Spiel des Jahres '99 and Evolution
RANDOM MUSINGS
on the
fin-de-millénaire games scene . . .
2 September 1999
. . .
The
fine folk of the
Spiel des Jahres
(Game of the Year) jury
are a clever bunch. How they get away with creating
Oscar-like subcategories in their award without
explicitly declaring them as such, I'm
not sure, but they thus neatly
avoid a similar problem faced by the Soccer World Cup,
that of how many slots to allocate to each.
This year's award seems to set aside
three slots to multi-player card games
— Mamma Mia,
Money,
Verräter, rhymes with "traitor" —
and as many to
two-player abstracts
— Kahuna,
Kontor,
Ta Yü,
while allocating a heftier five to
typical boardgames, i.e. those capable of winning the big prize
(Chinatown,
El Caballero,
Giganten,
Tikal and
Union Pacific).
This has the peculiar effect of making
Money
look like the committee's favorite Knizia effort of
the season whereas more likely it's simply been judged
one of the best in category
. . . Yet Knizia fans need not despair.
Just as
in every solemn Oscars show, which draws a surprisingly
large audience for a four-hour infomercial,
the most beloved films and performers rarely win, certainly not the ones
that are the most fun. But
there is always a People's Choice Awards and in 1999, the
gaming equivalent has once again not forgotten Reiner Knizia, the
Deutscher Spiele Preis
(German Game Prize)
granting
Ra
the silver medal and
Samurai
the copper
. . . Both award schemes probably have their place after all.
Considering the way the German games industry has blossomed over
the past decade, and the evident publicity role that the Spiel des Jahres
has played in it — have you seen the sales figures on
last year's winner,
Elfenland? — the committee is no doubt doing something
very right. We in the United States gaming community should be
so lucky
. . . Absenting
Lost Cities
from all of the awards seems, at least in these heady, early days
of its popularity, rather short-sighted though. The game could
easily have been named
Can't Stop as few seem able to stop playing it
. . . Dubito may be one of the most interesting Knizia
games that no one has ever seen. Play it with two 52-card decks,
add the idea of a discard pile, and voilá, it plays much like a three- or four-player
Lost Cities, sans the colorful expedition cards, of course.
Remarkably, Dubito has only been published in a
book,
in German,
and out of print for nearly a decade
. . . Playing
Lost Cities with an ordinary deck of cards (use the Aces for
the board, face cards for the investments) can quickly tell you if
your gaming friend is a Physical Design Freak. They exist I think.
This type will never appreciate the desktop-published (DTP) game or any
which requires supplying your own components and in their hearts will give any game
extra value which features high quality artwork
and plenty of parts derived from trees. Nor are they the only type.
Also roaming the gaming halls are the gamers "V for Violence" who
has trouble enjoying a game if he can't kill anything in it,
"Stickler" who is bothered by the lack of simulation value in
games from
Bohnanza
to
El Grande,
"Pennywise" whose favorite game adjective is "overproduced",
"Ritalin-Deprived" who finds any game over half an hour "way too long",
and
"Using All Cells Already" who prefers a game "where I don't have to think".
I don't bring up "Low EQ" who if he can't win also can't let anyone else
be happy because I don't want to even play with "Low EQ". But, the
improverished American gaming community needs every one of them, so let them play
. . . Suspect that the Six Types — there may be a lot more than
just six — exist not just among gamers,
but also among game reviewers and maybe all reviews should start out
telling which one(s) of these characters the reviewer is, and finish up by
stating how each character will receive the game which has just been
described.
. . . Speaking
of fine folk, they who brought us
Union Pacific,
are they aware of what grief they may have sown?
To release a popular game and then publish multiple
rules changes over the Internet is a huge leap above releasing
a game which doesn't really work well and then walking
quickly away as some others have done, but on the other hand, I can foresee lots
of problems at conventions where one sits down to just
play a game and then must spend a fair amount of time
ascertaining just what rules the other uses, not to mention the
probable incredulity of the not wired participants. Much
preferred would be to get these things in the rules
before actually printing them, but oh well, maybe this is
in the nature of the game type. See
Elfenland
as well
. . . Scoring in games, and whether to hide it, be it
Union Pacific
or
Euphrat und Tigris,
seems to be of keen interest to players, but do any see it as
inventors do?
Of the many things in a game that make it good,
a game has a responsibility to discourage protracted
over-analyses of potentials, if
only because during this time period,
your fellow players,
not really being able to engage in same, face a boredom factor
antithetical to the very purpose of the game: play. It's
providing all of the information, as in chess, that leads to just such
analyses.
Knizia has supposedly said that he keeps points
countable yet hidden so that players can gain a glimmer
of the current scores, but not such a clear one as to traverse
a huge decision tree, and rightly so
. . . Titan
is a game up to which, as Churchill might say, I have never warmed. It can terminate early,
real early, for some of its participants possibly leaving them with
little to do for the next four hours or more, while at the same time
the lack of die rolls intensifies the rôle of Lady Luck (decreasing
that of Herr Skill) — much better to have many rolls which could even
out over time than three bad ones for movement which get your titan
killed on turn three
. . . But the game
certainly has its adherents and the new Avalon Hill (see the Hasbro
man behind the curtain?) has not failed to notice. But today's big
corporation can't be bothered with the low margin art house film,
the unknown novelist or, apparently, the
slightly-more-involved-than-Risk boardgame.
So they want to simplify. Which is fine. Even a
classic like Chess has had plenty of tinkering over the centuries.
You wouldn't need an en passant rule in Chess if someone hadn't
decided that pawn movement is too slow to be interesting and started
letting them hop ahead at the sprightly pace of two at a time.
. . . Evolution in games is generally a good thing, although it
can take wrong turns, such as some of those taken by
Monopoly (cash to Free Parking and not using auctions being just two),
but it's somewhat disturbing in this case that the original
Titan inventors, apparently still living and probably the
people who know the game best, are not being consulted and apparently
have no say whatsoever in this matter. Please tell me I'm wrong.
Certainly Hasbro which owns the
intellectual property are entirely within their rights to do whatever
they like with it, but imagine buying
Mona Lisa while Leonardo were still living, deciding that
it was just too inscrutable and replacing Mona's enigmatic smile with a
wide, toothy grin. Isn't Hasbro, by possibly lopping off the game's tactical
portions, doing a rather similar thing? True, there are many copies of the
old
Titan in the world and true, they can continue to be played for a long time,
but in some sense, the old game is being killed off just as surely as the imaginary
painting would be. One couldn't give the game one loved as a gift to friends;
one couldn't introduce it to new generations; eventually, one couldn't play
it at conventions simply due to scarcity. Pieces and boards eventually wear out,
get lost, get hoarded, etc.
One almost wishes there existed a constitutional Creator's Rights clause — and
now we're sailing right against the capitalistic "pursuit of happiness" ideas that
founded the Republic — that would protect the
Titans of this world, at least during the creator's lifetime.
The idea may not be entirely farfetched. There are buildings that have been declared
historical landmarks and plants which have been designated "heritage trees". It appears
now that no one will be able to mess with or "colorize"
Casablanca,
Manhattan
or the monochrome portions of
The Wizard of Oz,
but when it comes to games, it seems such ideas are but a distant glimmer
. . . Hannibal, he of the single eye,
is the subject of the game that is
perhaps the last great effort of
Avalon Hill, not that all were so great. But it is another game that
appears to be undergoing Evolution. Not yet in its rules, but in its
strategy. Last year Karsten Engelmann (inventor of the notable
Rise and Fall)
made a convincing tournament win at Avaloncon with a rather unorthodox
strategy. This year he tried it at the same con, now sporting the
name WBC, and did not win. In a fascinating discussion, the new
winner has been explaining his theory behind the game
right where we all can read it,
at
consimworld.com.
Far from the game's early
days when everyone felt that Rome won 60% or more, popular opinion
has shifted all the way over to Carthaginian dominance and will probably
seesaw back and forth for some time as new wrinkles and ideas are
developed. Possibly someone will eventually alight upon some kind of
surefire strategy, given some not too unusual card
draw, and then the game will need to be changed to prevent it from being
too boring, but this kind of evolution, driven from the ground up seems a much
healthier way to go
. . .