Welcome, G'burg Game
Enthusiasts!
This page is a collection of thoughts, observations, and links to expand
your gaming horizons. There are so many diverse and interesting games
in the world! If you think that what's in Walmart or Toys R Us is all
that's available, you're missing out what I consider some of the most
fun and fascinating games in the world. Have you ever heard of "The
Settlers of Catan" or "Bohnanza"?
Have you heard of game authors such as Reiner Knizia, Wolfgang Kramer,
or Klaus Teuber? If not, please read on! You can also view the related
Gettysburg magazine or Harrisburg Patriot-News (page 1,
page 2) articles.
What Makes a Good Game?
What makes a good game depends on the players. There are as many good
potential game designs as there are different people. There are as many
good game "mechanics" (activities in game play) as there are
human activities to be exercised at leisure. Sports are games that emphasize
physical activities. Party games (e.g. Pictionary, Taboo, and Cranium)
often emphasize communication skills. "Family Strategy" games
(a.k.a. German games, Designer games) have a great variety of fun activities
including bidding/auctioning, travel planning, trade/negotiation, racing,
and construction, to name a few.
To me, the game is secondary to the players. If one player is inconsiderate
of other players through lengthy deliberation or disparaging remarks,
the player may win the game and lose the "metagame". The metagame
is what happens above the game board. The metagame is cooperative and
centers around mutual respect and value of others. There is a social element
in playing a board game that is yet unmatched in multiplayer online games.
If a person doesn't value time with others, there's many a good computer
game to deeply engage and keep that person out of relationships and community...
and that's a sad loss.
If I could coin and promote one gaming motto it would be "Spieler
uber Spiele" (translated "Gamers over Games" or "Players
over Games"). People are more important than games, yet in playing
games, we express a value for interacting with each other. Just as eating
is a natural activity for bringing people together, games bring people
together, providing common experiences that are the building blocks of
relationships and ultimately community.
For me, the ideal game involves several people, takes from minutes up
to 2 hours for play, can be described in under 10 minutes, has beautiful
components, and engages enjoyable talents of the players.
American Vs. German Game Markets
Most Americans don't recognize the fact that we have something close to
a monopoly in the American game market. Ironically, Hasbro, which owns
the rights to the game Monopoly, also owns most major board game companies.
Each year, this results in new acquisitions from Parker Brothers and Milton
Bradley long ago to the Wizards of the Coast and Avalon Hill more recently.
One effect of this near-monopoly is stagnation in gaming innovation. New
games are introduced much less frequently in the U.S. than in Europe.
Given the proliferation of different "deluxe" versions and themed
editions of older games (e.g. Monopoly), is it any wonder that America
has grown bored with board games? I recently read that more than twice
as many games of Monopoly are given as gifts than are ever played. I find
this a sad waste. If consumers knew of better choices (and there are much
better choices), I believe social games would regain popularity and many
would experience a rebirth of a sense of community.
In Germany, one sees a very different picture. Several independent
game companies thrive in competition with each other. Game designers
(called "authors" in German) include both full-time professionals
and hobbyist. Popular designers are minor celebrities and all designers
have their names printed on their games just as book publishers acknowledge
the authors on books. National game awards including the Spiel des Jahres
("Game of the Year") and Deutscher SpielePreis ("German
Games Prize") encourage excellent new game innovations each year.
Games are made with higher quality components and are generally designed
to be playable by families in less than two hours, making them ideal
for an after-dinner family activity. It is therefore no surprise that
some of the very best American game authors prefer to publish their
games in Germany.
The difference between American and German cultures with respect to gaming
raises an interesting chicken-versus-egg question: Which comes first -
a good product or an interested market? Surely the two are interdependent.
Those I've known who have discovered the international game market have
experienced a renewed interest in board games and have had more social
interaction over games. I sometimes wonder if there will be a noticeable
revolution in boardgaming, or whether the change I see underway will simply
slowly permeate our markets and culture.
The Future of Gaming
In the 80's, the only direct game purchase an American might make from
a German company would be the popular children's game "Memory"
by Ravensburger (now manufactured cheaply and distributed by Hasbro in
the U.S.). Most German designs that found their way onto major store game
shelves were distributed through U.S. game companies (e.g. "Scotland
Yard" (Ravensburger) and "Bandu" (Zoch) through Milton
Bradley). In the 90's, small independent game companies such as Mayfair
and Rio Grande Games began aggressively marketing high-quality German
games through independent game shops. Prices for imports remained prohibitively
high, yet some games (e.g. Settlers of Catan) made a significant impression.
Online newsgroups began to focus discussion on games primarily designed
outside of the U.S.. Internet polls revealed such games to be online favorites
The trend of growing interest in imported games continues. Largely unknown
American designers of popular games have found a friendly reception and
international recognition by publishing their designs in Germany. Whereas
in the 90's, many German games needed to be provided with rules translations
(although game parts are generally language-independent), it is now much
more common for games to be simultaneously published in German and English.
More and more Americans travel to the major game fairs in German (e.g.
Essen), and much information is freely available almost instantly via
the internet.
In short, market walls that divided American and German markets are slowly
breaking down. Perhaps the most noticeable transition will occur when
major store chains such as Wal-Mart take part in this trend. I'm somewhat
amazed that games such as "The Settlers of Catan" are still
not easily available while more and more editions of Monopoly continue
to proliferate. Chicken or egg, growing consumer knowledge of and demand
for good quality games will inevitably have an impact on what we see on
store shelves.
In the future, as the cost of computing drops ever lower, I believe we'll
also begin to see interesting computer/board game hybrids that don't require
a group to sit by a computer to play. New and interesting games will be
facilitated and streamlined by more powerful small computing devices,
leaving players focused on playing with each other rather than with a
computer. An early well-known example of this was the 80's game "Dark
Tower" which has a central tower with simple electronics involved
with gameplay but not dominating the attention of the players.
Internet Family Strategy Game Links
It's easy to find a wealth of information about family strategy games
on the internet. Here are some significant starting points. I hope you
enjoy learning about the wide world of games as much as I have!
Boardgame
Geek - an online repository of rules, reviews, and materials relevant
to all boardgames.
The Game Report - the online version of a quarterly print magazine dedicated
to international games.
The Games Journal - a relatively new online boardgaming monthly featuring
many informative articles, correspondence, and puzzles relating to boardgames.
Brett and Board - A Danish website on German boardgames in English. Now
that's international!
Happy Surfing!
About the Author
Todd Neller is an Assistant Professor of Computer Science at Gettysburg
College. He grew up in Hampton, New Hampshire where his family played
many games together. Unknown to him at the time, some of the best of these
games were German designs. As many others of his generation, Todd gravitated
towards the infant computer game market when he got his first Radio Shack
TRS-80 Model I Level II in the fourth grade. At this time he also began
programming and gained a fascination with computers as problem-solving
power tools of the mind. Many years later, while completing his PhD in
Computer Science at Stanford University, Todd was reintroduced to the
world of boardgaming via the internationally award-winning game "The
Settlers of Catan". As a Community Associate of Stanford graduate
housing, he found game nights to be an enjoyable vehicle for building
community (second only to free meals in popularity). At Gettysburg, he
is the faculty advisor of Gettysburg College Christian Fellowship and
enjoys playing games with his students whenever possible. As an Artificial
Intelligence researcher, one of his main lines of research is computer
game play. In his spare time, Todd studies game history and game design.
He owns about 100 games and has rules to more than 1000.
last updated 12/30/02
© 2002 Todd Neller