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Links: The 2022 Deutscher Spielepreis, Spiel des Jahres Support, and Sid Sackson in "Fields of Play"

W. Eric Martin
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• Voting for the 2022 Deutscher Spielepreis is now open. Click on that link to submit your top five games of the past twelve months, then confirm your vote by clicking on the link sent to you. You can also list a single children's game.

Details on the voting process are here in German, with no deadline listed, but with the organizers noting that more than one hundred games will be awarded among those with confirmed entries.

• In April 2022, the Spiel des Jahres committee announced that it plans to spend €69,000 on 122 projects in 2022, with many of those projects involving the placement of modern board games in after-school care centers and all-day elementary schools. Here's a translated excerpt from the announcement: "...both after-school care centers and open all-day elementary schools will be significantly expanded over the next few years and will thus reach more children. From 2026 there will be a legal entitlement to all-day education, which will be gradually introduced from the first grade. This opens up new opportunities to actively accompany children in discovering the latest board games."

In total, over ten years the Spiel des Jahres funding program has supported 517 projects with €550,000.

Board Game: That's Pretty Clever!
• In an April 2022 blog post, Bruno Faidutti laments the rise of "indirect interaction" in games, the notion that players are each doing their own thing, typically on their own game board, and interfering with one another only in passing, sometimes intentionally and sometimes not. An excerpt:
Quote:
Indirect interaction is therefore a versatile double-sided euphemism, meaning sometimes effective randomness with fake interaction and sometimes direct interaction but, shh, we should not say it. The strange success of this expression is a consequence of a very worrying trend, the idea that we should respect in games the same moral rules we should — and often don't — respect in real life. Or if we don't, we should at least make some effort and use a few long and empty words to fake it. Randomness is unfair in the real world, so there should be no randomness in games. Hitting one's neighbour is bad in the real world, so we should not do it in games.

This strange idea is mostly a way not to deal with the issues of the real world, and derives from a total misunderstanding of what a game is. We play games for the fun of being carried away by the crazy randomness we are carefully avoiding in the real world. We play games for the fun of backstabbing our best friends, something we usually don't do in the real world. It is the exact opposite. If you remove randomness, violence, and intrigue from games, there will be very little left — may be just indirect interaction.
• An old link I just uncovered: In February 2021, Charles Curtis of USA Today profiled NFL linebacker Cassius Marsh about his love for Magic: The Gathering and the opening of his card and collectables shop Cash Cards Unlimited in Westlake Village, California.

• In April 2022, the BBC noted the 40th anniversary of its coverage of tabletop games in its "Fields of Play" documentary series with this clip focusing on designer Sid Sackson:


And here's the 12-minute clip from which this bit was excerpted:

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