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robinventa
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I can understand games’ publishers not wanting to look at games from unpublished designers – most of them will be uncommercial – or just plain rubbish. But not all. Unfortunately, it will matter not if your game is just what they are looking for – I doubt you will ever get through the door to show it to them. There used to be a time when you could send your game, unsolicited, to the biggest game publishers and they would assess it, and return it to you, if (when) rejected, with a complimentary letter. Even enclosing return postage was unnecessary (I always had postage returned thanking me for the ‘thought’).

Those days have long gone – the departments that did that work disbanded.

Now we have the ‘agent’. People who will give your game a cursory assessment (not necessarily even playing it) for $300. Nice work if you can get it! For this money your project has not been advanced one jot. However, if the game is what they think the publishers are looking for they will want at least 40% of all your future royalties to show it to them.

I think there should be a way to take these ‘middle men’ out of the equation – and still give the publishers what they are looking for – a game that has been ‘screened’.

In my opinion, what is needed is an examining body for new boardgames. As an individual, when you take an examination you are graded. As a person you take that grade with you when you apply to a university, or to an employer – and a good grade will gets you through the door. Now, why can’t the same system work for your game when a respected independent Examining Board has graded it?

The best universities or the best employers require the best grades to get that interview. The best publishers could be equally discerning.

You would have to pay for all this, of course, but a Certificate would give a good game the kudos to get it seen.

Comments?

By the way, Examining Board employees would occasionally be expected to work through lunch (beer and sandwiches provided). It is envisaged that a full time examiner would start on $60,000 pa – rising to $90,000 pa when fully experienced (2 years). Company car? Of course. :wink:

FastLearner
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Examination Board

My brother and I have seriously considered creating such an organization (and may yet do so). The resulting report would grade the game on several axes, determining its fitness for a number of purposes and including suggestions for specific improvements.

Note, though, that there are plenty of game companies that take submission letters without an agent. In fact it's pretty much just Hasborg (and Mattel, I believe) that you can't get to without an "in".

jwarrend
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Nice idea, but isn't this almost exactly what Hippodice does?

The problem I see with your idea is that you, the examining board, would have to establish the validity of your opinions for the companies to take you as a reliable source on whether a game is "good" or not. That can probably only happen with time. And if the board consists of people like us, who are game designers, it will seem somewhat self-serving and probably won't have much clout. But finding people who just have such a burning desire to, of their own free will, play a bunch of prototypes to be able to pinpoint the one or two that are "good" would seem to me to be a seriously uphill battle. (but maybe many such magnanamous people exist!)

I think Hippodice has it about right. They set out to bridge the gap between designers and publishers, and have created a competition format to do that. Their judges are all industry pros, so their opinions are to be taken seriously, and moreover, there is already one step taken out of the process. You don't have to have a go-between to get to the industry pros -- if you place well in the competition, you're already in touch with the industry pros!

I grant that this may be somewhat less satisfying because it's only once-a-year and it's a "competition" format, yet I think that's a valid way of doing the evaluation you're speaking of. Instead of your game being rated on several axes as Matthew recommends, it's being rated relative to the other games coming out; if it does poorly, you can effectively consider it less "publishable" than the other games that were submitted that year.

I agree that it would be very nice if something like what you suggest existed. Or alternatively, if there was an analogous "Hippodice" for non-German-style games. But I think the difficulties in implementing such a proposal are substantial enough that it's probably not going to be easy to pull off.

On the other hand, if you do want to start such a service, I have several games I'd be happy to have you look over....

One final question: is it really true that you need an agent to get an "in" with the game companies? The only sources I've ever heard that from are from agents themselves, which makes me very suspicious. I think, though, that it depends what companies and what types of games you're talking about. Personally, I design German-style games, and I know that there are many companies who will let you submit your game to them, or at least tell them about it, without an agent. I think the bigger obstacle to publishing there is more that your name has to be "Alan Moon" or "Reiner Knizia" or some such; companies are much more likely to print a game by a known designer than a no-name. In their defense, though, those guys don't make a lot of clunkers, so it's probably not a bad approach! The American-style party-games and kids-games companies might work differently, though, and someone trying to get into that might need to know someone moreso than to have a great game. I'm really curious to hear from people who've actually used agents and published games about that process. I certainly doubt that most of the agents one sees on the web could even be helpful at getting a German-style game published by a European company, but of course, I could be way off.

-Jeff

FastLearner
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jwarrend wrote:
Nice idea, but isn't this almost exactly what Hippodice does?

Yes, but only for German game companies and only, as you mentioned, once a year for a very limited number of designs.

Quote:
The problem I see with your idea is that you, the examining board, would have to establish the validity of your opinions for the companies to take you as a reliable source on whether a game is "good" or not. That can probably only happen with time.

This is indeed the biggest obstacle and is something that can only be created with time, I agree.

Quote:
And if the board consists of people like us, who are game designers, it will seem somewhat self-serving and probably won't have much clout.

There's a level of that. On the other hand, though, successful designers reviewing the games would add clout, I would think. Again, though, it would take a fair bit of time to prove out.

Quote:
Instead of your game being rated on several axes as Matthew recommends, it's being rated relative to the other games coming out; if it does poorly, you can effectively consider it less "publishable" than the other games that were submitted that year.

The difficulty with this process -- and the reason I don't feel it fulfills all of the needs -- is that games can be very, very different and yet still be quite good for some folks. For example a game that would be an excellent Ravensburger design would be an awful Parker Brothers design. A game that would be a good Out Of The Box design would be a horrible Games Workshop design. That's why rating them on various axes is important to a useful evaluation (imo).

Quote:
I agree that it would be very nice if something like what you suggest existed. Or alternatively, if there was an analogous "Hippodice" for non-German-style games. But I think the difficulties in implementing such a proposal are substantial enough that it's probably not going to be easy to pull off.

Which is precisely why I haven't done it yet. ;)

Quote:
I'm really curious to hear from people who've actually used agents and published games about that process. I certainly doubt that most of the agents one sees on the web could even be helpful at getting a German-style game published by a European company, but of course, I could be way off.

Agreed. I haven't heard any agent success stories yet.

-- Matthew

jwarrend
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FastLearner wrote:
jwarrend wrote:
Nice idea, but isn't this almost exactly what Hippodice does?

Yes, but only for German game companies and only, as you mentioned, once a year for a very limited number of designs.

But are you and your brother really going to look at more than 200 games a year? Hippodice is a filter; it says, of the 200 games we looked at, here are the 10 most publishable. True, it's only good for German games.

Quote:

There's a level of that. On the other hand, though, successful designers reviewing the games would add clout, I would think. Again, though, it would take a fair bit of time to prove out.

But what successful designers are going to do this? Let's be realistic, designers want to design games, not to filter out good games from bad ones to save the companies some work. I agree they would add clout, I dispute that you could find any who'd be willing to do what you're asking.

It would be a cool thing to have access to, I just can't see actually pulling it off. It takes someone with way more vision than I have!

-Jeff

FastLearner
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jwarrend wrote:
But are you and your brother really going to look at more than 200 games a year? Hippodice is a filter; it says, of the 200 games we looked at, here are the 10 most publishable. True, it's only good for German games.

Well, of course there would be a lot more than just my brother and me. But just as important recognize that what Hippodice really does is review 200 proposals and then request a much smaller number of prototypes. Then this big club plays them and votes on them and narrows them down to 10 (which the publishers then narrow down to 3/6). So they're not handling 200.

But yes, there would be lots of things to work out. :)

-- Matthew

robinventa
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Interesting stuff.

Matthew wrote

Quote:
My brother and I have seriously considered creating such an organization

Just when I thought I had an original idea :D

Jeff wrote

Quote:
I agree that it would be very nice if something like what you suggest existed. Or alternatively, if there was an analogous "Hippodice" for non-German-style games.

Perhaps that would be the best idea. The problem is that I am not designing ‘German’ games. I think the publishers open to submissions from designers like yourself would not be looking for anything from me. Out of interest – who would you consider to be the largest publisher, nearest to ‘mainstream’ open to submissions from an independent unpublished designer?

Actually, I am about to find out the true parameters of the Hippodice competition. What they have had from me would be fairly described as two ‘mass market’ games.

Quote:
One final question: is it really true that you need an agent to get an "in" with the game companies?

For the big boys, yes. If you phone them you will be rebuffed by the receptionist, who is under instructions not to give out any contact names. If you send anything to them – even a descriptive letter it will be returned to you with a letter saying they have not read it or photocopied it. Enclosed with the letter will be a list of ‘agents’ they work with. Having looked at their sites it appears these ‘agents’ have, at some time in past, sold an inventor’s idea to a company – and the product went on to achieve success. As far as I can see, not one of these ‘agents’ has managed to repeat the trick!

Quote:
I certainly doubt that most of the agents one sees on the web could even be helpful at getting a German-style game published by a European company, but of course, I could be way off.

I honestly don’t think an agent would want to look at a ‘German’ game (well, they would for the $300). Just look at their portfolios of ‘successful’ products. Best described as, in my opinion, a parade of the trivial and inconsequential.

-Robin

zaiga
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Perhaps you shouldn't aim so high for your first design. There are enough small and middle-sized companies that will want to look at designs by unknown authors. Some of them even openly ask for designs (Days of Wonder, Hans Im Gluck and Out of the Box, for example).

It's not even impossible to get a large company to look at your design. Just take a look at what happened to Stephen Glenn's Balloon Cup when he send his prototype to Kosmos, for example. Getting the industry's giants such as Ravensburger and Hasbro to look at your design is near impossible and I wouldn't waste energy trying.

I don't believe so much anymore in the distinction between "German" games and "non-German" games. I think a good game can sell itself, eventually, regardless of whether it is a "German" game or not. German companies will want to look at trivia games and party games if it is a good one. American companies such as Out of the Box will want to look at abstract german type games, as long as they are fun. The trick is to find a publisher that matches your game. And just keep trying!

And I certainly won't be giving my money to any of those "so-called" agents!

- Rene Wiersma

jwarrend
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zaiga wrote:

I don't believe so much anymore in the distinction between "German" games and "non-German" games. I think a good game can sell itself, eventually, regardless of whether it is a "German" game or not. German companies will want to look at trivia games and party games if it is a good one. American companies such as Out of the Box will want to look at abstract german type games, as long as they are fun. The trick is to find a publisher that matches your game. And just keep trying!

I think there's still definitely a difference in the market. Here in the US, if I go to Target or Toys R Us, I will see almost no "German" games. If I go to a hobby game shop, I will see almost no "American" games. (And, yes, I know I'm oversimplifying tremendously by breaking it down into 2 classes). I agree that a good game will (one would hope) do well, but I think there's a big difference in what a company considers "good". Consider the genre of kids' games -- both German and American companies release them. But there's a tremendous qualititative difference between German-style kids' games, which focus on simple gameplay but legimitate substantive strategy (albeit at a basic level), compared to American-style kids' games, which almost universally focus either on a plastic gizmo, or on a license to a commerical property. So if you tried to pitch a great game like "Katzenjammer Blues" to Hasbro (assuming you even could), they'd either ask you to make a board game version of the game with electronic sounds eminating from plastic cat musicians, or they'd want to retheme it "Making the Band" with each card representing a character from the Making the Band shows (or some other commercial property). I am very inexperienced, but my general impression is that the answer to the question "what kind of games should we make?" is always a combo of (a) what will sell and (b) what is good, but American companies emphasize (a) almost exclusively, and German companies, while obviously cognizant of (a), take (b) into account to a great extent.

-Jeff

robinventa
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Thinking about it, is there any real difference between publishers. Aren’t they all choosing what they publish not necessarily on how good the game is - but how commercially successful they think it might be? If that’s true, I wonder what reaction a ‘small’ manufacturer would have if an impressive mass-market’ game fell on their mat – a game that they thought might sell 2 million instead of their usual 2 thousand.

-Robin

zaiga
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Jeff,

I agree with you on most points. Like I said, the trick is to find a publisher that matches the game you have designed. It's no use to try to send a prototype of a complex wargame to HABA (publisher of mostly children's games with wooden components) or to send a prototype of an abstract game to Eagle Games (publisher of thematic wargames with lots of plastic bits and other chrome).

But the market is not as black and white as it was a few years ago. Eagle Game's "Age of Mythology" and Fantasy Flight's "Game of Thrones" and "WarCraft" are boardgames that certainly have their roots in American wargames, but also draw a lot of their mechanics from German type of games.

And what to say about "Mare Nostrum", "Pirate's Cove" and "BANG!"? There's a lot of "American" flavor in these games, despite being originally published in France, Germany and Italy respectively.

I think the distinction between "German" and "American" is not useful, at least not when you are designing a game. Of course, when you are done designing a game and looking for a publisher, this does become relevant. However, like I said, the market is not as black and white as it used to be.

Actually, my ideal game would be as thematic as an American game and would have French art and German mechanics and would be published by a Dutch publisher. :wink:

- Rene Wiersma

zaiga
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robinventa wrote:
Thinking about it, is there any real difference between publishers. Aren’t they all choosing what they publish not necessarily on how good the game is - but how commercially successful they think it might be? If that’s true, I wonder what reaction a ‘small’ manufacturer would have if an impressive mass-market’ game fell on their mat – a game that they thought might sell 2 million instead of their usual 2 thousand.

Yes and no.

Of course any publisher will probably want to sell a million of copies, regardless of whether that game fits into their regular genre or not. A good example is Carcassonne by Hans im Gluck. Up until the year 2000 this german publisher was known for its complex and heavyweight games. Carcassonne is certainly the simplest game they have published. However, I think that they immediatey saw the market potential the game had and seized the opportunity.

On the other hand, in most cases it will be hard to tell whether a game will be a million seller or not. In that case a company will look if the game fits into their productline or not. Around 60% of the rejected games are rejected because they don't fit into the publisher's current productline. That's why it is so important to find a publisher that fits your game.

- Rene Wiersma

phpbbadmin
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A simple solution

FastLearner wrote:
jwarrend wrote:
Nice idea, but isn't this almost exactly what Hippodice does?

Yes, but only for German game companies and only, as you mentioned, once a year for a very limited number of designs.

We need to get a large american gaming organization such as Terminal City Gamers to do an american version of the hippodice. Both European and American companies alike know that there is a strong market for these types of games. I'm sure Terminal City Gamers, as respected as they are in the gaming community, could pull off something similar to Hippodice. It might not be as strong at first, but obviously that would change with time. The only concern I can see is that both contests might be flooded with the same contributions, which would lead to 'more of the same'. Perhaps if it was planned in the middle of year (as opposed to the end of year format of Hippo) it might be enough to ward off duplicate entries.

-Darke

zaiga
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Re: A simple solution

Darkehorse wrote:
We need to get a large american gaming organization such as Terminal City Gamers to do an american version of the hippodice.

Or perhaps a website devoted to boardgame design, such as the BGDF.

Oh wait, we did that already! ;)

Seriously, the BGDF could host another contest similar to the previous one. There is already some know-how here on how to hold a contest and some industry-insiders (you know who they are :wink: ) that might be interest in the last round judging.

The bottleneck, apparently, is finding a group of players/judges that can judge a large amount of games in a relatively short amount of time.

- Rene Wiersma

jwarrend
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zaiga wrote:

But the market is not as black and white as it was a few years ago. Eagle Game's "Age of Mythology" and Fantasy Flight's "Game of Thrones" and "WarCraft" are boardgames that certainly have their roots in American wargames, but also draw a lot of their mechanics from German type of games.

And what to say about "Mare Nostrum", "Pirate's Cove" and "BANG!"? There's a lot of "American" flavor in these games, despite being originally published in France, Germany and Italy respectively.

I think the distinction between "German" and "American" is not useful, at least not when you are designing a game.

I think we might be using the words differently. When I say "American", I'm talking more about mass-market American games like "Monopoly", "Sorry", etc. American wargames are definitely a whole different animal. I also agree that there are "hybrids" starting to emerge. Star Wars: Epic Duels and Railroad Tycoon, both from Hasbro, have a nice blend of German and American design elements.

I agree that it's not worth worrying about the distinction when making a game -- just make a fun game! But the point that Robin seems to be at, and the subject of this discussion, is what happens when you get to the level of wanting to publish. Then, as you note, it really matters what kinds of games a company would want to produce. I don't think there's a mass-market American game company that would have even taken a 2nd look at Puerto Rico. They don't think in terms of the quality of the game, but rather in terms of how many units they can push. In contrast, I doubt there are many German games that WOULD sell some of the games that come out on the American market, even if they could make a lot of money on them. Obviously, I am exaggerating a bit here, and I only have a few of the German companies in mind (Alea, Hans im Gluck, Goldsieber, etc), but I don't think you'll ever see "Monopoly: Berlin" from Ravensburger.

The point Robin seems to be making is that there's currently no way to get "in" with the big American companies. But to you and I, who probably are more interested in the European companies anyway, there is such an "in" -- the Hippodice competition. I'm all for seeing a North-American version start up (although I'm not sure why Darke feels like he has permission to nominate the Terminal City Gamers to run it!) And I'm very encouraged with all the new game companies that seem to be popping up and producing excellent quality games (Days of Wonder, Plenary, Uberplay). My forecast is that the prospects for those of us who design German games will continue to improve as that market continues to grow worldwide (as it seems to be doing). But for those like Robin who design mainstream American games, things won't get much better because the companies are thinking about selling in such quanitities. For those games, it would seem that a system like the one Robin proposes would be a nice replacement for the agent system. But the real question is whether the companies want something to replace the agent system -- do they perceive any flaws in that system? It seems pretty well broken to me, but the experience of the companies may differ...

phpbbadmin
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Re: A simple solution

zaiga wrote:
Darkehorse wrote:
We need to get a large american gaming organization such as Terminal City Gamers to do an american version of the hippodice.

Or perhaps a website devoted to boardgame design, such as the BGDF.

Oh wait, we did that already! ;)

Seriously, the BGDF could host another contest similar to the previous one. There is already some know-how here on how to hold a contest and some industry-insiders (you know who they are :wink: ) that might be interest in the last round judging.

The bottleneck, apparently, is finding a group of players/judges that can judge a large amount of games in a relatively short amount of time.

- Rene Wiersma

Yes apparently good judges are hard to find, you obviously can't get it done with just one overworked one. It isn't fair to him or us.

Quote:

I'm all for seeing a North-American version start up (although I'm not sure why Darke feels like he has permission to nominate the Terminal City Gamers to run it!)

I'm not necessarily nominating TCG, they are just an example of who could possibly do the judging because they are fairly large, very well organized, and are highly recognized; all good qualities for such a contest.

-Darke

robinventa
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Jeff wrote

Quote:
For those games, it would seem that a system like the one Robin proposes would be a nice replacement for the agent system. But the real question is whether the companies want something to replace the agent system -- do they perceive any flaws in that system? It seems pretty well broken to me, but the experience of the companies may differ...

I’m sure they don’t care about the ‘agents’ – they are just the way they avoid talking to independent designers. They are not particularly interested in ‘new’ ideas – when the old ones are still going strong. In their experience, sales of anything ‘new’ are eclipsed by their existing games – so why bother! They need ‘something new’ to dump their games off the shelves – that might concentrated their minds.

Quote:
The point Robin seems to be making is that there's currently no way to get "in" with the big American companies. But to you and I, who probably are more interested in the European companies anyway, there is such an "in" -- the Hippodice competition.

I think you have summed up my position perfectly, Jeff. I have stuff ready to ‘go’ but don’t really know how to do it. I am even considering self-publication. In the meantime I have sent the game to Hippodice to try and get it independently play tested. If the game is as good as I think it is, and the testers are open-minded, it will win the competition. In that regard I’m sure I have the same expectations as everybody else who is entering.

Now, I think it important to say that we are not talking about a trivia or party game here. I have sent them something unlike anything they will have ever seen.

jwarrend
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robinventa wrote:

I’m sure they don’t care about the ‘agents’ – they are just the way they avoid talking to independent designers. They are not particularly interested in ‘new’ ideas – when the old ones are still going strong.

Herein lies the real crux of the problems. The very best sellers of German games, Settlers of Catan and Carcassonne have only sold, i n their entire lifetime in print, as many copies as Scrabble sells in one year. (I don't think that includes Settlers expansions...) So if Hasbro can keep selling Scrabble or Monopoly at such a high rate, why should they stop?

The problem is philosophical, and it happens on two levels. First, Hasbro has a philosophical problem, in that they care more about sales than about whether people have fun playing their games, or indeed, whether the games ever even get played in the first place! I'm optimistic that with guys like Rob Daviau and Craig Van Ness designing games at Hasbro, we'll start to see more quality games coming from them. But they had the Knizia Lord of the Rings game, right at the time that the movies were starting to come out, and they still ended up dropping it! I think they just don't aggressively market their games.

There's also a problem in the public that keeps buying Monopoly and Scrabble rather than making a demand for newer, more interesting games. But I really think that there are encouraging signs that this trend may be changing. There are better games than Monopoly out there, and people are slowly but surely going to realize it. When that happens, and only when that happens, Hasbro will change the way it operates to sell "better" games.

Note that all of this is my completely biased and uninformed opinion. I'm sure others on the group can comment more intelligently. But to me, I see the problems as being that Hasbro thinks about money more than quality, and customers give Hasbro money for inferior products, thus facilitating their philosophical failure.

-Jeff

FastLearner
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jwarrend wrote:
But to me, I see the problems as being that Hasbro thinks about money more than quality, and customers give Hasbro money for inferior products, thus facilitating their philosophical failure.

I think we're basically in agreement about the general problem, but I disagree about this specific problem. I don't think it's a problem that Hasbro is only focused on money: that's what corporations are. I see it as saying that the only problem with sharks is the way they're always attacking and eating things: it's in their nature and I can't really consider it a "problem". The same is true of the customers: it's in their nature to buy what appeals to them.

The problem I see is two-fold: Americans don't realize that there are actually fun boardgames and card games out there, things that adults will actually have fun playing, and that the American education system doesn't encourage children to believe that problem solving can be pleasurable.

The first can be fixed given enough time: word-of-mouth is very slowly educating Americans. The second is unfortunately nearly impossible (but not impossible) and might never come to pass.

You know, all in my opinion. :)

-- Matthew

jwarrend
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FastLearner wrote:

I think we're basically in agreement about the general problem, but I disagree about this specific problem. I don't think it's a problem that Hasbro is only focused on money: that's what corporations are.

Do you make a distinction between "corporations" and "companies"? For example, I'm contrasting Hasbro and Alea, say. Alea produces games that they intend people to play . Hasbro produces games that they intend people to buy . I don't honestly believe they care whether anyone plays any of their gadzillion Monopoly variants -- they just want someone to buy them. But not everyone is like that. Some companies/corporations really do care about the quality of their product. And I'm sure Hasbro does in some areas, and as I said, some of the games they produce are quite good. But taking their game line as a whole, clearly it is more about selling the same old games over and over than about whether people are actually having fun playing them.

Quote:

The problem I see is two-fold: Americans don't realize that there are actually fun boardgames and card games out there, things that adults will actually have fun playing, and that the American education system doesn't encourage children to believe that problem solving can be pleasurable.

The first can be fixed given enough time: word-of-mouth is very slowly educating Americans. The second is unfortunately nearly impossible (but not impossible) and might never come to pass.

I definitely agree with both. It's amazing to me how terrified some family members have been when my wife and I have broken out a game of Carcassonne or some similar game. People just don't know anything beyond roll-and-move exists, and associate anything like that with "thinking" which is somehow not fun. I think that these people would be surprised to learn that there are even games that involve little thought that can still be quite fun to play (like Fluxx -- a game I loathe, but admit that it can be fun to play sometimes). And yes, problem solving and critical thinking are woefully in short supply. I don't blame the American education system so much as the American culture. Disclaimer: my wife is a teacher, so I'm pretty pro-education system compared to most people.

-Jeff

FastLearner
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jwarrend wrote:
Do you make a distinction between "corporations" and "companies"? For example, I'm contrasting Hasbro and Alea, say. Alea produces games that they intend people to play . Hasbro produces games that they intend people to buy . I don't honestly believe they care whether anyone plays any of their gadzillion Monopoly variants -- they just want someone to buy them. But not everyone is like that. Some companies/corporations really do care about the quality of their product. And I'm sure Hasbro does in some areas, and as I said, some of the games they produce are quite good. But taking their game line as a whole, clearly it is more about selling the same old games over and over than about whether people are actually having fun playing them.

I make a distinction between privately-held companies (corporations or not) and publically-held companies. Public companies like Hasbro can not care about whether something is "good" as long as it sells. I helped take my little private company public and the differences before and after were stunning. Before we wrote great software and helped companies, literally making people's lives better. After we kept expenses down while pushing as much revenue through as possible. Quality didn't matter as long as it didn't hurt the bottom line, period, and that's all the board and wall street cared about. Hasbro is in that situation and trust me, quality doesn't mean anything (as long as consumers don't care) and can't.

The only way a large corporation will focus on quality is if that's how they differentiate themselves from their competitors. Look at, say, Nissan. They make (imo) some pretty crappy cars and I don't think they "care" at all as long as people buy them because of their good advertising and cheap price. At the same time, though, they have an Infiniti line that sells the "quality" cars. The latter is purely a marketing strategy, and people buy Infinitis because they're quality cards.

Alea has a special dispensation from their parent company and are just like Infiniti. They don't exist in order to produce quality games: they exist because people buy Alea games due to perceived quality. If people didn't buy them then Alea would cease to exist. I honestly don't believe the company cares at all about the actual game quality. (That doesn't mean there aren't people in the company who do, mind you, and this is true of Nissan/Infiniti as well.)

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And yes, problem solving and critical thinking are woefully in short supply. I don't blame the American education system so much as the American culture. Disclaimer: my wife is a teacher, so I'm pretty pro-education system compared to most people.

And don't get me wrong: I'm hugely pro-teacher. It's the governing bodies that surround the teachers that I disapprove of.

jwarrend
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FastLearner wrote:

I make a distinction between privately-held companies (corporations or not) and publically-held companies. Public companies like Hasbro can not care about whether something is "good" as long as it sells.

What do you mean, "can not"? One assumes that a publicly held company will do whatever is the will of the stockholders. One supposes, I guess, that stockholders are unlikely to care about anything other than profits, though...

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Quality didn't matter as long as it didn't hurt the bottom line, period, and that's all the board and wall street cared about. Hasbro is in that situation and trust me, quality doesn't mean anything (as long as consumers don't care) and can't.

Hmm...how did we get to this point, then? Is it our fault, as consumers, for being willing to buy inferior products?

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The only way a large corporation will focus on quality is if that's how they differentiate themselves from their competitors.

You make it sound like this is an incidental detail, but surely being "better" than your competitors has to be a pretty basic goal, insofar as it would presumably have a strong correlation to sales (though this is obviously not always true).

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Alea has a special dispensation from their parent company and are just like Infiniti. They don't exist in order to produce quality games: they exist because people buy Alea games due to perceived quality.

I think it's an imperfect analogy; Infiniti, Lexus, etc, are "luxury" cars, which isn't the same thing as "quality" in my opinion. But it's true, Alea games are different than the rest of the Ravensburger line. Sure, if they didn't sell, they'd close up shop, but the people who are making the decisions for Alea obviously care more about putting out great games than about putting out big sellers, because otherwise they'd be selling "Berlin-opoly" instead of Puerto Rico. That's the point I'm trying to make--that they're not just making games that will sell well (although they obviously want to sell) because some kinds of games sell more than the kinds of games Alea publishes. So obviously they care a little bit about the game quality.

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If people didn't buy them then Alea would cease to exist. I honestly don't believe the company cares at all about the actual game quality. (That doesn't mean there aren't people in the company who do, mind you, and this is true of Nissan/Infiniti as well.)

What is "the company", if not the people in it? Obviously they care about the game quality; look at the games they put out, versus those of Hasbro. Which are better? And which sell more? Maybe I'm looking at this too much in black and white, but accepting less sales to put out a "better" game strongly suggests to me that quality matters.

Or look at it differently. If you submit a game to Alea, are you going to present them with charts about how much sales potential your game has, or are you going to try to show them what a great game it is? In contrast, which presentation style would you choose when approaching Hasbro?

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And don't get me wrong: I'm hugely pro-teacher. It's the governing bodies that surround the teachers that I disapprove of.

Fair enough. But I think the education system is a reflection of the culture, and I think that we as a culture and we as parents are every bit as much to blame for the kind of education our children are receiving as the education system itself. Sure, a lot of schools are in a real mess, but it's because a lot of communities are in a mess...

robinventa
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Reading this interesting thread leaves me pondering three basic questions -

1. Why is one game ‘better’ than another – and who decides?

2. Do you think that any Monopoly playing family would really prefer to play Settlers?

3. What constitutes a ‘new’ game – and what justifies its publication?

jwarrend
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robinventa wrote:
Reading this interesting thread leaves me pondering three basic questions -

These are fair questions, and I admit I played a little bit fast and loose with language just to make a quick and simple point. I think I can get away with that because I know a lot of the people on the board already agree with me about which games are "better", but of course, not everyone does. So, please don't read too much into my remarks.

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1. Why is one game ‘better’ than another – and who decides?

A fair question. There are no objective criteria for one game being better than another. (It's funny, one time I was involved in a discussion defending Monopoly against Puerto Rico, now I get to take the opposite side!) I think a game needs to be evaluated both in terms of the experience players are looking for, and in terms of the experience the game actually purports to provide. Let's use Monopoly/Settlers as a case study...

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2. Do you think that any Monopoly playing family would really prefer to play Settlers?

Actually, yes, I do. Evaluating them from the experience level: Both games have a strong random element, a good deal of trade and deal-making, a sense of development, etc. But Monopoly has a lot of negatives: 2 hour + playing time, player elimination as an essential ingredient of the game, turn options heavily restricted compared and subject entirely to the whim of the dice, etc. So, I think if people evaluated what game they were going to play as a family based on the kind of experience they wanted to have as a family, I think there are many games that are a lot more "fun" than Monopoly.

This is necessarily understood to be completely subjective, of course. But for me, what's important in a game is for me to feel like I have some kind of creative control over the outcome of the game. Otherwise, we're just pushing pieces around, and what's the point? I feel like this is more an ingredient of German designs than American-style ones.

And let me observe that it depends what age of kids we're talking about here. Obviously Settlers isn't a great starting point for 5 year olds (althugh it's probably accessible to kids that age). But even for the younger set, I don't think Monopoly can stand up to some of the children's games that are out there (I'm basing this on impression though). I have a daughter who's 2 now, and she already loves playing with my Carcassonne and New England games -- the tactile quality of German-style games is very pleasing, although again, of course there are American games that have nice components. But more often, they have a die, some pawns, a board, paper money, and some cheap cards, and some other assorted plastic bits.

So, yes, I'm sure there will always be people playing Monopoly. But I think if people asked themselves "why am I playing this?", they'd be able to identify that what they're really looking for is a particular experience -- after all, a game is a structured system for having a social interaction. And I think that if some of those families were aware of games like Settlers (which I personally don't like that much, actually) they'd conclude that those games create a more satisfying game experience.

You seem skeptical of this. Do you feel that there's something about Monopoly that makes it "better" than Settlers? Or do you just feel that it's so ingrained in our culture that it's never going to get uprooted even if a "better" game existed? I would probably partially agree with the latter!

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3. What constitutes a ‘new’ game – and what justifies its publication?

Do you mean what do I personally think deserves to be published? That's a tough one. The unfortunate marketing style of German games is to slap a new theme on an existing game and rerelease it under that new theme. This is made easy because of the more abstract nature of German games. I don't always care for it, but I think there are some cases where it can be positive. For example, Carcassonne has be rethemed as "Ark of the Covenant", and this new version will be sold in Christian bookstores where German games obviously are not currently sold. So, maybe this will give some new exposure to these games that didn't previously exist -- certainly a good thing! But I agree, I'd like to see more original games than rereleases. Clearly the German game companies are guilty of some of the profit-motivated antics of the American companies I complained about!

-Jeff

robinventa
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I think the short answers to my questions would be something like -

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1. Why is one game ‘better’ than another – and who decides?

In my opinion, the best game is the one most people like best, and I therefore reject the pompous assertion that some obscure black and white Japanese ‘Art’ film is a ‘better’ film than Titanic. There is an analogy there somewhere :)

I would love to hear you play devil’s advocate for Monopoly.

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2. Do you think that any Monopoly playing family would really prefer to play Settlers?

A family game like Monopoly is surely just a framework for a social encounter. Would Settlers do that job better than Monopoly? In my view, probably not. Settlers takes place in an alien environment and the components and the rules are long and contrived to accommodate a ‘do whatever it takes’ design philosophy. Monopoly does not suffer from those faults. For Monopoly players collecting resource cards will never compete with collecting property and money – and, anyway, I always looked forward to being eliminated! :)

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3. What constitutes a ‘new’ game – and what justifies its publication?

A ‘new’ game is anything that is not a variant of any game that has gone before. Nobody actually needs a new game so publication is, in my opinion, only justified by commercial considerations – or vanity.

Jeff wrote

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Do you mean what do I personally think deserves to be published? That's a tough one. The unfortunate marketing style of German games is to slap a new theme on an existing game and rerelease it under that new theme. This is made easy because of the more abstract nature of German games. I don't always care for it, but I think there are some cases where it can be positive.

This prompts me to bring up another point -

As you have probably gathered, I’m on a steep learning curve. Whenever a ‘German’ game is mentioned in any forum you can be sure I’ve never heard of it – so I look it up in ‘geek’.

Invariably the reviewers eulogise about the game – giving it a great score. Then they go on to say that it would be even better if there wasn’t so much downtime – or the endgame didn’t drag – or players weren’t knocked out in the first round – or there wasn’t so much dice rolling – or that it only plays well with seven players – or the leader can be too easily mugged – or there is too much luck – or once ahead a leader always wins – or there is a ‘kingmaking’ problem – or the game is best suited to non-gamers but is too difficult for them to learn – and so on!

Surely these are basic design flaws. Are designers of ‘German’ games too easily satisfied?

- Robin

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I haven't chimed in on this thread, but I think I'll be your devil's advocate here...

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In my opinion, the best game is the one most people like best, and I therefore reject the pompous assertion that some obscure black and white Japanese ‘Art’ film is a ‘better’ film than Titanic. There is an analogy there somewhere :)

I would love to hear you play devil’s advocate for Monopoly.

Careful, you're trying to judge something subjective in an objective way. Now, I won't argue that a company biggest concern over a game is usually how it will sell. But to take it a step further and say that X is better than Y because it sold more is not the best argument. By that, you're saying Milli Vanilli's "Blame It On The Rain" is better than The Velvet Underground's "White Light/White Heat." One of those albums influenced a whole generation of musicians. ;)

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Invariably the reviewers eulogise about the game – giving it a great score. Then they go on to say that it would be even better if there wasn’t so much downtime – or the endgame didn’t drag – or players weren’t knocked out in the first round – or there wasn’t so much dice rolling – or that it only plays well with seven players – or the leader can be too easily mugged – or there is too much luck – or once ahead a leader always wins – or there is a ‘kingmaking’ problem – or the game is best suited to non-gamers but is too difficult for them to learn – and so on!

Have you ever met someone who didn't like anything? Like a person who hated all movies. Titanic was too long. Pulp Fiction was too violent. 2001 was too confusing. Apocalypse Now was too pretentious. Fargo wasn't about anything. These are all movies that people love, and most of them (I think 2001 was the exception) did very well in terms of critical reviews, awards, and box office receipts.

The fact is, one can find fault with anything. There's two reasons that you read so many "faults" with those games: first, all games are not for everyone. Otherwise, there would be only one game everyone plays and is happy with, and this would be the "Putting Things On Top Of Other Things Forum", or something like that. :)

Second, some of these games have gotten so popular that people have heard massive hype about it before they played - and for some people, it turned out to be a letdown. It's not that the game wasn't good, just that it didn't meet their inflated expectations. So someone who comes into Settlers of Catan not knowing anything about it, but keeping an open mind, will probably like it. But someone who has heard for a full year that this game is the Greatest Game Ever Created might just be let down.

The fact is, many successful games are usually successful for some specific tastes. I think Puerto Rico is a brilliant game, but it's certainly not for everyone. That doesn't make it a bad game; you just need to know the right audience to play against.

Just wondering... how many eurogames have you played? As you can tell, I'm a fan of many of those games.

jwarrend
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robinventa wrote:

In my opinion, the best game is the one most people like best, and I therefore reject the pompous assertion that some obscure black and white Japanese ‘Art’ film is a ‘better’ film than Titanic. There is an analogy there somewhere :)

Not only is popularity an unfair criterion for quality, it doesn't even apply in this case because people don't prefer Monopoly to Settlers -- most have never played Settlers. The real question you should be asking is, what do people who've played both prefer?

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I would love to hear you play devil’s advocate for Monopoly.
It was a discussion earlier this year with Mario, I think the thread was "German games" or something. It's funny, I defended Monopoly then, I'm defending Settlers now, neither of which do I like very much!

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A family game like Monopoly is surely just a framework for a social encounter. Would Settlers do that job better than Monopoly? In my view, probably not. Settlers takes place in an alien environment and the components and the rules are long and contrived to accommodate a ‘do whatever it takes’ design philosophy. Monopoly does not suffer from those faults. For Monopoly players collecting resource cards will never compete with collecting property and money – and, anyway, I always looked forward to being eliminated! :)

I don't know what you mean by a "do whatever it takes design philosophy". I suppose the theme of Settlers may not appeal to everyone (although it's not really sci fi or anything), but there are other "economy" games that are also better than Monopoly. And while Monopoly doesn't suffer from the faults you allege of Settlers, it has plenty of its own: repetitive turn structure, long playing time, player elimination, game outcome controlled by dice rolling, etc, etc, etc.

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A ‘new’ game is anything that is not a variant of any game that has gone before. Nobody actually needs a new game so publication is, in my opinion, only justified by commercial considerations – or vanity.

Not sure what you mean. If we don't need new games, why are you designing games? Or do you mean we don't need a new copy of a previously released game? True in some cases, but there are lots of reasons to re-release games in others.

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This prompts me to bring up another point -

As you have probably gathered, I’m on a steep learning curve. Whenever a ‘German’ game is mentioned in any forum you can be sure I’ve never heard of it – so I look it up in ‘geek’.

Invariably the reviewers eulogise about the game – giving it a great score. Then they go on to say that it would be even better if there wasn’t so much downtime – or the endgame didn’t drag – or players weren’t knocked out in the first round – or there wasn’t so much dice rolling – or that it only plays well with seven players – or the leader can be too easily mugged – or there is too much luck – or once ahead a leader always wins – or there is a ‘kingmaking’ problem – or the game is best suited to non-gamers but is too difficult for them to learn – and so on!

Surely these are basic design flaws. Are designers of ‘German’ games too easily satisfied?

- Robin

Wow, I don't even know where to start with this one. First, the truest test of whether a game is "good" or not is to play the game. Have you done that? If not, I think it's very unfair for you to start from the assumption that the games you like/design (Monopoly, etc) are "better", and then use the criticisms of games you haven't played to buttress that point. Have you read the corresponding reviews and ratings of Monopoly on BoardGameGeek? Monopoly has a rating of 4.81 out of 10. "Gooey Louie" has a rating of 3.83 (but to be fair, based on only 6 ratings). To neglect that in your analysis is to innapropriately suggest that BoardGameGeek respondents feel there are flaws with some games and that this can be used as ammo to denigrate those games.

I fully grant that some German games do have problems of one kind or another. But I think it would be better to evaluate games one at a time. For example, Settlers. Have you actually played it? I feel Settlers has some big flaws; there is a luck of the dice effect, and there's a rich get richer problem. But Monopoly has these problems in spades compared to Settlers. And it has other problems that Settlers doesn't.

The point, I guess, is not so much to say "these games are better than those games", because obviously, it's all subjective, and to someone who enjoyed Monopoly, hey, play the game if you like it! But for the purposes of this discussion, the salient point is that you can't judge quality simply by sales, and you can't decide that people who haven't played Settlers or other German games would obviously prefer Monopoly because of superficial flaws you see in Settlers or unflattering comments you read on BoardGameGeek about some German games. I think a lot of us are living proof that once you start playing German games, you really don't go back. I guess as evidence for your side, I could point out that I have had mixed levels of success "converting" non-gamer family members. But this is more a cultural problem than a game quality problem. Some family members don't want to play "German" games because they think they sound "too complicated", and thus, they don't generally even want to try them out. And that's the problem I see in your argument. Of course, I could be way off, but I don't get the feeling you've even played Settlers. Am I wrong on this one? How about Carcassonne? Puerto Rico? These are probably the 3 "main" games of recent memory, so it seems reasonable to me that you might have played at some point; or will at some point? You owe it to yourself to do so, they really are fun. And that's ultimately what this is about, right?

robinventa
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The last two posts have blown me out of the water with reasoned argument. I retire to lick my wounds.

Regards

Robin

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I've been reading this thread for the last few days but haven't had the time to reply. I'm thrilled that Jeff and Gil did an excellent job of saying everything I would have wanted to! :)

Back to an earlier post:

jwarrend wrote:
FastLearner wrote:

I make a distinction between privately-held companies (corporations or not) and publically-held companies. Public companies like Hasbro can not care about whether something is "good" as long as it sells.

What do you mean, "can not"? One assumes that a publicly held company will do whatever is the will of the stockholders. One supposes, I guess, that stockholders are unlikely to care about anything other than profits, though...

I mean precisely that: stockholders, boards of directors (who serve the stockholders), and top-level executives (who serve the boards of directors) care only about the financial performance of the company. In a large public company you simply cannot do anything that won't clearly and immediately improve the bottom line. If you can prove that quality can do that then you can create a quality product. If you can make more money by slacking off on quality and, say, bumping up a bit of marketing, then that's what you have to do.

Frankly the publically-held company model is flawed, in my opinion, but it is what it is.

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Quality didn't matter as long as it didn't hurt the bottom line, period, and that's all the board and wall street cared about. Hasbro is in that situation and trust me, quality doesn't mean anything (as long as consumers don't care) and can't.

Hmm...how did we get to this point, then? Is it our fault, as consumers, for being willing to buy inferior products?

I don't think it's anyone's fault, per se. I think it's built into the free market system. Mind you there's room for quality, but it almost always comes from private companies where it might well be driven by a desire to build good things, or the "high end" brands of public companies, where it's an intentional part of a marketing strategy to attract the affluent.

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The only way a large corporation will focus on quality is if that's how they differentiate themselves from their competitors.

You make it sound like this is an incidental detail, but surely being "better" than your competitors has to be a pretty basic goal, insofar as it would presumably have a strong correlation to sales (though this is obviously not always true).

Not necessarily. The company that makes the most money is the one that manages to sell the most at the lowest cost. Much more money is made in being "more appealing" than your competitors than being "better," and that appeal comes from three things: marketing, price, and to a small extent functionality. Sad (to me), but true as far as I can tell.

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Alea has a special dispensation from their parent company and are just like Infiniti. They don't exist in order to produce quality games: they exist because people buy Alea games due to perceived quality.

I think it's an imperfect analogy; Infiniti, Lexus, etc, are "luxury" cars, which isn't the same thing as "quality" in my opinion. But it's true, Alea games are different than the rest of the Ravensburger line. Sure, if they didn't sell, they'd close up shop, but the people who are making the decisions for Alea obviously care more about putting out great games than about putting out big sellers, because otherwise they'd be selling "Berlin-opoly" instead of Puerto Rico. That's the point I'm trying to make--that they're not just making games that will sell well (although they obviously want to sell) because some kinds of games sell more than the kinds of games Alea publishes. So obviously they care a little bit about the game quality.

You're right that Alea games aren't luxury items and I agree that the analogy is imperfect. I would still argue that the Alea line is purely a branding exercise, though.

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If people didn't buy them then Alea would cease to exist. I honestly don't believe the company cares at all about the actual game quality. (That doesn't mean there aren't people in the company who do, mind you, and this is true of Nissan/Infiniti as well.)

What is "the company", if not the people in it? Obviously they care about the game quality; look at the games they put out, versus those of Hasbro. Which are better? And which sell more? Maybe I'm looking at this too much in black and white, but accepting less sales to put out a "better" game strongly suggests to me that quality matters.

"The company" is what I mentioned above (in a public company): the shareholders, the BoD, and the executive management. Generally speaking none of those people decide which game to publish. Quality games is Alea's marketing gimmick, at least from that level.

They're not really accepting fewer sales in order to produce quality games. Ravensburger knows that there is a market for "quality" games that they cannot reach through their regular line. No matter how many medium quality games they release they'll never sell a game to that high-quality market. To fix that they don't stop releasing tons of medium-quality games and selling a ton of them to the German mass market. They know that if they release a super-high-quality game that is fairly complex to play they'll sell some to the mass market but they'll have a tough time because complexity doesn't sell to everyone. They also know that if they release such a game under the Ravensburger label that higher-end more "snooty" gamers will likely dismiss it even if it would be their cup of tea. So they start a new line to sell to that particular market. It is in that way like an Infiniti or a Lexus, imo.

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Or look at it differently. If you submit a game to Alea, are you going to present them with charts about how much sales potential your game has, or are you going to try to show them what a great game it is? In contrast, which presentation style would you choose when approaching Hasbro?

Absolutely, no question. But I say that's because that's Alea's marketing niche and not because of some actual core "personal" drive for quality.

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And don't get me wrong: I'm hugely pro-teacher. It's the governing bodies that surround the teachers that I disapprove of.

Fair enough. But I think the education system is a reflection of the culture, and I think that we as a culture and we as parents are every bit as much to blame for the kind of education our children are receiving as the education system itself. Sure, a lot of schools are in a real mess, but it's because a lot of communities are in a mess...

No question at all. It is absolutely the failing of the community. Unfortunately the community is embodied in just two places in education (that I can see): support for tax money to go to schools and school board elections. The former fails because people almost never vote to spend more money in education... perhaps it feels too indirect or something. The latter fails because, I think, people don't understand how important it is and don't feel informed (is Bob Smith going to try to push the schools in the direction I want them to go?), and so just ignore it. The community is certainly the source of the failure, though, I agree.

Anonymous
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jwarrend wrote:
But I think if people asked themselves "why am I playing this?", they'd be able to identify that what they're really looking for is a particular experience -- after all, a game is a structured system for having a social interaction Emphasis added.

Having read through the posts in this discussion I think this is the one comment that hits the nail on the head. Games have probably existed ever since humans first evolved from our primate ancestors. Why do people play games - to interact and have fun in a social atmosphere. The problem today is that, at least in America, people are after instant gratification and social interation has devolved into IMs and cell phone calls. (A gross generalization I know.) Families can hardly sit down and eat dinner together, let alone play a game.

Do you remember the commercials a year or so ago from Hasbro for the Family Game Night? - the idea is to get families to sit down together and interact. How they do it (playing Monopoly or Settlers or Clue or Checkers or whatever) is less important than that they do sit down and interact. As game designers and publishers ourselves (especially on the BGDF) our goal should be to revitalize social interaction and to support it wherever it may come. If that means more people play Monopoly rather than experiencing new and different games, so be it. (Though I'd rather they try something new.)

That being said, Robin made a valid point in his first post on this thread and this is no different than the young writer trying to make it big with a first novel. Should there be a way to screen games som that publishers know they are worth looking at - in essence create our own adent-at-large? I don't know. I think the best way to get a game to market is to design it well enough that people will want to play it. If that means publishing yourself or going with a small unknown game company then that's what you do. (Many bestselling books started out as self-published titles before they were picked up by the bigger companies.)

-Geoff

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paleogeoff wrote:
Games have probably existed ever since humans first evolved from our primate ancestors.

At least since the 2nd century. Christie's is auctioning an Ancient Roman d20.

I wonder what rpgs were like 1800 years ago :)

paleogeoff wrote:
Families can hardly sit down and eat dinner together, let alone play a game.

This is a problem with society, but what does it have to do with games? People sit down together in groups to watch football games; these groups could play games if they wanted to. (The fact that they find staring at a football game more entertaining than a good game is another problem with society.)

paleogeoff wrote:
As game designers and publishers ourselves (especially on the BGDF) our goal should be to revitalize social interaction and to support it wherever it may come. If that means more people play Monopoly rather than experiencing new and different games, so be it. (Though I'd rather they try something new.)

I completely disagree with this (it's the main reason I replied to your post). For starters, as game designers, our goal should be to make games that are as entertaining as possible for our target audience (usually whatever type of game we enjoy playing the most).

You're saying we should direct our efforts towards making social changes that have nothing to do with games.

Would the world be a better place if Knizia directed his efforts towards getting people to play a game, any game and not designing games? Would you prefer that none of his games existed and for every one there was a TV commercial telling families to play Monopoly, Scrabble, and Trivial Pursuit?

It wouldn't be an improvement if we got more people to play monopoly anyway. It is a boring game that just re-enforces to people that board games aren't worth their time. I had a friend in HS who loved saying "Board games make me bored". Monopoly is the sort of game families dust off once a year (or get one of the themed ones for Christmas), play once, and wonder what they were thinking.

There are a few unauthorized freeware multi-player computer version of Catan available online, but they're very inaccessible to someone who hasn't played Catan first and they aren't very well put together. What might be great for the gaming industry is to produce a well polished 1-player version and have it distributed by the big shareware sites like cnet and tucows. It would give a lot of people an idea of what the game is like and encourage them to buy the board version. Mayfair and Kosmos probably wouldn't like that, but it wouldn't even cut into their sales because it's only for 1-player.

paleogeoff wrote:
If that means publishing yourself or going with a small unknown game company then that's what you do. (Many bestselling books started out as self-published titles before they were picked up by the bigger companies.)

After you've published a small run yourself, you've taken all the risk, if it's a hit, why would you allow a bigger company to take over and take most of the profit from your risk?

Jason

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