Matt Thrower: Gaming in Tongues

I have a confession to make: in spite of it being a favourite whipping boy of many gamers whose opinions I respect, I’ve been nosing around Race for the Galaxy recently, although I’ve never played it. What’s caused this is not a sudden delight in efficiency engine games but the forthcoming release of the Rebel vs Imperium expansion and its promised “interaction”. Contrary to popular belief I’m an enormous fan of many Eurogames which feature high levels of direct player interaction such as Imperial and a recent discovery Traders of Genoa, so an expansion to a popular and highly lauded Euro which promised lots more interaction was certainly of interest, although I shall certainly hang fire and see whether this turns out as real, red-blooded interaction or the sort of “interaction” that the Agricola I-deck offered. My money is on it being the latter - but we’ll see.

However, while you may be thinking this is heading toward a rant about low interaction games, I’ll head you off at the pass by stating that this has precious little to do with this weeks column. I just wanted to provide a little background about why I’d come to be nosing around Race for the Galaxy, because it lead me to the various arguments people have had about its adoption of confusing iconography in the interests of remaining language independent.

Not having played the game I can comment on how obtuse or otherwise the icons used are, but whatever problems it might have caused in this case, the appeal to a publisher of making a game language-independent are obvious. Aside from the overheads incurred by having to translate the text on game pieces into more than one language, it allows a publisher to make a single print run and then ship copies out over the world to meet demand, instead of discovering it has under- or over-estimated demand in a particular region and missed out on profit/incurred a loss as a result. And generally what’s good for publishers is good for us, right, especially in such a niche market has hobby board games?

Well I don’t know how you feel, but personally it drives me up the wall.

Like a lot of native English speakers I, shamefully, don’t know how to speak any other languages. I’m familiar with a smattering of schoolbook French but in reality any attempt at conversation with a native Frenchman would probably result in us spending fifteen minutes asking each other the way to the lavatory in very loud voices. My feeble excuse is that I’m very bad at learning other languages - I struggled with it at school, and nowadays I struggle with it on holiday. As a result I tend to shy away from buying games published in foreign languages, however small the text translation required, because even encountering a single word on a card will necessitate my turning to BabelFish every time the card comes up. Narrow minded, possibly, and certainly unfortunate but that’s the way it is.

I’m coming to feel the same way about language independent games. As many players of Race for the Galaxy have noticed there seems to be an unfortunate trend for attempts to free games from reliance on knowledge of a particular tongue to result in games which are equally incomprehensible to speakers of any tongue at all. The fact of the matter is that most games - even ones with relatively simple rules - contain quite complex concepts and, worse, concepts that have to be understood very precisely in order to play the game properly. We’re all familiar with some game at some time in which we discovered a marginally misunderstood rule after a few sessions and were amazed at how radically it changed the game - such as my first two plays of Imperial in which we thought sea areas didn’t count for taxation. Those little misunderstandings are oh so much easier if everything is being conveyed to you in flowcharts and symbols instead of a natural language that you grew up with.

Beyond the mere fact of conveying useful information during play, the trend for language independent editions of games has had other, perhaps unforseen consequences for me. Take another favourite high-interaction Euro of mine: Wallenstein. The game is German-only so, in spite of enjoying it I wavered on buying the foreign language edition and was rewarded for my prevarication by the announcement of an English edition. Turns out that the early rumours weren’t quite right: the edition wasn’t English but language independent, and the game was going to be translated to feudal Japan. Quite why this change occurred is a mystery to me: possibly Queen Games thought that no-one outside Germany would be interested in a psuedo-historical game about the thirty years war although why feudal Japan should have more cross-cultural appeal is beyond me. If anyone could shed some light on the reasons behind this choice, and indeed why the designer tweaked the mechanics as well, I’d be genuinely interested to know. Anyway, I waited and bought the reprinted game, Shogun shortly after it came out and was annoyed to find that whilst very good, I thought it notably inferior to the original. I preferred the old theme, for one thing. For another the old board encouraged more conflict while the elongated map of japan lead to occasional static and dull games with players getting wedged into highly defensible positions. I also preferred the more random (and, it has to be said, simpler) approach to events in the original. To add insult to injury I found the iconography on the cards to be fairly impenetrable, leading to a much slower phase of allocating actions, and the game contained something like seven different rulebooks in different languages, six of which were a waste of paper and which fitted badly in the box. Now before the fanboys take me apart, I’ll re-iterate that these are minor points are Shogun is still very good game, but seeing one of my favourite titles made marginally worse just so the publisher could make an ill-judged attempt at putting out a language independent game rankled for me. Indeed it’s entirely possible, looking back on it now, that this is where my negative feelings on the subject actually started.

I can think of other good reasons to avoid language independent games. There are a number of theme heavy titles - Magic: the Gathering and War of the Ring amongst them - which gained quite a lot of atmosphere through the flavour text on the cards. In truth neither of these games would make remotely sensible candidates for language independent editions because the actual rules on the cards were too important and verbose to survive such treatment. But the point is that by rushing out to design components with icons instead of text on them, a publisher is losing out on a number of subtle ways to improve the game play atmosphere. Sure good art helps, but I’d maintain that a combination of good art and good flavour text works an awful lot better.

Whenever I get into a negative rant like this I feel it’s important to wedge something positive into the discussion so I’ll mention that I’ve come across at least one game that does language independence correctly: Galaxy Trucker. Most the the game material - aside from the rulebook - has no need for text. The icons required for the cards are very limited because they boil down to a pretty small set of interconnected effects, with variety being achieved through different combinations of those principles on a card instead of a relatively wide variety of different effects as is the case in games like Shogun and Race for the Galaxy. The details are explained quite clearly in the rules which are, of course, language specific. And as a result of all this the whole package works.

In view of the fact that some games, treated carefully, work perfectly well with language independent editions, it is doubly irritating that there seems to be no rhyme or reason amongst publishers as to deciding which games should get this treatment. It looks as though Race for the Galaxy was a poor choice. In contrast the publishers of the aforementioned Imperial went to the time and expense - some of which is inevitably passed on to the consumer - of printing all the components dual-sided with German on one side and English on the other in spite of the fact that there virtually no non-numeric game information on the components themselves and it is in fact a game begging for a language independent edition. It seems like every time we play Imperial most of the players don’t even notice which way up their bonds are - I can even recall one occasion playing on the German side of the board and no-one noticing until halfway through the game. And yet I’ve paid to have these pointless dual-sided components. Some sort of discerning choice about when to attempt language independence would make no end of difference to how I feel about these games.

I may be in a minority in my opinions on this subject, but I’m still going to end this article with a simple plea. Poorly thought out language independent games do seem to irritate a lot of gamers and certainly put at least some gamers off buying in the first place. Think about the gamers who play the game before you think about the minutiae of your printing and distribution costs, and think carefully. Please.

© 2009 Matt Thrower


Posted by Matt Thrower on Mar 23, 2009 at 01:00 AM in ColumnistsMatt Thrower / 1568

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Comments:

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RftG is also a poor example because it’s NOT language-independent: many cards have text on them. The icons are there, I assume, because there simply isn’t *room* on the cards to spell out all of their effects.

I feel that iconography almost always helps. Using Red November, which only uses text, as an example: it’s very easy to forget that fire cards advance the suffocation track, because it’s only mentioned in the rules. In fact, which color track is which is only mentioned in the rules. A simple red, green or blue dot on the cards would have been enough to remind AND inform players which track to move along (and I’ve stickered my cards with dots now).

For an example of a terrible player aid that only uses icons, look at Sator Arepo Tenet Opera Rotas. Not only does it have a misprint, it is also confusing even if you know how the game works.

Posted by gschmidl on Mar 23, 2009 at 04:06 AM | #

I like language independant games.  I found the iconography of RftG to be difficult to begin with - particularly the many minor differences (a production world, a windfall world, a rebel world, etc etc.).  Another game that I found fairly difficult to begin with was Torres - the card powers use pictures that aren’t always obvious (at least when you are first learning a game).

Despite this I like them, why?  Because they are often the product of a consistent vision for the visual design and playability of the game.  It is a metalanguage that, when done well and learned, tells you how to play the game in situations that might otherwise send you scurrying to the rules book.

They also make the games more consistent across published versions, meaning less set-up cost for publishers and a potential wider release for a game.  I am sure there are many games we all enjoy that may never have seen an English market release if the game had to be ‘ported’ into English.  Less set-up for publishers means ultimately that they can co-operate more with other publishers, reduce costs, develop and publish more games, and make a better profit (which also hopefully translates into being able to take more time and spend more on production/development).

So, while I sometimes find the metalanguage of play-aids and visual design can obfuscate to begin with, I also appreciate that they often end up helping more than they hinder, both in a play and broader sense.

Cheers,

Giles.

Posted by Giles Pritchard on Mar 23, 2009 at 06:28 AM | #

I think Race is a great example because that iconography is a major reason I can’t stand to play the game.  Give me San Juan over Race any day!

I’m not opposed to the idea of icons, in fact it usually does sound like a good idea, but if you’re writing more via icons than you would with simple text (i.e. Race) then you really need to reconsider.

Posted by Michael Denman on Mar 23, 2009 at 08:15 AM | #

I am a rather large fan of Race and honestly I just don’t get the complaints about the icons.  I had read that they were confusing to new players of the game but really our group took to them almost immediately.

I also find it odd that you don’t see why feudal Japan would be more interesting to modern gamers than the thirty year war.  Seriously?  Have you spent any time in American geek culture?  I know so many friends that love anything Japanese but I rarely hear them talk about Germany.  Heck, my family comes from Germany and I have more interest in Japan.  Examples, if you want them, are Anime, Legend of the Five Rings (in all its forms), the heavy influence on the Exalted RPG, many many video games etc.  For whatever reason Japan and things related to it are connected to the geek/gaming culture in a far closer way than Germany is. While the game rules changes might not make sense the scenery change seems like a no brainer to me.

And as for the “language independent” game components, well, the only problem I have had with Alhambra and Shogun is that I don’t feel like throwing out the unnecessary rule books and thus I have to sort through them every time.  But really, this is just my problem.

Posted by Josh Reubens on Mar 23, 2009 at 11:01 AM | #

Matt, there’s another benefit to language-independent games (or, at least, games which use a great deal of iconography):  they can avoid what I call the dreaded Chez Geek Effect.  These are games with a great deal of text on all the cards that is necessary in order to play.  During the first few games, things proceed at a crawl, because you have to read everything in your hand each turn.  If clear iconography can be used, this time is greatly reduced.  Of course, if it takes time to learn the symbols, as it certainly does with Race, those beginning games will still be slow, but at least the following sessions should go more smoothly; it’s usually much easier to pick up icons at a glance than text, which makes hand evaluation easier and more enjoyable.

That being said, I agree with your specific example.  I think they did as good a job as they could have with the icons on Race, but they still represent a significant barrier to learning the game and have led some in my group to avoid it.  Even today, after playing a dozen times or so, I still usually find at least one card per game that I just can’t puzzle out from the symbols.  Because the icons are sufficiently complex that their meaning can be hard to see from across the table, it tends to even further reduce the player interaction, as the temptation to play with your head buried in your cards, rather than squint at what your opponents have, is considerable.  I think some sort of iconography was desirable; maybe the ideal compromise would have been to limit this to readily understood symbols and to use more text to fill in the more subtle variations.  I still like the game, but I think the learning curve would have been reduced and my current appreciation heightened if there had been a bit less reliance on icons.

I wish you luck with the Race expansion, but I somehow doubt that it will contain the direct player interaction that you seek.  Maybe some of the folks more familiar with the expansion can weigh in on that.

Posted by Larry Levy on Mar 23, 2009 at 11:33 AM | #

@Josh - No, I’m not very familiar with American geek culture, ‘cos I’m British! UK and US geek culture does seem to be somewhat differentiated, and you might have just hit on an example.

@Larry - Whilst the point you make about needing to learn card text is good, I don’t entirely buy it. Natural language is simply more memorable than an unfamiliar and abstract set of symbols. I learned the card effects in games like Twilight Struggle and War of the Ring in a very short space of time, yet I still struggle with some of the symbols in Shogun in spite of the reduced pool of cards! Besides which I’d say it’s come to a sad day when someone shies away from playing a game just because there’s too much text on the cards. Some games - like the aforementioned TS - absolutely need text-heavy cards, and I don’t think that requirement in any way detracts from the brilliance of the design.

Posted by Matt Thrower on Mar 23, 2009 at 11:43 AM | #

I don’t know if the game was language independent but, the cards in To Court The King would have been much better if they had used words to describe their function instead of iconagraphy.

Posted by Eric Clason on Mar 23, 2009 at 12:00 PM | #

Matt:  Well, there’s the difference.  Twilight Struggle is a deep, 3 hour game and no one is going to begrudge the extra time required to read the cards.  Chez Geek is a piece of fluff, so if you double the time to play it because of all the text, there is genuine pain involved.  For games of this weight, the the initial learning curve has to be considered--Chez Geek is decidely NOT worth it.

Posted by Larry Levy on Mar 23, 2009 at 12:21 PM | #

Eric, To Court the King would have been better with both:  brief text, for beginning players; considerably bigger icons (that can actually be read from across the table); and much smaller portraits.  The too small icons are yet another example of the artist thinking too much about the look of the components and not enough about their functionality.

Posted by Larry Levy on Mar 23, 2009 at 12:23 PM | #

If you think the Race icons are hard to see across the table, imagine how hard it would be to read text across the table instead!  The main win of the icons, I think, is that it puts each phase’s power in the same place on each card, so you can tell at a glance which cards in a tableau affect a particular phase.  If the cards just had a blob of text at the bottom, this would be nearly impossible.  (And I don’t think there would be room to put text in place of each icon, especially without reducing the card art.)

Posted by Doug Orleans on Mar 24, 2009 at 11:57 AM | #

Race for the Galaxy is not the best example, since I actually think that the icons are perfectly executed. They are extremely logical and well designed, once you think about them as a game help rather than an obstacle. Moreover, the reduced space they use makes more for the gorgeous illustrations. Dominion, on the contrary, is quite badly executed: much space is taken by text, and the illustrations are much too small.

Talking about bad icons, I think about Gloria Mundi (they do not even enhance the space for illustrations, and the same icon may have several meanings) or Roma.

Posted by Julien Vion on Mar 24, 2009 at 03:14 PM | #

Put me in the fan of icons camp. 

I actually think RftG is a sterling example.  The icons are small so that all the phases can fit on the side of a card.  Scanning opponent’s tableaux makes it easy to remind one that they have _a_ benefit in a given phase.  It may not be easy to see which benefit, but it does jog memories.  For cards in your hand, it’s easy enough to read the icons and after the first couple games, they seem intuitive (to the point that when the first expansion came out, the new icons were “readable.")

On example of “icons” gone bad was Magic.  They defined, for example, Swampwalk, and then on every card where it appeared, there was a parenthetical expression repeating the definition.

Posted by Scott Russell on Mar 26, 2009 at 04:43 PM | #

I should add that I think while some people grok icons, others don’t.  I do play RftG with some people who just don’t get the iconography. 

I don’t think it’s tied to learning languages, because I am good at icons, but not good at languages. :) I suspect it may be more related to engineering/technical vs. not, but don’t have enough data for a conclusion.

Posted by Scott Russell on Mar 26, 2009 at 04:45 PM | #

Language independence is only one of many, many issues involved with icons/graphic design.

In the case of Race, it was not the motivation for the icons.  In fact, at the publisher’s request (who was interested in possible language independence), at one point we investigated an all-icon / no text approach in Race’s development.  It totally bombed.  Playtesters who had been playing the game 20+ times a week for over a year stopped playing, while brand new playtesters were completely at sea.  Wei-Hwa and I even offered to put up the money to cover the additional cost for multiple languages to avoid putting out the game in an all-icon / no text format (the publisher declined).

Whether text alone is better or worse depends on a lot things, including how many powers are on a card and when/how often do these powers trigger.

Icons and text together don’t always work: the cards can often become too visually busy or unattractive, the space for artwork becomes too cramped, or the result becomes too intimidating for new players.  This is a large part of why not all powers in Race have text hints on the cards; we broke out the “simple” powers and put them on a reference sheet.

San Juan has a relatively small number of single power cards (about 20, depending on how you count), so it can get away with a text only approach.

With Race, I wanted to produce a game with lots of variety using multi-function cards.  This goal had a major design implication: most powers had to be “parameterized” (such as +1 to a sale or +2) instead of “unique”.  Having lots of powers such as San Juan’s “Crane” (which takes a half-page in the rules to explain) would be too hard for players to initially learn and remember (though a few such powers could be gradually introduced later in expansions).

Once you make the design decision to go with parameterized powers, then icons are a fairly natural way to express them.  It’s not hard to design icons to represent the action consume a good for X, where X could be 1 VP, 2 VPs, a card draw, 1 VP plus a card, 2 cards, etc.  Icons are easier to associate with different game phases (important given the multi-function nature of the cards), easier to reference across the table, and, most important, easier to retain from one game to the next for *frequent* players.

Text only cards not only have to read when learning the game, but they frequently have to be reread when playing again.  Icons, once you internalize their pictorial language, tend to be faster, for most people, to remember when encountered again (most humans are quite good at visual pattern recognition).

We used icons in Race to solve the multi-function problem and to make the game easier for repeated play.  Playtesting had shown us that many players who liked the game found it quite addicting.

There’s an obvious risk in slanting an aspect of a game’s presentation to make it better for most players after 3 or so plays, but slightly harder for the first and second play.  In the case of Race, we carefully tested what cards had or didn’t have hint text to try to find the sweet spot.  The results indicate that we did a pretty good job of finding it, though, of course, no graphic presentation works for everyone.

Posted by Tom Lehmann on Mar 27, 2009 at 11:32 PM | #



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