This make sense; that feeling of
discovery is great, and games with assorted ways of playing do well
in reproducing it. This idea, though, that a game without all of
these extras is somehow inferior has become so ubiquitous that it
seems strange to see a new board game these days that doesn't have
modular components of some sort. As things are now, adding in
something like a modular board is perceived as being a trivial
addition and is, in some consumer's eyes, mandatory for a game to be
worth even considering. I know I've taken less interest in certain
games because of that, which is unfortunate.
With that said, however, changing the
board, or the scenario, or even what cards are being used from game
to game is clearly not a requirement for an enjoyable game, or even
for a successful game. Games like Go and Chess haven't survived for
as long as they have because they encapsulate that 'new game feeling'
every time you play. Enjoying these classic, high strategy games is
far more about mastery than variety; playing them is far more akin to
solving a puzzle. The sense of discovery that is implemented in
modern games by changing how you play instead comes from moments of
epiphany, when things click and you better understand the game. The
replay value comes from getting better at the game each time you
play.
Still, the modern, modular game is
likely far more sustainable in the current market than a static
strategy game, though this is perhaps a self-fulfilling prophecy; the
more modular games that are created, the more gamers will expect
them, and the more it will be associated with what a game 'should'
be. Classic-styled games that do not incorporate a 'modular' element
could get pushed out of the market entirely; as it is I am
hard-pressed to name any that have come out recently; Knight Moves
comes to mind, but it is already ten years old.
Couple this shift in the market with
the ability for companies to constantly create new content for their
popular games, and the gaming market starts to look like the movie
industry: a sea of sequels, remakes, and spin-offs. Just look at
popular titles like Carcassonne, Settlers of Catan, and Munchkin, to
name a few. Each one not only has a multitude of expansions to modify
the game, but each one also has whole spin-off games and re-themed
versions. It is a robust business model, with far fewer risks than
creating brand new titles, so it is no surprise that it seems to have
been adopted by nearly every game publisher.
Now, don't get me wrong, I really do
enjoy modular games. It really is a big selling feature for me, and I
do feel that it is a simple, effective way for a gamer to get more
out of their game. Expansions, too, are a great way to rediscover an
old favourite. My concern here is really more in the style
restrictions that have been placed on designers; it is expected that
games have to be expandable to be successful; they must be modifiable
and provide drastically different game play every time you open the
box or no one will be interested. But really, there is room in every
gaming collection for strategic, non-modular games like Chess, Go,
and Knight Moves. They have remarkable replay value, and mastering
these kinds of games can be very rewarding. Plus, since they don't
have a pile of expansions, they will leave plenty of room on your
shelves for other games, too!
13/13
No comments:
Post a Comment