I am going to say this outright: I LOVE to play Magic: The Gathering. One of my grad school buddies and I used to unwind by playing round after round of it, trying out different decks and admiring each other's chosen strategies. I also appreciate Magic for the role that it plays in gaming culture. Game stores might sell a lot of board games, but Friday night Magic and regular set releases almost certainly keep the money coming in.
Now that I'm about to move, though, I think the time has come to offload most of my Magic cards. The sad fact is that I can't keep up with the game financially, especially since I have other, stronger gaming interests. I also love to invest in games that I can play solo. Magic sets are now rotating more quickly than ever before, meaning that cards quickly become outdated. There are always new cards and mechanics to focus on, especially if you want to walk into a game store and play with other people. The problem with a CCG (collectible card game) is that you have to really commit to it if you want to be at the top of your game.
If I actually work up the nerve to sell my Magic cards, I am going to miss them. They don't hit the table very often anymore, but I have strong positive memories attached to MtG. There is something very special about meeting up with your friends to test out your own unique deck, the one you built yourself. (I don't love duel decks because the fun of MtG for me is concocting my own.) I can get a little bit of that feeling from LCGs (living card games) like Lord of the Rings, and if I want to duel it out with cards, I can play Ashes or Summoner Wars. But it won't be quite the same.
Although I love my MtG cards, I want to be realistic about my actual gaming habits. I haven't played Magic regularly in a long time, and I don't foresee myself starting up again. So aside from a few choice decks, I think my MtG collection will stay behind when I move this summer.
Ave atque vale, MtG.
I haven't posted in a while, but it's for a good reason. I have accepted a new teaching position, and over the summer I will be moving from Durham, NC to Atlanta, GA. That will mean new classes, new students, new friends, and a new life. Right now, the future looks bright—especially because the cursory research I have done so far suggests that there are many board gamers in Atlanta!
My radio silence doesn't mean that I haven't continued to think and read about board games. Yesterday, Quantic Foundry posted an interesting piece that sums up data they have collected about why board gamers are motivated to play. Gamers reported their primary motivations for gaming, and the options included need to win, immersion, accessibility, social fun, discovery, etc. Nick Yee, the author, broke down these motivations by gender and by age, then presented seven overall takeaways from the data. They are pretty interesting.
What struck me the most is that the biggest differences in motivation are between people with different gender identifications: male, female, or non-binary. Although motivations were varied across the board (hee!), the data indicated that women more strongly prefer the social aspects of gaming. Only 6.3% of men listed "social fun" as their primary motivation for gaming, compared with a whopping 16.1% of women. Survey respondents who self-identified as non-binary had a strong interest in social fun (10.6%), but placed an even higher premium on immersion and the experience of "getting into" a game (14.7%).
Data is informative, but it's never clear to me what it really means. Self-reported motivations can only tell us so much. Men may seem to prioritize winning, but winning is also part of a social experience, even if they choose not to label it as such. Women were more overtly social as a group, but let it be noted that roughly the same percentages of women and men listed "need to win" as their primary motivation. Primary motivations are not sole motivations—there is a lot of complexity there.
One set of data can't do everything, but I would also have been very curious to see the motivations supplied by primarily solo gamers. It's easier to understand concepts like playing to win—and especially social fun—within the context of group play. Are avid solo gamers wired a bit differently? Or are our motivations roughly the same with or without people to play with?
A Google search for board games and literacy inevitably turns up information about overtly educational board games, specifically designed to teach reading skills to kids. I find this trend interesting, because my students never really like games when they are designed to be more educational than fun. Review games in class usually meet with a lukewarm reception, almost as if the material I'm trying to teach automatically taints the games with boringness. They are like little kids who know that mom is sneaking them extra veggies on pizza night.
That said, I can teach my students a lot—and learn quite a bit about them—by playing games. Students who are reluctant to read will try much harder when deciphering in-game text than they would on a standardized test. When we are playing games, students will ask more questions and take more risks. To them, there is no pressure because it's "just a game."
One of my favorite games to play with students when I want them to read is Sentinels of the Multiverse. The comic book theme attracts a lot of teenagers, plus the fact that it's a co-op game encourages good behavior. But in order to succeed, players must be able to read the text on a card, connect it with other cards in their deck or in the game at large, and find a way to effectively do battle against a common enemy. (Plus, if they like the game, I can direct them to the comics.) Other card games like Magic: The Gathering and even Dominion are interesting to play with students because their interpretations of card text tell you so much about what information they process and how they process it.
Although I haven't played old school RPGs or visual novels with my students, and will probably never have the time to, I suspect that these games naturally promote literacy because they are compelling. Several of my early vocabulary words were picked up from video games, and I can't be the only one. I believe that games, both analog and digital, have a lot of potential as tools for literacy... as long as that is not overtly what they are about.
This makes me wonder. I am a public high school teacher, and my lesson planning focuses on concrete objectives that my principal can immediately understand if he comes by for a walkthrough. I also teach at a Title 1, where there is extra pressure for teachers and students to "work bell-to-bell." But students only want to play games when they genuinely feel that they are getting to play, no strings attached. I'm still looking for that happy medium with games based on class material, where it truly feels like we are having fun.
I wanted to try a 10x10 in 2017 because I thought it would help me get to know some of my games more deeply and ultimately get more enjoyment out of them. We're now a month and a half into 2017, and I haven't made much progress.
Here is the original list of games I wanted to play this year (and I still want to!):
Runebound (3rd ed.)
Castles of Burgundy Card Game
Legendary: Alien Encounters
Race for the Galaxy
Valley of the Kings
Sentinels of the Multiverse
Terraforming Mars (still waiting on copies of that one to be available again)
Unfortunately, I've only managed about six plays of Castles of Burgundy, one of Sentinels, one of Valley of the Kings... and that's it. Because my students love it, I've probably played Splendor about eight times so far this year—more than any of the games I set aside because I wanted to play them for myself.
In all honesty, I haven't been playing as many games as I want to play at all recently—no board games, no video games. I'll have the occasional exuberant burst of playtime, then go weeks without playing much at all.
What concerns me most about this is that game time is me-time: When I'm not playing games a couple of times per week, that is a sure indicator that I'm not taking enough time out of my day for myself. I'm a teacher, so it's no great surprise that I'm slammed now that we have started a new semester with new classes. And my busy life extends beyond my school day. Still, how is it that I get home every night and it's all I can do to throw some dinner together and read in bed for maybe 30 min. before I crash?
I know I am not the only gamer who has this problem—it's probably more common than not. But it makes me sad. I need to figure out a way to step back a bit, rest up, and make time for fun again.
A lot of exciting stuff is happening for solo board gamers in the next few months! Expansions for old games, reprints of hard-to-find games, and some new adventures await us all.
Sherlock Holmes: Consulting Detective Expansion
Originally printed in the 1980s, Sherlock Holmes: Consulting Detective has been in need of an English-language expansion for years. I myself have longed for an expansion on this very blog! But now fans of the game are going to get their wish: Ten new cases, in English. Four of them are thematically linked and allow you to chase Jack the Ripper and solve one of the greatest murder mysteries of all time. I truly cannot wait. I had been kind of dragging my feet on the last two cases from Consulting Detective because I wasn't ready for the game to end. Now I can really sink my teeth into them because they'll be an appetizer for more cases to come!
New Releases from Chip Theory Games
Chip Theory Games is a game company run by two brothers who produce beautiful, high-quality games. They recently had a successful Kickstarter for a dice builder called Too Many Bones. I'm not sure about that one yet (at $125, it's an investment), but their most recent newsletter contained some other very exciting news.
First, there are going to be two Hoplomachus expansions that introduce the cities of Carthage and Machu Picchu. If you haven't played Hoplomachus yet, you are missing out. It's a fun gladiatorial combat game that can be played solo, vs., or co-op, and it's enjoyable no matter how you play it. Adding more cities to the mix means more interesting mechanics to toy with. Also, I can finally play out my Rome vs. Carthage fantasies on a neoprene hex mat.
In addition to expansions for Hoplomachus, Chip Theory Games is introducing a smaller solo or vs. game about lockpicking. It's called Triplock, and while there isn't too much information about it yet, it's visually very enticing. After all of the time I've spent picking locks in Skyrim and other video games, cackling all the while, I know that the lockpicking theme is totally going to do it for me. Plus, it'll be in a lower price range than most Chip Theory Games. Sign me up for this one.
Terraforming Mars Reprint
I'm sure I'm not the only one who didn't manage to get a copy of Terraforming Mars the first time around. The game sold like hotcakes, and based on the reviews, that's no surprise because it's excellent. As Stronghold Games has said both online and in podcast interviews, however, the second printing will be available at the end of January or in early February. Soon, new competitors will be able to join the terraforming fun!
So far, 2017 is shaping up to be an exciting year in gaming for me. And this is even before any big new games are out—sometimes all you need for a good time is a well-timed expansion. With so many other stressful things happening in the world right now, I'm glad to have some good stuff to look forward to.
Sometimes, board games come in boxes with inserts that suit them just fine. Some publishers even include little plastic baggies in their game boxes to make it easier to sort tokens and other small pieces. (This is great, because I used to have to raid the kitchen for sandwich bags.)
But if you've invested in an epic-size board game like Mage Knight, Robinson Crusoe, or Eldritch Horror, plastic baggies are quickly going to become a burden. You could spend an extra $20+ on a custom insert from Broken Token (and there is no denying those inserts are both functional and attractive), or you could do what I do: Raid the tackle box section of Wal-Mart. I usually end up with Plano boxes, which cost $2–4 apiece. The larger boxes I have purchased are in the 3600 size range.
At first it felt a little bit wrong to throw away the original inserts. Robinson Crusoe had a fun one that looked like the inside of a treasure chest. But I tossed it in favor of easy setup and well-organized game tokens. I don't even remember what the insert for Mage Knight looked like, which either means that it was unremarkable or that I have gotten over the guilt of tossing out things like that. Mage Knight was one of my bigger organization projects because it's such a heavy game that comes with so. much. stuff. But I'm satisfied with how it turned out! My current setup includes both the main game and a couple of the expansions.
Organizing my game tokens is not just about organization. When I get a new game and have to figure everything out for the first time, it can be a little bit overwhelming. I find that creating my own way of storing the game helps me work through the rules and to understand the game a bit better in general—you have to know a little bit about what you're doing if you want to organize something well. It's also a bit therapeutic, as the many of you who like to punch cardboard know already.
Organizing games according to my own system also makes it easier for me to set them up later, because I already "know my way around" and there is a logical place for everything. I also like being able to make room for expansions within the original boxes to the greatest extent possible. (Although my Sentinels of the Multiverse box has become absurdly heavy because of this tendency.)
If you love to play board games but you sometimes feel frustrated and disorganized, trust me, there are ways to handle this problem. Tackle boxes are great because they not only keep your pieces organized, but they can just be set alongside the game board and used throughout the game—no need to empty and then refill a bunch of plastic baggies to create token banks.
What board game organization schemes have you guys come up with? Leave me a comment—I'd be very interested to hear about how you make game setup and storage more efficient.
This year, I've made a stronger commitment to planning and getting organized, and I've invested in an Erin Condren planner. I've also been experimenting with stickers, stamps, and washi tape to make my week seem more beautiful and fun, even if I'm doing a whole lot of unpleasant stuff (it's testing season).
What, you might ask, does this have to do with playing board games? I've started planning in game time.
One of the most interesting things about looking over your planner is seeing what you were up to at any given point in your year. Your to-do lists send subtle messages about what you thought was important at the time you made them. Last year, I tended to let work take over my entire day, and it left me overextended and frustrated.
When you're busy, self-care is usually the first thing to go. Because I play a lot of solo games, it's especially easy to skip a play session. Outside pressures are high, and if I don't play, I'm not disappointing anybody but myself.
To help me solve the problem of work creep—where work slowly takes over all of your play time—I have begun to deliberately put gaming and other fun stuff in my planner. Just seeing an activity on my to-do list, the check box unchecked, compels me to complete it. Even if that activity is taking a nap. In other words, I'm using my own workaholic nature to force myself to relax and have fun. And so far, it's working!
We live in a world that glorifies work to the exclusion of almost everything else. But to be a more functional human being, I need to play. Scheduling game time in my planner helps me remember to take decent care of myself, even when I'm stressed.
My boyfriend and I have a complicated emotional relationship with Nintendo. Over the past couple of years, Nintendo has favored limited print runs of a lot of its products (as I discussed here), and it often feels like the company is both dishonest and out of touch with its consumers.
Nintendo reps are as slippery as politicians when speaking about the company's future plans. For example, in March, Nintendo denied rumors that it was planning to stop production of the Wii U. By November, Nintendo confirmed that production of the Wii U is indeed coming to a close. Nintendo also suggested for a long time that the NX would not be a replacement for the Wii U, although that's clearly what the Switch is intended to be.
That said, we still went out and preordered the Nintendo Switch this week. And I'm really excited about it for two major reasons.
1) Nintendo is willing to experiment.
I like that Nintendo consoles have a totally different vibe from other gaming devices. Although I am not an XBox or PC gamer, I own and love a PS3, PS4, and Vita. I feel like people who play on any of these platforms are able to have some common gaming experiences. When it comes to XBox or PlayStation, choosing a console is mostly a matter of personal taste and possibly a preference for exclusives like Fable (XBox) or Uncharted (PlayStation). PC gamers have a wider range of options, but a lot of games are released for both console and PC.
Nintendo, on the other hand, is never afraid to offer something completely different. The Switch is unlike any console out there. Not only are the detachable controllers going to lead to games with interesting mechanics, but Nintendo is never afraid to release weird games in general. (Game & Wario, anyone?) One of the mini-games in 1-2-Switch, one of the launch titles, is going to involve milking cows, and another will allow for living room sword fights that allow you to focus on your opponent instead of the screen. (Alas, I might be waiting until it comes down in price.) I'm also excited about Arms, a fighting game in which you and your opponent wail on each other with weird, stretchy appendages. This is too wonky and fun-looking NOT to play:
2) Nintendo first-party games are excellent, period.
Even Wii U haters will admit at this point that the console's failures were not a result of bad games. The Wii U has had some incredible releases, including entries into established franchises such as Super Mario 3D World and new IPs like Splatoon. The Wii U's gaming tablet also allowed for interesting and creative games like Mario Maker. Although the Switch has a weak initial lineup, I expect to be occupied with Legend of Zelda: Breath of the Wild for quite some time. And I have no doubt that Super Mario Odyssey and Splatoon 2 will be excellent—and here relatively soon. If you judge Nintendo by the quality of the first-party games it produces, you cannot help but have faith in Nintendo consoles, even when the business end of things is clumsy.
Nintendo has been stumbling in the last few years. It's not clear that they have learned their lesson with the Switch. The company has also picked up a lot of haters—even some Gamestop employees have openly pooh-poohed our Nintendo purchases over the past few years, and I have to wonder if that attitude has impacted sales to undecided consumers. But without Nintendo, something would be irrevocably lost from the world of video games, and I don't want to see that happen. So we're getting a Switch, and I have faith in it. Nintendo can always be trusted to do one thing: produce excellent games that will be fun and different. Also, by early March, Epona and I will be riding off into the sunset, and I can't wait.
After a long dry spell, I've found time to play a video game. (Thanks, Winter Break!) I've busted out my PS Vita and finally, finally gotten around to playing Persona 4 Golden. It's one of the PS Vita's most beloved games, and I can see why: I'm a little over halfway through the game, and I'm still deeply engrossed in the story. I love games that are heavy on story, so a good JRPG can hold my interest for quite a while.
Persona 4 Golden is about more than grinding through battle after battle and leveling up enough to face a big boss. To maximize your potential within the game, you need to develop certain personal traits, such as courage, understanding, expression, and knowledge. You also need to strengthen your social bonds with the people around you, especially your friends and family members. Every part of every day in Persona 4 Golden can and should be used in a productive way, whether you choose to study in the library, go on a scooter ride, or chill out with your adorable little cousin.
Trying to maximize the benefits I get out of my "free time" in Persona 4 Golden is fun, but it's also interesting to think about in the context of my actual life. Trying to make sure that I'm using my time in a way that actually benefits me is easy to do in a video game, but shockingly difficult to do in reality. How many hours have I allowed to slip by because I started clicking links on Facebook? How many times have I come home and intended to read or play a board game, but ended up staring off into space instead?
Persona 4 Golden also keeps track of your relationships in a concrete way, which really makes you think about friendships. There are characters in the game that I forget to hang out with because I "see" them all the time, but I later realize that I've done nothing to actually deepen the relationship. How many friends do I see every day at work without bothering to really get to know them? I live with my boyfriend, so I see him all the time, but am I really investing enough in quality couple time?
Obviously, life isn't a video game. Sometimes you just need to veg, and relationships/me-time can't be quantified in real life. (Too bad: Think of all the knowledge points I'd get for all of the reading I do!) But maybe there is a lesson to be learned from the social mechanics of Persona 4 Golden. I love the idea that time spent reading, studying, or bonding with other people has intrinsic value. How differently would we live our lives if we felt that way outside of video games?
Although I vastly prefer board games to video games these days, I am dying to try out Dishonored 2. I loved the first Dishonored, and I also adore any game that allows you to surveil an area, learn the guards' positions, and sneakly disable your opponents before they even realize you're there. My Skyrim character is a Khajiit assassin, and my favorite weapon in Far Cry 3 was obviously a sniper rifle. Reviewers panned it, but I love playing Thief because I enjoy creeping around the levels and feeling invisible.
That is the one feeling that I can't truly get from board games. There are, of course, hidden movement games or social deduction games that require a certain amount of sneakiness and misdirection. Escape From the Aliens in Outer Space looks like it might scratch my stealth itch. But when you play a board game that involves those mechanics, both players are already hyper aware of each other and in a state of conflict. You can't get that feeling of sneaking in while no one expects you and then slipping away before anyone realizes you were there. The increasingly impressive AI in a video game can create that feeling.
But I wonder—now that we have board games such as Mansions of Madness or Descent that can be run using an app, would a stealth board game of that nature be possible? I would be very interested to see it.
My name is Liz, and I play a lot of games. By day, I am a teacher. By night, I am an avid gamer.