5 ms·
Well, here's a more developed (and spicier) take then. Larger board games are very often mere laundry lists of systems that can be found in many other board ga
by scrollaway 5y ago
Well, here's a more developed (and spicier) take then.
Larger board games are very often mere laundry lists of systems that can be found in many other board games. The longer games tend to have systems that MAKE the game long, rather than cause people to develop a strategy. One example is some mechanics forcing synchronous turns, or even worse, preventing you from preparing your turn in advance. Which gets even worse as the players have to iterate over more and more items in the turn checklist every time.
I have a strong but obviously opinionated dislike for these mechanics, so YMMV. Still, these longer games very often feel "same-y" to everything else because they don't truly bring original interactions between players. Playthroughs don't even always vary because as you re-play the game, a meta quickly develops and settles on a tiny portion of the offered gameplay.
More systems is also more opportunities to get the balance wrong. To fuck up. Which, if you don't tweak the rules preemptively, means the meta settling on an ever smaller part of the game.
Small, highly-focused games tend to develop much more interesting metas. Yes, they're not necessarily as varied in "number of things that can happen", but honestly, sometimes the gameplay elements I see in larger games are so incoherent you might as well play different games concurrently, and turn the whole thing into XKCD/2488.
To be clear, my point is not that shorter/simpler games are always better. It's that "longer doesn't always mean better, and more often than not means worse".
The same does apply to books. You can more reliably draw meaning from an extremely-well-crafted fable, than from a massive heptalogy. Your experience will be wildly different, and there are unique attributes for which you need length in order to achieve. But a rock solid series of books is a much rarer breed than an interesting fable. And a much larger waste of time if you don't end up drawing something from it.
And indeed the same applies to everything else. Assembly-line AAA video games that stuff themselves in a checklist of content to justify their price are often far worse in depth than shorter, sweeter ones (Portal, Hades, whatever). More seasons of Dexter and Game of Thrones ruined extremely deep and interesting works, whereas Breaking Bad crafted a truly unique experience by finishing exactly where the author intended it to. And your next lunch won't be improved by emptying your spice rack on it and overwhelming your palate, but by finding the exact mixes of ingredients that will result in a great meal.
- pessimizer 5y agoDon't worry, there are even a lot of heavy game players who define "heaviness" by complexity of strategy, not the word count of the rule book. I have to admit, I love a very long game, but game length doesn't require rule length. But if you're not a person who loves intricate, shallow pastiche, you're probably not a person who buys 1-3 retail games every month. Which means that the market shouldn't cater to us. I do wish that BGG still did sometimes, but I'd bet dollars to donuts that BGGs visitorship is shrinking. I've almost dead-stopped visiting of late, but 1) picking the right selection of geekbuddies can narrow BGG into something that's still useful to find good games and some good conversation about games, and 2) the geekmarket can help you find those games when they've been out of print for a long time. Here's a less commercial recommendation that gets you a warehouse full of games for almost nothing: New Tactical Games With Dice and Cards, and Dice Games Properly Explained by Reiner Knizia. Includes dozens of games with variants that thoughtfully explore the spaces of those games, and encourages you to play around with them to discover new challenges. I wish Wolfgang Kramer would start giving away his secrets like Knizia always has.
- 2muchcoffeeman 5y agoI didn't argue that merely having rules or more systems is a good thing. If the systems don't work together well, you get a bad game. But it's hard to argue that Splendor is as epic as a good (6 player) game of Twilight Imperium or Pendragon.
- brimble 5y agoIn defense of complex games: My favorite part of a game is discovering it. I'm in it for the easy "a-ha!" moments and as soon as it starts to look like a particular game is going to have to become a whole thing for me to keep getting those from it (by moving on to "competitive" levels of play, memorized strategies, et c.), I'm done with it. Complex games often throw enough variables in the mix to keep things interesting—to me, anyway—longer than simpler games. A lot of times all that's just smoke and mirrors, but it's effective smoke and mirrors. > Small, highly-focused games tend to develop much more interesting metas. Right—which is precisely what I don't want. If I need to start deliberately practicing or reading books or something to get better at a game, that's a job, and I don't want it. [EDIT] Just to be extra clear, I'm not saying this is "the right" reason to prefer a certain kind of game, and I'm very aware that lots of people want the exact opposite: a game they can play for life, taking it very seriously, and never stop improving because the depth of play is practically unlimited. That's just not why I play board/card games.