I am back from GenCon and I return with renewed excitement about both the design and play of board games. Also, I return with the knowledge of how to pronounce famed German designer Reiner Knizia’s last name. It’s “kuh-NIT-zee-uh.”
Two things about GenCon are really stunning. One is the program of events. I’m guessing that on the average about 100 events run every hour from Thursday afternoon to Sunday afternoon. You get a book with a tiny blurb for each of these events, listing the name, location, cost, a couple of codes for suitability (experience required, PG-13 or R rating, etc.) and maybe a one-sentence teaser about the game itself, all in glorious tightly kerned 7-point font. Unless you know going in what you want to play, I have no idea how you’d make a decision. There’s just too many options to browse through. Through my two days, the only organized events I hit were a Euchre event, a demo session for an upcoming Playroom game, and a seminar on game design.
The other is the Exhibitors’ Hall, colloquially known as the Dealer’s Room. It’s the size of several gymnasiums and entirely packed with retailers selling games and gamer-interest stuff (T-shirts, swords, jewelry…) and gaming companies showing off their latest products. In terms of crowd and noise, think of a really busy cafeteria—then multiply the size by 200.
Did I mention I’m an introvert?
I walked through, trying not to run into people. My budget for Stuff was flexible, maybe $100 or so, and I was definitely interested acquiring some interesting gear. But as I walked through, I saw so many things, so many games, that I had no idea what I wanted. Taking 30 minutes to research a game, to test it and find out whether I really liked it, would mean that I could only ever see like 5% of that huge exhibit hall. And the sensory overload was pretty overwhelming.
So when I stumbled out to meet friends, 90 minutes later, one of them asked me whether I saw anything good. “Heck yeah,” I replied, “but… I have no idea what it was or where to find it.”
This is sometimes termed “decision paralysis” and it applies at a much smaller scale too: within a single game. It is particularly harsh for new players, because what you get with experience is the ability to quickly weed out the 95% of choices that are very poor. For instance, in the middle of a game of chess, it’s not unreasonable that a player could have 80 moves available. Novices get lost and confused and, after what seems like too much thought, often end up playing moves that don’t help the situation or are just plain wrong. By contrast, an experienced player can quickly find the four or five moves that are likely to do any good and consider the implications of each of them, drawing upon memory of similar positions or plotting several moves ahead. Go has a similarly large decision tree.
With examples like these, I clearly don’t mean to say that decision paralysis makes games unplayable, just that it steepens the learning curve. Pointing players to the good moves makes the first few games more enjoyable for the learning players (who feel less scared and frustrated) and any experienced players (who have the game move faster.)
For example, consider the opening moves of the game Power Grid. On the first turn, all players are required to buy one power plant. Most of the power plants are shuffled into a deck, but the first 8 in every game are fixed, and only 4 are available at any one time. All are cheap plants that will leave the players plenty of cash for fuel and expansion, and so there is no need for fretting over which one you end up with or fighting hard in an auction. By the time serious decisions are needed, the players have had a couple turns to see how the game is working out.
Even cosmetic factors can help. For instance, consider the little pips on Settlers of Catan resource chits—the ones that remind you that a 6 is rolled 5 times in 36, while an 11 is rolled only 2 times in 36. Is that difficult math? Does it need to be there? No and no, but it helps new players overcome the decision paralysis by driving home the fact that only the intersections at good numbers really need to be considered.