How much do we worry about alienating a particular audience?
You probably already know my answer to this- "fuck 'em". If they don't want to play your game, they don't have to. You can't please all the people all the time, and if you try you end up making things worse for the people who really are your target audience.
How much can be blamed on the game if the players "won't play right"?
Similarly, I don't think the game should be blamed. However, this brings up a dilemma... people who ought to enjoy the game don't, because they're going abou tit the wrong way.
Players who won't play "right" will find the game "difficult". The question becomes, will they modify their play style, or just complain that the game is broken?
I think I'm running into the same thing with one of my friends and Scurra's All For One. Tyler (who's normally the first to figure out the 'best' way to play a game, and very often wins games- especially before everyone else has 'figured it out') thinks All For One is boring, and he has had a poor showing bon both occasions that he played it. I fear it's because he's 'playing the game wrong'.
Which should they do?
Which SHOULD they do? I think they should try again and figure out what they're doing wrong. But that's a lot of work sometimes, and the player may not be interested in doing it.
How much do I, as a designer, worry about it?
I think there's only so much you CAN do about it. Perhaps the only thing you can do is sort of hint at the 'correct' or 'amenable' way in the rules. Explicitly. Something to the effect of "... You might find that helping each other makes the game easier for everyone" or "Sometimes you need to do things that help other players in order to come out on top."
- Seth
Which SHOULD they do? I think they should try again and figure out what they're doing wrong. But that's a lot of work sometimes, and the player may not be interested in doing it.
I think that's right; I think there's also quite a propensity among gamers, probably including myself, to declare a game "broken" or "flawed" far too quickly. I think this often could reflect more on the players than the game, but if the game gets a bum rap as a result, it is kind of a bummer for the game...
This is a very good suggestion. I typically don't include "strategy hints" in my rules but gentle nudges like this could be a good way to make these kinds of "suggestions" to hopefully help people along the learning curve.
But who are these "gamers" that we're worrying so much about? Don't *we* count as "gamers"? If we like the game, and our friends do, surely this is a valid point?
I guess I'm just skeptical of Joe's concern that a mid-level strategy game won't appeal to "gamers" -- I feel it might be using an overly restrictive understanding of the word. Of course, Joe himself is a bit of a paradox for me. For example, he's only rated one game at 10 on BoardGameGeek -- Settlers of Catan. Now, Settlers is surely not a "gamer's game" in the conventional sense, so perhaps trying to capture exactly who falls into the group "gamers" and who doesn't is an exercise in futility; perhaps the only thing you can do is playtest a game with as wide an audience as possible, and this might be the only way to find out who will actually like it, and how broad its appeal is.
This is my approach as well, and is certainly the genesis of Disciples and all my other games. In my opinion, that's the only way you can ever produce anything of quality; trying to force a game into a demographic is a recipe for banality. But it's still of interest to me, having completed the "game that I wanted to design", to identify who will or won't be interested in the game. To me, the difficult part of that seems to be first identifying who is even out there; what broad classifications exist among gamers, and how "deep" does a game have to be to appeal to these "gamers", and so on? Questions without answers, perhaps...
-Jeff