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Subject: Words that stop me reading further ..... rss

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jamie scott
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Words that stop me reading further through a new game's synopsis...... "zombie", "dungeon", "epic", "easy to learn, difficult to master"
Any that put you off straight away?
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James Curnalia
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Any description that touts on the number of number of miniatures in the box.
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Lang Bedang
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bottleblonde wrote:
Any that put you off straight away?


Queen, Wiz, Kids
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Freelance Police
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worker, cubes, cubes, and salad.
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Andy
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I doesn't stop me completely but when I read "player tableau", the first thing I do is groan at the thought of more multiplayer solitaire (I know it has it's fans and I have my exceptions but it's generally not for me!)
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Lang Bedang
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InappropriateAndy wrote:
multiplayer solitaire


+1 (yuck)
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Robbert Vervuurt
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bottleblonde wrote:
Words that stop me reading further through a new game's synopsis...... "zombie", "dungeon", "epic", "easy to learn, difficult to master"
Any that put you off straight away?


I have not seen it in boardgames yet, but any application on the appstore that claims to be "extremely addictive. You won't be able to put your phone/tablet down" gets ignored.

Whatever a developer claims has to be disregarded. If a reviewer says it, it might be different (but he might also be paid by the developer).
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Alan Gaskell
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Trade

"Here, let me swap two brown cubes for one grey cube"

zzzzzzz snore
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Adam Taylor
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Co-operative.

...unlike any other / unique. As it usually suggests that the designers and / or publishers have only played mass-market games.
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Thanee
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bottleblonde wrote:
"zombie", "dungeon", "epic", "easy to learn, difficult to master"


I get the rest, but what is wrong with "easy to learn, difficult to master"?

Isn't that always a good thing?

Bye
Thanee
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Adam Taylor
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Thanee wrote:
I get the rest, but what is wrong with "easy to learn, difficult to master"?

Isn't that always a good thing?


It certainly can be but it's a description that you could apply to thousands of hobby games - so the fact that someone has included it in their pitch suggests that they don't really know the market.
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Martin Larouche
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Zombies,
Auction,
Collectible,
Living,
Legacy.
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Joe Salamone
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I'm very open to reading about all types of games, but here are some words that are a bit bothersome:

* Legacy
* Cthulu
* Retheming
* Print-and-play
* Flicking
* Dexterity
* Sand timer
* ???? Edition (e.g., Anniversary Edition, Collector's Edition, Limited Edition)


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Mutton Chops
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Zombie. Legacy. Miniature (usually). Real-time. War. Cthulhu (these days). Coackroach. Quincunx.

To be fair, that last one doesn't come up a lot.
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Alexander Ord
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"expensive"

I'll give any mechanism and any theme a go on a case by case basis. Getting turned off by single aspects just limits what I'll get to experience and potentially makes me miss out on something I would geniunely enjoy.

The only games I end up avoiding are miniature games. Not because I dislike miniature games but because I can't afford all of that beautiful plastic and resin.
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Orpheus
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Beer and Pretzels!
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Alexandre P.
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"social deduction game", programming, "real time".

And "fun": how can you declare that a thing is fun or is not ?
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I am Abomination
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"without cards"
 
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Benj Davis
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"Collectible"
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My personal interpretations
Legacy - a game of stickers (hopefully this will change)
Cut Throat - we ran out of ideas so spoil each others game to make it last a bit longer
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Dave Lartigue
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game title is the name of a city
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Paul DeStefano
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Hilarious
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Bryan Thunkd
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DicingWithDearth wrote:
Thanee wrote:
I get the rest, but what is wrong with "easy to learn, difficult to master"?

Isn't that always a good thing?


It certainly can be but it's a description that you could apply to thousands of hobby games - so the fact that someone has included it in their pitch suggests that they don't really know the market.
Actually, I think it is overused and rarely applies. Most games aren't really that easy to learn, at least not using the basic rules of Go as a yardstick, nor that difficult to master, again using Go as comparison.

This phrase is most applicable to abstracts with very simple rule sets that lead to deep play. Almost any time I hear it used for other games I'd disagree that it is appropriate.
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"et son bucher se change en trone dans les cieux."
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    "No luck" which is usually not true and almost assuredly not what I'm looking for.

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Andrew J
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Xahendir wrote:
"social deduction game", programming, "real time".

And "fun": how can you declare that a thing is fun or is not ?


I guess it helpfully distinguishes a game from any that a publisher might declare "not fun", just in case we're not entirely sure.
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