mentioned above, saying they’re not suited for complex topics indicates a lack of understanding of the average learning process. games (good ones, at least) promote enthusiasm for learning, interactivity, applied and critical thinking, and as a result, retention. Posted by Andy Van Zandt on Mar 15, 2010 at 07:00 PM | #
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I posted a few times on Ms. Brathwaite’s website. I asked questions, but the responses seemed to change and grow more disingenuous. As it is a board game, why no rules on the geek? Her response, unbelievably, was that she was afraid that someone would use the rules to make a video game of her efforts - not likely. Why no appearance and board game conventions (it made it to many video game conventions, but no board game conventions). It has won awards… from the video game industry. Responses like (para-phrasing) “I just did it for myself” and “a few friends inquired about it” don’t tend to hold water when you blog about it, add it to your wiki page, and start a website around the concept of the games themselves. Allowing the game to be critically evaluated by board game critics would increase her credibility. If it is art, should it not be critiqued by those that know the medium? “Game design is game design” (para-phrasing again) was one of her replies when I said that video design is often a team endeavor and one’s merits are harder to determine in that industry… but how can you say that when Silicon Valley just discovered Settlers in the past 2 years? Unlike many, I cannot evaluate that which I cannot scrutinize.
Meanwhile, she is 1 of the top voices of board games in main stream whether we like it or not…
Respect the board gamers, Ms. Brathwaite, and you may have help in spreading the word of your games. Posted by William Baldwin on Mar 16, 2010 at 04:54 AM | #
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Good points, William, and I agree that it is difficult to have an informed critical discussion about “Train” when there is so little information available. Until then, I am left with my initial impressions. Although I am becoming more convinced that, in some settings, this medium can be used for art (divorced from entertainment value and marketability), I am not convinced that “Train” succeeds in this way. Two examples from modern architecture: When Daniel Liebeskind designed the Jewish Museum in Berlin, he brilliantly created voids in the building that the visitors encounter periodically as they peruse the exhibitions. Among the many Jewish contributions to Berlin on display, these voids subtly refer to the contributions that never were. Contrast that with the Holocaust Museum in Washington. The elevator doors were made to look like gas chambers. Architectural critics would label that “Disneyesque”. Nothing has yet convinced me that “Train” is more than the latter. Posted by Jeff Allers on Mar 16, 2010 at 08:16 AM | #
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"“Game design is game design†(para-phrasing again) was one of her replies when I said that video design is often a team endeavor and one’s merits are harder to determine in that industry… but how can you say that when Silicon Valley just discovered Settlers in the past 2 years?” She’s been a video game designer for two decades. While some of the so-called AAA games have large-scale teams, she’s been a designer since the garage/bedroom days. But whether or not one designer or five is on a project is a matter of process, not product. Game design IS game design. I am a video game designer for a living. The industry has not “just discovered” board games. Most of the board game geeks I know are colleagues. Board games are a huge influence: Dungeons and Dragons especially, but also Civilization and wargames. I think she is only lacking credibility with curmudgeons. Posted by Zack Hiwiller on Mar 16, 2010 at 10:16 AM | #
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"Good points, William, and I agree that it is difficult to have an informed critical discussion about “Train†when there is so little information available. Until then, I am left with my initial impressions. Although I am becoming more convinced that, in some settings, this medium can be used for art (divorced from entertainment value and marketability), I am not convinced that “Train†succeeds in this way.” it would be a good point, if he didn’t say he couldn’t judge, then immediately does judge her (saying he doesn’t like her potentially being a voice in boardgaming). and then you do the same thing, implicitly condemning train for not succeeding as art ...when you are still unsure, for whatever reason, whether boardgames can be art to start with? so you’re not sure games can be art, and you’ve never played train, you say that there’s not enough information to judge it on… but then you do. Posted by Andy Van Zandt on Mar 16, 2010 at 05:06 PM | #
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Now now, Zack, no need for name-calling. And Andy, what I’m trying to say is that I’m always open to have my mind changed. I do not necessarily subscribe to all of Williams points, but from what he wrote, it doesn’t seem the designer is all that open to criticism. That is a shame, because I really would like to know more about the game, and I’m sure it would be interesting to talk to her in person. As I alluded to in my first comment, her work could greatly benefit from a broader range of criticism, even if not all of it is so enthusiastic (perhaps a good sampling of boardgame critics, art critics, Jewish Holocaust survivor families, Germans, and historians). In the meantime, all I have to go on are what I read initially on her blog, a newspaper article about the game, and a few comments from enthusiastic fans, who are blown away by the breaking glass and “surprise ending.” I am allowed to form an opinion based on these, and I still feel that if board games can be art (which, of course, could mean different things to different people), I just haven’t seen it yet (although the quote in my first comment gives me hope). And Brathwaite could be on the verge of this, if she is open to listen, take the criticism, and use it to inform her future projects. Posted by Jeff Allers on Mar 16, 2010 at 06:16 PM | #
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O.K., thanks to a little more internet research, I see that Brathwaite is indeed seeking the input of a variety of critics, including Jewish educators. And the concepts for some of her other projects do sound more interesting to me… Posted by Jeff Allers on Mar 16, 2010 at 07:06 PM | #
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Hey Jeff - got link? Any board game critics? Those that think I am harsh - My opinions of Ms. Brathwaite are formed after inconsistent answers given on the blog and me adding 2 and 2 together… I encourage you to form your own opinion. I think she is a person seeking attention that is afraid to leave the comfort of those that already kiss her feet. She is afraid of criticism and blogs articles entitled “Deep Critique Without Play” (not paraphrasing anymore) but doesn’t open the game up to play unless you pretty much are in the video game industry attending a video game convention. A simple thing like posting rules is avoided for hysterical reasons -this makes her lose credibility. I personally don’t think that Train will hold up to scrutiny of board gamers… but I think she realizes that and thus is afraid to let it be scrutinized. Art or board game, should it not be held to criticism? Every piece of art is… and so is every board game. The emperor has no clothes. Zack - Ms. Brathwaite’s credentials start at an established series. One that was already a success. It would be like me designing a Carcassonne expansion and starting my career there.... not enough known to evaluate. She has predominantly been in AAA as you put it. Posted by William Baldwin on Mar 17, 2010 at 06:11 AM | #
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It’s clear you’ve never had to work on an established series, otherwise you would know the unique design challenges therein. You can think what you will about what is in her heart, but my opinion is that she just doesn’t want to be bothered by people whose only goal is to denigrate. I sure wouldn’t. Posted by Zack Hiwiller on Mar 17, 2010 at 10:06 AM | #
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I also think it is best to critique the work, and not the person. Posted by Jeff Allers on Mar 17, 2010 at 12:54 PM | #
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Links for other articles are on Brathwaite’s Wikipedia page, and at the end of this blog posting: http://www.caseyodonnell.org/blog/2009/07/29/on-train-and-the-irish-game/ (see in particular the Wall Street Journal article and video interview) Posted by Jeff Allers on Mar 17, 2010 at 01:03 PM | #
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Jeff - Thanks for the info! No one likes criticism… but if you are going to be an artist, it’s part of the deal. My opinions of Ms. Brathwaite are formed from inconsistent responses to questions on her blog… she chose to respond and the answers were inconsistent between fact and what she posted. I think that a person with a blog opens themselves to critique as does any journalist. I never said to believe me or to hate her… I said to form your own opinion… I have formed one. I hope that my opinion of her changes for the better as time goes on as I think she is attempting something that could have beneficial effects to games. I will reserve judgment on TRAIN until I can play it or read rules and cards. Posted by William Baldwin on Mar 18, 2010 at 04:45 AM | #
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It seems to me that the educational or artistic value of that game is pretty dependent upon the environment in which it is presented- inclusive of not knowing the destination when you start. Perhaps that’s the reason the rules/etc aren’t posted everywhere, because at the point that they are, they become moot. Moreover, I’m not sure what sort of valid criticism could be offered without that intended experience. The positive critiques issued from those who played it without knowing ahead of time (and it should be noted, I’ve ONLY seen positive responses from those people) speak far more about it than whatever it is you think your critique would bring to the table (particularly because you seem to have missed the part where the lack of pre-knowledge was crucial to the experience). On top of all that, you’ve already negatively judged her for engendering the intended environment when presenting her game, because you erroneously seem to think that all art or education can be evaluated independent of it’s environment… which is like saying any movie with Jeff Bridges (or decent actor of your choice) in it CAN and SHOULD be equally well represented by a sock-puppet theatre. Posted by Andy Van Zandt on Mar 18, 2010 at 05:03 PM | #
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I just feel that board games should be evaluated by board game critics… regardless of artistic merit. So far, the author has made no effort to pursue this. I would think that others would feel this important, especially after this much time and accolade. If I were to create a sculpture, I wouldn’t ask 50+ movie critics what they thought while not showing my sculpture to any sculpture critics. To me, that would be disrespectful. Likewise, if I were to undertake the author’s project personally, I would feel a tremendous ONUS to make a great game as well as making great art. I do not know that she has done that. I may never know. As said before, the amount of press she is receiving is probably more than any other board game designer in America. I think I would be happier with a person I were more comfortable with, perhaps someone established in the board game world, speaking to so many microphones. I’m begging to change my opinions, but have no reason to at this time. Posted by William Baldwin on Mar 19, 2010 at 04:10 AM | #
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I would love to see this get some use in a middle/high school setting to see what kind of impact it might have. As for who can critique art, it seems to me that it’s fine for an artist to create for the public disregarding what art critics say. I know I have enjoyed movies for my own reasons when movie critics didn’t like them. The same is true for paintings… I enjoy realists far more than impressionists, despite what any critic might feel about them. Posted by Matt J. Carlson on Mar 19, 2010 at 06:01 AM | #
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