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I will be posting monthly recaps of my gaming which I have been doing in GeekLists. I'll also be commenting on games on occasion, though I can tell you that I will be behind the curve because I just don't get to play the new games as soon as some people do.
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Chapel's lack of patience and my thoughts on what he said...

Bobby Warren
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Mike Chapel recently lamented the shorter games that seems to get played more and the lack of patience by gamers to play longer games. Mike is always quite thoughtful in his posts and poses good questions.

I'll be the first to admit that I am one of the people who enjoy playing a lot of shorter games, though I also like longer and meatier games at times. Pretty much, I will try almost anything, though if it is over two hours I probably need to plan to play it.

Anyway, Mike said:

Chapel wrote:
"I no longer have the patience for...". IN the mid-90's we had games like ASL, and Civilization, or Space Hulk, and each one had many factors that took time. Be it setup time, prep time, or length of play. These games had depth, character and feature.

I think that we sometimes look back on things from our past and forget the flaws. ASL was a complicated mess from the very beginning. It was developed from the mess that had become Squad Leader which had ever-changing rules with each expansion released. It was a mess to carry around, a mess to set up, and a mess to play with all kinds of situational rules which had to constantly be referred to and argued over the interpretation. You might be at the table for six hours but get in only one or two hours of playing time because of all the extraneous activities and rules references. Plus, like most war games, it is a two-player game.

Civilization had other issues. We often would set up to play a game and it wouldn’t get finished because the game would last so long, and this was with us budgeting five, or more hours to play it. Another issue I would have with Civilization or any of the older three-plus player games is you could often tell if you were out of a game less fairly early on, but would be subjected to playing it through until the bitter end. Or you could play a perfect game and lose to some nimrod because the dice rolled poorly.

Now, I don’t mind losing because of unlucky rolls, but when I have put four or five hours into a game, to lose to someone who played poorly but had amazing dice luck just sucks. Or worse, you could be playing a good game, but fall hopelessly out of contention early on because of a one in six or thirty-six die roll. You’re then stuck playing a bad position for hours.

What Euro games get right is that even if you manage to get into a position that is impossible, the game will be over soon and you can try again, or move on to another game. What many of them get wrong is the catch-up mechanisms are tacked on and just don’t fit in the game.

Another think the Euros get is you can play most of them in the 45 to 90 minute range. These take less planning to arrange than a three or four hour game. It's not easy getting people together for a couple of hours, much less four or more.

Chapel wrote:
It's a term I hear more and more from people I've gamed with to people who's been on the scene for a long time. You didn't play a "session", you played it. It was the primary function of the gathering. I remember days where you didn't plan a game nite, but instead it was a 40K night. Then you would spend the next week plotting out army lists, powers, and terrain. All for one sitting.

Miniature gamers and board gamers are two different beasts. I stopped playing miniature games for a couple of reasons. The first being I just reached a point where I hate painting. I am good at it, but got to the point where I wasn’t willing to accept any imperfections in my figures.

The gaming reasons for stopping was the prep time for such short games. Games of Warhammer, Warhammer 40,000, and most games of the genre generally play in 60 to 90 minutes. I would spend an hour, or more creating a list. Then I would have to collect the figures I was going to take, pack them up, and transport them to the place I was playing. Then we would have to set up the table, unpack the figures, then deploy the figures before we played. When the battle was over, you have to rearrange the figures to pack them back up correctly so they fit in the transport system, then take them home, unpack them, then put them back in the home storage. You spent more time planning, packing, unpacking, repacking, etc., than you actually spend playing the darned game, and playing is the goal, right?

Chapel wrote:
But we have become single serving hobbyists. Where the games now need to be consumable as fast as possible, and on to the next. But we've lost the emotion and thought of the whole experience.

I believe we see so many games come and go is because we're looking for those "keeper" games, the ones we can play over and over and enjoy. Sometimes we find what looks like it might fit the bill, like Puerto Rico, but then the flaws start to show. (PR being essentially solved is what killed it for me.) it's hard finding a game which strikes the right chord to be a keeper, and it's even harder than it used to be because there are so many more choices these days.

Emotion invoked by games is such a subjective thing. Sometimes a short, tactical game is full of emotion and a longer, meatier game isn’t.

Chapel wrote:
I am losing to the MTV generation of board gaming. I mean, can you even think of a half way heavy game that Knizia has done in the last 5 years? Me neither. Games like 7 wonders rising up the ranks like a bat out of hell, then read the responses to a recent review of Earth Reborn with comments like "too much going on, too much setup. I haven't got the patience for..." I actually like 7 wonders, it's a fun and cute game. But it's an appetizer, the side salad, not the main course.]

Knizia was never a meaty designer. He designed a few meaty game, but I recall reading that he didn’t like amount of time it took to develop the heavier games. Out of his hundreds of designs, how many would you say are meaty? Maybe three?

Your appetizers and side salads are the games which bring in a lot more people into the hobby that used to only have endless versions of Monopoly and other mass-produced games to choose from. These are the games which keep the companies alive and thriving and because these people are now part of the hobby, the game designers will target them because they buy certain types of games and that means sales.

The problem with a lot of the longer games is many of them are just longer and not better. I feel more tension and involvement in a 30-minute game of Dominion than I do when I play Arkham Horror. Playing a few games of Dominion in a row lets me test the ideas I come up with for better play and work on adapting them over multiple plays.

A bad experience in a game which plays in 60 to 90 minutes is also easier to take than one which lasts three hours. I had a miserable time playing Dungeon Lords, but I was willing to stick it out because the end was near.

Chapel wrote:
Am I a dying breed?

I hope so. I will go with an enjoyable short game over a convoluted mess like ASL any day.

I see a lot of complaints about "soulless Euro games" think something like Defenders of the Realm has soul. They are wrong. It took the perfectly wonderful design of Pandemic, which plays in about an hour, more than doubled the length and added a lot of dice in an over-produced package that doesn’t do much at all. In other words, it’s the Heidi Montag of the board game world.

A game like Hansa Teutonica plays fairly quickly, has depth of decisions, and the only luck in the game is which markers are available. Yet the "theme" crowd would prefer if a lot of mindless chaos be thrown in and the game last longer than it does.

Hermagor is an awesome game with multiple mechanisms that interact to create a rich gaming experience, and the longest game I’ve played of it was about two hours.

I believe you can still get people to play longer games, but you need to find something that everyone is willing to play to commit the time. But not everyone likes game with direct conflict. Some don’t like auctions. Others don’t like races or market manipulation.

Chapel wrote:
Lucky for people like me, there are those small publishers like Serra Madre, and Martin Wallace that are still confident enough to pull together some meaty titles, even as the market is turning fast food all around us.

Even Martin Wallace games aren’t all long and ultra-meaty. Steel Driver is a good rail game which has the flawed scoring at the end. Tinners' Trail is a good game with a lot of detractors, and London is a great step-up from the Race for the Galaxy model, but it plays in 90 minutes.

We often forget the bad games we played in the 80s and 90s and remember some of the ones we enjoyed with rose-colored glasses. The games that were produced back then were for a tiny, tiny niche market. The market for those games is still that. I think Mike is in the minority of people who want the hobby to be something it just isn’t. War gamers have accepted their niche for years and don’t try to impose their wants on the other gamers. Many of them even venture into more social gaming and RPGs, but they still appreciate their games for what they are.

Like Mike said, there are people who produce meaty games and he can play them. It seems the real complaint is he wishes more people were like him and seems to think that there used to be more. Maybe there were, but I think it just appeared that way because there just weren't as many good board gaming alternatives as there are now.

So what don't I have the patience for?

=> People who insist on throwing in every expansion known to man at the same time. Arkham Horror with all the expansions? Really?
=> Games which have a lot of down time between turns.
=> Over-produced components which interfere with the game experience, such as the empty city markers which block site lines in the Railways of the World.
=> People who think games that take longer are better and deeper than shorter ones just because they are longer.
=> Stupid people. I have a hard time gaming at public locations because of the random people who show up, often because of some meet-up announcement who are just rude, stupid, loud, and/or smelly. (Yes, I am more than one of these myself!)
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Subscribe sub options Mon Feb 14, 2011 8:06 pm
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♫ Eric Herman ♫
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Quote:
=> People who insist on throwing in every expansion known to man at the same time. Arkham Horror with all the expansions? Really?


Actually, more expansions for AH can often make the game shorter. I played a 7 player game of AH recently, with all expansions included, and it lasted an hour and 40 minutes. Granted, the extra set up time for including all expansions will usually negate any shorter play time, but still...
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  • Posted Mon Feb 14, 2011 8:12 pm
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BT Carpenter
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Videogames have taken the place of the long, drawn out, complicated games we played in the 70s, 80s and early 90s.
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  • Posted Mon Feb 14, 2011 8:13 pm
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Bobby Warren
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Grudunza wrote:
Actually, more expansions for AH can often make the game shorter. I played a 7 player game of AH recently, with all expansions included, and it lasted an hour and 40 minutes. Granted, the extra set up time for including all expansions will usually negate any shorter play time, but still...

I believe this. Thinking about it, the times I have seen long games with many expansions there have always been five or more players. I guess the issue with Arkham is playing with too many players? One of the problems I have with the game design is that a fair portion of the GOOs are meant for more players and we usually play with three. These GOOs are impossible to kill with that many players.
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  • Posted Mon Feb 14, 2011 8:19 pm
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Very nice write up, Bobby, although throughout most of it I felt like you were responding to someone other than Chapel (maybe there's some backstory I don't know about). I didn't read his call for "patience" to be either a request for more "theme" or a love-letter to the games of days past. Perhaps I simply read it through my own lens, but his post called to mind games like Dominant Species, Twilight Struggle and Struggle of Empires. These are excellent games that require a substantial time commitment -- a time committment that many gamers used to be willing to set aside for significantly worse games (like the ones you mentioned).

The flipside to your point about shorter games allowing you to get over bad experiences faster is that, for some of us, shorter games also lack the emotional investment that makes winning worthwhile. I played three games of Dominion back-to-back-to-back last week. I don't remember who won or why. While fun, the games were essentially meaningless. By contrast, I played two back-to-back games of Twilight Struggle two months ago, and I still remember nearly every detail of my humiliating loss and my redemptive victory. Shorter, simpler games don't fulfil me in the same way as those truly epic titles because so little is at stake.
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  • Posted Mon Feb 14, 2011 8:36 pm
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Adam Tucker
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Bobby4th wrote:
Grudunza wrote:
Actually, more expansions for AH can often make the game shorter. I played a 7 player game of AH recently, with all expansions included, and it lasted an hour and 40 minutes. Granted, the extra set up time for including all expansions will usually negate any shorter play time, but still...

I believe this. Thinking about it, the times I have seen long games with many expansions there have always been five or more players. I guess the issue with Arkham is playing with too many players?

There are two things that are the largest contributors to Arkham Horror game length:
Number of players (and to lesser extent [dependent on second factor below] number of investigators)
Experience (as it relates to Arkham Horror, not general gaming) of players

I believe the latter actually has more impact than the former.

Bobby4th wrote:
One of the problems I have with the game design is that a fair portion of the GOOs are meant for more players and we usually play with three. These GOOs are impossible to kill with that many players.

You mean prevent from waking at all?
GOOs are generally easier to defeat in the end fight with fewer players. There are a couple of exceptions, but mostly the exceptions are just roughly equal to defeat in the end fight in that you are highly unlikely to defeat them at all. Of course, there are again some additional variables here (e.g., using Kingsport Final Battle cards).
Of course, for ours and a lot of groups I know, Final Battle victories are usually at best moral victories. It did however feel good the 1 time we beat Glaaki in the end fight.

For preventing from waking at all, optimal play numbers also usually provide the best chance of being successful (i.e., 4 investigators with just the base board or 1 board expansion; 5 investigators with 2 board expansions; 6 investigators with 3 board expansions).
If there are usually 3 of you playing, and you're playing with all the expansions, you should each be controlling 2 investigators, otherwise your win chances are very low.


For reference with regards to the play time of Arkham:
On New Year's Eve and New Year's Day we played 5 games each. The approximate average playtime was 2 hours 15 minutes (not including the half hour breaks for dinner, or set-up/put away time), with 1 long 3+ hour outlier and 2 shorter (less than an hour and a half) outliers.
There were 4 players controlling 6 investigators (some investigator sharing obviously). All 4 players had over 100 Arkham plays (probably closer to 200 or 300+).
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  • Posted Mon Feb 14, 2011 9:17 pm
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chally wrote:
Very nice write up, Bobby, although throughout most of it I felt like you were responding to someone other than Chapel (maybe there's some backstory I don't know about).

It was to Mike and a lot of other comments I've seen over the years. Mike's post was interesting enough for me to want to respond. I didn't reply to his post directly because I was being more general.

chally wrote:
I didn't read his call for "patience" to be either a request for more "theme" or a love-letter to the games of days past. Perhaps I simply read it through my own lens, but his post called to mind games like Dominant Species, Twilight Struggle and Struggle of Empires. These are excellent games that require a substantial time commitment -- a time committment that many gamers used to be willing to set aside for significantly worse games (like the ones you mentioned).

The flipside to your point about shorter games allowing you to get over bad experiences faster is that, for some of us, shorter games also lack the emotional investment that makes winning worthwhile. I played three games of Dominion back-to-back-to-back last week. I don't remember who won or why. While fun, the games were essentially meaningless. By contrast, I played two back-to-back games of Twilight Struggle two months ago, and I still remember nearly every detail of my humiliating loss and my redemptive victory. Shorter, simpler games don't fulfil me in the same way as those truly epic titles because so little is at stake.

And there is nothing wrong with playing and liking long games. Some shorter games that are well-designed can give me the sort investment you describe.

Games like Twilight Struggle and Arkham Horror are where the theme help make the game more memorable. I really need to play TI. I played 1960: The Making of the President once and liked it, but haven't played it again.

I feel that the basic game of Steam does a great job of keeping the interesting parts of Age of Steam while shortening the game by eliminating much the AP. (While Age of Steam still has a built-in suicide rule in case I get too bored playing it.)

The best thing is there are games for all kinds of tastes. Heck, people even think Fluxx is both a game and fun!
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  • Posted Mon Feb 14, 2011 10:50 pm
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Bobby Warren
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tuckerotl wrote:
Bobby4th wrote:
One of the problems I have with the game design is that a fair portion of the GOOs are meant for more players and we usually play with three. These GOOs are impossible to kill with that many players.

You mean prevent from waking at all?

At the end fight. Some of them guarantee you will lose someone each round and with three that is just too bloody.

The three of us, each with one investigator, usually finish a game in 90 minutes.
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  • Edited Mon Feb 14, 2011 10:53 pm
  • Posted Mon Feb 14, 2011 10:51 pm
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Bobby4th wrote:
I feel that the basic game of Steam does a great job of keeping the interesting parts of Age of Steam while shortening the game by eliminating much the AP. (While Age of Steam still has a built-in suicide rule in case I get too bored playing it.)

Chalk this one up to "different strokes for different folks," but I find the AP the most interesting part of Age of Steam. In AOS, I'm constantly panicked, with sweat runninf down my forehead and steam shooting out of my ears. By contrast, Steam feels too pedestrian.

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  • Posted Mon Feb 14, 2011 11:29 pm
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Hey, I realize it's been a few years since I played it, but does Tresham's Civilization even have dice? I don't remember any being needed. Not really conjuring up any images of someone losing a six-hour game of it on a dice roll.

You say you feel more tension in a game of Dominion. Wow, well, that certainly varies by individual. For myself, Dominion is just about the greatest amount of Boring packed into a thirty-dollar box I've been suckered into, in the last fifteen years. It might as well be completely abstract, with color-coding for the abilities.

Nor does Hermagor elicit any thing remotely resembling excitement, or thoughts of it being awesome. A Clever Assemblage of Things Already Done, in my estimation.

Nor do I think the end scoring in Steel Driver is "flawed" - just that nobody wants to be bothered with planning for it, while playing the game, so they always feel like they're being treated "unfairly" by the end-scoring mechanism. Don't want to be on the short end of the stick, at the end of the game? Think more about what you're doing, while you're playing. And that makes the game a little deeper than people portray it as being.

I agree that a lot of us go through games in a way that makes it clear we're looking for the keepers. I'm not sure there's a more effective way to process the deluge of games that comes out, these days.

And that right there, is the difference between Mike Chapel's "then", and our collective "now" - volume of titles.

In 1972, when I was in high school, I had in my own possession maybe 3 or 4 games that I found interesting enough to play more than once. Between my friends, that might have been 6 more.

By 1976, thanks to being employed (in the Air Force) and thanks to SPI, that number ratcheted up to about a dozen and a half.

By 1985, when I was out of the military, SPI had run their course, and VG was SPI with nicer graphics, GDW and West End and others had a bevy of games out there, and my numbers probably sat around 30 games.

By 1995, that total was around 150. And here came the German-style games.

By 2005, I was looking at around 300, and now - in 2011 - I'm sitting at around 500 that I want to play more than once (out of nearly 600 in my possession).

It's our own fault that we don't want to play longer games more often - we're too, damn busy sifting through all the games we have to pick from. Do the publishers pump out a lot of shorter games? Of course they do, and as you point out, there's sound reasoning behind that - getting novices into the hobby, and selling to the family and those who only play the shorter games. But there's no shortage of longer games available, nor of longer games that are really good. Heck, I could spend a lifetime just playing 18XX games - and some people do.

And if we can get 6 people to play a 2-hour game, or only 1 other person to play a 6-hour game, what are most of us going to pick?



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  • Posted Tue Feb 15, 2011 12:29 pm
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I'm not sure how I got subscribed to this blog. But it's actually something I'd like to comment on.

I would agree with Chapel on most of what he said. Given my druthers I would much prefer to play a long, quality, game than several short games. And I consider Civilization and Squad Leader quality games. Civilization, by the way, doesn't have any dice...the post implies it does.

What makes me laugh is when I'm involved in a long game...and someone noticed that we are still playing the same game. They'll say, "Wow, you guys are still playing X? We've played 3 different games and you're still playing that one." I never say a word, but I am thinking.... "Wow, you got gyp'ed". I can tell their goal is to play as many games as possible (hopefully new ones) and complete them. I think that's the fun for them. I admit, learning a great new game is fun, but usually I'd prefer to play a longer quality game that I know that I really like...especially one I rarely can get to the table.

Don't get me wrong...I play a lot of eurogames...and I enjoy them...but I don't *remember* many of the sessions in terms of game play.

On the other hand, I won't forget my session of Republic of Rome that I played last weekend. Rome burned due to our bickering and bad dice. I won't forget that not only did our navy suffer a disaster against the 1st Punic War, but the Field Consul died during the battle...and to make matters worse, the remaining fleets suffered through a Storm at Sea as they limped home. Also, we placed to much confidence in a Consul who had no incentive to see Rome survive. He backstabbed us and closed the Senate w/out sending any legions out to fight...thus handing over the keys of the city to the barbarian hordes. The traitor!

That's the essence that I think Chapel is talking about.

Some players may remember a game of Settlers where they came back from a bad position and played a monopoly card for all the ore in the game or something similar. But for me, it is longer games that produce most of my lasting gaming memories...with some notable party game sessions as exceptions.

I also enjoy the long-term strategy that plays out over an extended timeframe.

It's tough to find time and opponents to get the longer games to the table though. But with planning and a large enough gamer pool, it isn't impossible. An understanding wife also helps a lot!
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  • Posted Tue Feb 15, 2011 4:51 pm
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I can grok some of what you say. We have a guy in our game group that believes every game has to have the kitchen sink in it. When he teaches RftG or Cosmic Encounter, the expansions are thrown in, and for those games it is just too darn overwhelming.

Many of the games today are over-produced. You see them rocket up the charts because of the theme, or the depth of play, play the game a few times and all you are left with are pretty bits.

Dominion is a great game for my family, but I hesitate to play it at any Game Days. The reason is that the game dictates which path you will most likely take. There's that mine out there for 5, but I only have two coins, so I have to get X.

RftG is a deeper game than Dominion, but I am still left empty after playing. I can't tell you why I won a day or two after playing.

What I have found is that I am moving back into the lengthier games. You cite ASL as a mess, it's not. You have to take baby steps, but it is actually quite easy once you get it down. Its the getting it down that is the hard part. Plus, improved scenario design has play time down to 2-4 hours for many of the newer scenarios. Of course, that limits the amount of mistakes you can make in a game, so there is a trade-off.

Titan has been derided as the 14 hour game in waiting. After playing it more, I have found that it really is a 2-4 hour game, depending upon the number of players. The problem is many players do not stick it out to this point to realize that turtling is not the winning strategy.

Heck, even A3R, which has its share of issues, I would love to play again. Sure you have the odds based CRT, but it is the type of games that memories are made of.

As I get older, I find that is what I cherish most in games, the memories. The time I was about to get the Consul for Life vote in Republic of Rome and my top senator was assasinated. The game of Empires in Arms when Austria became the dominant land power and the war that decided the game was a back and forth affair fought at the gates of Kiev. That is what gaming is about for me.
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  • Posted Tue Feb 15, 2011 5:47 pm
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Double Dan wrote:
I'm not sure how I got subscribed to this blog. But it's actually something I'd like to comment on.

I would agree with Chapel on most of what he said. Given my druthers I would much prefer to play a long, quality, game than several short games. And I consider Civilization and Squad Leader quality games. Civilization, by the way, doesn't have any dice...the post implies it does.

Yeah, I didn't mean to imply it was Civilization, but I was making a more general statement about some of the longer games that can be won or lost just by crappy dice rolling. I would still play Civilization, with the right people.

In the end, some of it boils down to taste.

(I think you were subscribed because I indicated a game you subscribe to was talked about in the blog.)

Chally said he likes the AP in Age of Steam. My issue with it is I always knew what my next action was going to be if it was available and I had a back-up planned. But other people would sit and think forever when their turn got around to them. It's a game which I feel there are too many decision trees for some people and all that does is make the game take twice as long as it should. Thank goodness I can always force myself into bankruptcy, which is likely to be the outcome if I ever had to play it again.

warhammer wrote:
You cite ASL as a mess, it's not. You have to take baby steps, but it is actually quite easy once you get it down. Its the getting it down that is the hard part. Plus, improved scenario design has play time down to 2-4 hours for many of the newer scenarios. Of course, that limits the amount of mistakes you can make in a game, so there is a trade-off.

My experience with ASL was over 20 years ago. It was a mess, and everything I saw as long as AH had it seemed to indicate that it is a game of exceptions which does require the encyclopedic rulebook to play and a steamer trunk to transport all the counters, maps, etc.

I always meant to play Squad Leader again, but it hasn't been pulled out of the closet in so long. I should break down and inventory the game. I remember buying all the maps and scenarios made available by AH over the years and am sure they are still in the boxes, too.

I stopped playing both Star Fleet Battles and BattleTech when the bookkeeping became more detailed than actually playing the game. (More-so with SFB. With BT it was because people wanted to play with so many 'mechs at once and the power creep that moved into the game.)

I hope I haven't come across as hating long games just because they are long. What I have found myself disliking is games that are long for the sake of being long, or people idolizing games as full of theme that are really glorified RPS and the winner is the one who rolls the most dice.

I also get irked by people who deride the shorter games and either imply or outright state they are inferior. They're different and they have a different target audience. Wishing game companies and designers would make more quality longer games isn't going to happen if the market isn't there for them. The games that are on the market are there because they are the types of games that sell.

I need to stop beginning paragraphs with "I".

There is one "long" game I've been wanting to try for years, but haven't had the chance. It would require playing with the right crowd, and that is Die Macher.
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  • Posted Tue Feb 15, 2011 10:35 pm
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A quick thanks to everyone who has commented so far. I love that there have been such civil and thoughtful discussions on the things we disagree on.

Even though we all know I'm the one who is right! devil shake
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  • Posted Tue Feb 15, 2011 10:37 pm
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Bobby4th wrote:
I hope I haven't come across as hating long games just because they are long. What I have found myself disliking is games that are long for the sake of being long, or people idolizing games as full of theme that are really glorified RPS and the winner is the one who rolls the most dice.

No need to worry; I don't suspect that anyone is reading you that way. But it does seem to me that you're largely denying that length has inherent advantages -- in other words, you seem to be saying that you can't get anything out of one good 4-hour game that is not available in four good 1-hour games. Someone like me, on the other hand, believes that a certain length is a precondition to particularly meaningful gaming experiences.

It's sort of like money. On one view, $100 is exactly 1/1000 as good as $1,000,000. But with $1,000,000 you can buy a plane. With $100 you can't buy 1/1000 of a plane (and if you could, it wouldn't take you anywhere).


Bobby4th wrote:
I also get irked by people who deride the shorter games and either imply or outright state they are inferior. They're different and they have a different target audience. Wishing game companies and designers would make more quality longer games isn't going to happen if the market isn't there for them. The games that are on the market are there because they are the types of games that sell.

But isn't this precicely Chapel's point? He's not lamenting a shift in the types of games on the market, he's lamenting a shift in the market. He's lamenting the average consumer's loss of patience for longer games and the concomitant loss in the shared social experience of epic gaming.

I suspect that the average hobbiest doesn't spend any less time on game-related activities than he/she did 10 years ago, but the nature of the activity has shifted. Players now spend more time learning new games than mastering older ones, researching the next purchase instead of the next new strategy, and articulating "impressions" instead of reflecting on "experiences." To some extent, what's new has replaced what's good.


Bobby4th wrote:
A quick thanks to everyone who has commented so far. I love that there have been such civil and thoughtful discussions on the things we disagree on.

Thank you for one of the first contemplative, substantive blog posts I've come across (and the first one that I've stopped to responded to). At least someone is putting the feature to good use.
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  • Edited Tue Feb 15, 2011 11:07 pm
  • Posted Tue Feb 15, 2011 11:07 pm
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Bobby4th wrote:

I would agree with Chapel on most of what he said. Given my druthers I would much prefer to play a long, quality, game than several short games.

My experience with ASL was over 20 years ago. It was a mess, and everything I saw as long as AH had it seemed to indicate that it is a game of exceptions which does require the encyclopedic rulebook to play and a steamer trunk to transport all the counters, maps, etc.


ASL rulebook is one of the best organised rules, indexed and cross-referenced sets I've come across. I wish other rules were like the ASL rules, and I wish the ASL rules were HTML coded..

In terms of an immersive game experience, it is hard to top ASL. 6 hours goes by like 2, you forget to eat. Even your thinking and terminology change. e.g. The car 3 hexes down the road has rolled a 12 for start up and is awaiting roadside assistance.

Bobby4th wrote:

I always meant to play Squad Leader again, but it hasn't been pulled out of the closet in so long. I should break down and inventory the game. I remember buying all the maps and scenarios made available by AH over the years and am sure they are still in the boxes, too.


Consider ASL Starter Kit, it has the best qualities of ASL with much of the chrome taken out. Scenarios are quicker to play. If I didn't know and own ASL so well, I'd play ASLSK by preference.
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  • Posted Wed Feb 16, 2011 11:07 am
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chally wrote:
No need to worry; I don't suspect that anyone is reading you that way. But it does seem to me that you're largely denying that length has inherent advantages -- in other words, you seem to be saying that you can't get anything out of one good 4-hour game that is not available in four good 1-hour games. Someone like me, on the other hand, believes that a certain length is a precondition to particularly meaningful gaming experiences.

It depends on the game mechanism and the game involved. I also think it really depends a lot on the players. I am more willing to put up with things from people in shorter games than in longer games. People who can't pay attention in Age of Steam and cause the game to stop on their turns because they have no idea what to do are exactly the thing I hate. Sometimes it is because they just aren't paying attention, and sometimes it is because they are stupid. Both are annoying. (There goes the civility!)

I remember playing all-evening multi-player games of L5R and having a blast, but sometimes it would drag for me. The difference? The players or even a change in a player or twos moods. It makes it harder to commit to long games because my personal recreation time is valuable to me and I would rather have fun. You compare game length to money, but sometimes it is like a prison sentence where you want the shortest time possible.

Chally wrote:
But isn't this precicely Chapel's point? He's not lamenting a shift in the types of games on the market, he's lamenting a shift in the market. He's lamenting the average consumer's loss of patience for longer games and the concomitant loss in the shared social experience of epic gaming.

Has the market really changed? The epic non-war game board gaming was always a small, niche market and I don't think it has every grown. I think it seems smaller now because the influx of casual/family gamers.

Chally wrote:
I suspect that the average hobbiest doesn't spend any less time on game-related activities than he/she did 10 years ago, but the nature of the activity has shifted. Players now spend more time learning new games than mastering older ones, researching the next purchase instead of the next new strategy, and articulating "impressions" instead of reflecting on "experiences." To some extent, what's new has replaced what's good.

There was also a lot of crap and poorly-written and organized rules which we remember more fondly than it actually was. It's like that haircut you had in high school. It seemed cool then, but looking back it really was a disaster. You might have seen one good game that played more than two players every few years back in the day.

Chally wrote:
Thank you for one of the first contemplative, substantive blog posts I've come across (and the first one that I've stopped to responded to). At least someone is putting the feature to good use.

Don't expect it to continue. I'm usually full of pointless meanderings...

Minedog3 wrote:
Consider ASL Starter Kit, it has the best qualities of ASL with much of the chrome taken out. Scenarios are quicker to play. If I didn't know and own ASL so well, I'd play ASLSK by preference.

I really don't see myself playing any ASL or SL if I haven't pulled it out yet. One of my friends buys a lot of new war games and I barely get to play any of those. For a squad-level game, I'll likely stick to Combat Commander, which strikes the same chord for me without the many rule exceptions which make the huge rulebook necessary.

If I was to commit to a long war game I might retire and try to play War in Europe from beginning to end.
 
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  • Posted Wed Feb 16, 2011 6:06 pm
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Bastian Bux
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Nice blog read, thanks.

Quote:
playing is the goal, right?


This statement caught me up short. Playing is most decidedly not my goal. My goal is to enjoy myself, have fun. If playing was the goal, then five no-prep one hour games would be always superior to one game that takes a half an hour to set up and four hours to play. I don't see any reason this would have to be true. The game is simply a possible medium for enjoyment. More play time does not necessarily equate to more enjoyment. This is an important point.

Enjoyment could come from anticipation of play, remembering previous sessions, planning the session, meeting the friends, setting up the game, enjoying the look and feel of the game, playing, strategizing, finishing, reminiscing, debriefing, etc.

I find that it's easy to get caught up in the relentless pursuit of more, as if more were the point, owning more games were the point, or playing more different games or more individual sessions were the point. It can get like a gerbil on a wheel struggling so hard to get nowhere. Not that short games are necessarily bad, of course. But watch that gerbil wheel. Hopefully you're playing games because you like it, and not to rack up stats.

Don't forget that unless you're a pro, the goal is enjoyment, not playing games. Playing games is merely a means to an end.
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  • Posted Thu Feb 17, 2011 5:07 pm
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Bobby Warren, my evil goatee sportin' nemesis!

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  • Posted Thu Feb 17, 2011 5:41 pm
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Bastian Bux wrote:
Don't forget that unless you're a pro, the goal is enjoyment, not playing games. Playing games is merely a means to an end.

Generally, I agree with you. I was bringing up the amount of time that it took to just prepare to play the game. The goal for me is playing over hours of clerical tasks related to a game.
 
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  • Posted Thu Feb 17, 2011 6:09 pm
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MWChapel wrote:
Bobby Warren, my evil goatee sportin' nemesis!


Now there is more to it. I've become lazier, so it spread until it connected to the hairline!
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  • Posted Thu Feb 17, 2011 6:11 pm
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George S Parker said a game should run no more than 45 minutes, and he sold more games than all you people combined are ever going to sell.

I have nothing against a game being longer, if the game justifies it. Power Grid, Steam, and The Settlers of Catan all run about 1.5 hours, but Steam and Power Grid have two hours worth of depth, while Settlers seems like no more than an hour worth of game to me. Worse is Le Havre: An hour of fun packed into a three hour game.

I played a four hour game of Silverton. I was told it was the quick four hour version of a ten hour game. That's what it was: The first four hours of a game where the interaction gets interesting in the fifth or sixth hour. If you want to play a ten hour game, Silverton looks like a winner. I don't.

I can see playing some monstrous Power Grid or Steam scenario which takes 2.5 to 3 hours. If you want to go past three hours, the only game I know which justifies the length is Diplomacy. I would rather play several short games than one mammoth game.
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  • Posted Fri Feb 18, 2011 9:17 pm
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As much as I hate Diplomacy, it's a good illustration of the value of length. When you play longer games, you allow decisions to have very far reaching consequences, which tends to make those decisions weightier and more interesting. In a short game, the relevant issues tend to be fairly shallow (usually), and you can easily outline the issues you're trying to address.

Twilight Struggle is a great example, in my book. You have to really consider a lot of decisions in the early war, because they will position you differently for certain key conflicts which will happen in the mid and late wars. You not only have to juggle the immediate concerns, like the pressing scoring cards, but you have to consider getting a foothold in the third world looking forward, diffusing your opponents' best events, etc.... People who have the ability to look beyond the immediate have a huge edge over people who can only see the pressures of the moment.

Now, I do like a quick game of Dominion, but I find Dominion wears on me quickly. The decisions are simple, your success is very often determined by random, and there's usually not that many divergent strategies (and when there are, they tend to be riffs on the same theme). When a game has as much going on as Twilight Struggle (or Le Havre, or any number of other solid, long games with deep decisions), the decisions are far more interesting because of their complexity and replays have much more value. Dominion has to keep releasing expansions, because if you don't add different mechanics constantly, the decisions just don't have enough weight on their own.
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  • Posted Sun Feb 20, 2011 4:28 am
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Duuuuuuuude - HERMAGOR? I know there are people out there that enjoy eating poo, but someone who likes Hermagor?

You HAVE played far, far more games than me, so maybe I missed something, but I could not see the appeal of it - and I'm talking about more than just the lack of visual appeal of the game. I actually thought it might be the worst of 200 or so games I've played in the past 5 years.

Ah well...weird is wonderful, I guess!
 
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  • Posted Fri Feb 25, 2011 4:01 am
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Bobby4th wrote:
[q="chally"]I really don't see myself playing any ASL or SL if I haven't pulled it out yet. One of my friends buys a lot of new war games and I barely get to play any of those. For a squad-level game, I'll likely stick to Combat Commander, which strikes the same chord for me without the many rule exceptions which make the huge rulebook necessary.


ASL is the thoroughbred, everything else is a pale shadow. CC system is a cobbled together mess of stolen ideas from AH and printed up as something new.

Pull out Up Front, Squad Leader and ASL and you'll see where the game CC came from.



 
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  • Edited Thu Mar 24, 2011 8:27 pm
  • Posted Thu Mar 24, 2011 8:26 pm
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