Transcript of the podcast published on July 5th, 2011.
I think that newcomers to Boardgamegeek probably find it increasingly difficult to understand what the heck we are talking about. The forums are proof to this, with newbies asking eternally the same questions: what is a â€śEuroâ€ť? What is â€śAmeritrashâ€ť, and why do so many people love them? What is AP (Analysis Paralysis), is it some kind of gamer sickness? What is a grognard, what is a meeple, what is a Kramertrack?
In addition there are a huge number of genres â€“ anyone who ever tried the advanced search engine of the geek can attest to this. There are roll-and-move games, war games, empire building games, tile laying-games, crayon games and so on. There is a problem with all these terms, though. Although they describe exactly what a game uses as a mechanic they say very little about how it feels to actually play the game.
To give you an example: In a way â€śGroo the card Gameâ€ť is an empire building game, like San Juan or Puerto Rico, as one tries to lay out cards to form a village with different buildings. But in contrast to these games Groo is a chaotic affair in which you randomly attack your neighbours and in which there is no perceivable strategy to how you build your village, because Groo will come and destroy it anyway. The most useful term for these kind of games is of course the good old â€śBeer & Pretzelâ€ť, a term which simply says: â€śrelax, venturing gamer, this is not a serious or brainy affair, it is just a free for all entertainment in which the main goal is to annoy your fellow players and have funâ€ť.
For some gamers this exact description is a caveat, for others â€“ especially for lovers of the game â€śMunchkinâ€ť â€“ it is a badge of excellence. Whatever the case, the limits of the term can quickly be demonstrated by mentioning a very different game, â€ťJunta!. â€śJuntaâ€ť is â€“ at its heart â€“ a chaotic Beer & Pretzel game, as there is no dedicated strategy to win, there are lots of random events and decisions, and very often you will be at the whim of other playersâ€™ decisions. But at the same time â€śJuntaâ€ť involves real diplomacy, backdoor dealing, and in parts it is also a real war game with meaningful tactical decisions. So what is it?
I find we are missing terms for what games really are, so I would like to start a little series where I will try to invent some new terms for the BGG database.
My first term is simple, â€śSchweigespielâ€ť, which means â€śsilent gameâ€ť in German.
What, you may ask, is a â€śSchweigespielâ€ť? I try to give a definition: silent games are games that tend to inhibit verbal communication between players because of their sometimes secretive and brainy nature and also because of the moves of the players themselves ARE the communication. Silent games will very often be played with little to no talk during the game.
I donâ€™t know if you ever had this experience: you play a game and suddenly you notice that you are so much in your own little world of thought that there is this all-pervading silence all-around. Every time we notice this in our gaming group we call out â€“ â€śSchweigespiel!â€ť and everybody knows immediately what is meant.
To give you some examples of a silent game, letâ€™s begin with the most obvious prime candidate, and that is Chess. Chess has never been known to be a particularly chatty game, but this is because communication between players is abstracted and only takes place through the movements of pieces on the board. Also a lot of the strategy of chess comes through the fact that one doesnâ€™t want to have the opponent know your secret plan. Chess is such a silent game, that there are actually rules which force you to talk and announce certain threats, lest you forget.
But there are also examples of games that are more our fare. Letâ€™s take â€śAgricolaâ€ť â€“ a good example because it is also somewhat of a multiplayer solitaire game as well. Or â€śEuphrates and Tigrisâ€ť â€“ a game which gives you so many possibilities where to place your tiles and what to do with them that actually the Analysis Paralysis alone will keep you pretty silent most of the time. Or â€śCarcassonne, at least in its basic version. The excellent Carcassonne iPhone app has a chat feature, but most of the time one doesnâ€™t know what to say except perhaps â€śwowâ€ť, when a huge city has been finished. Most of the time the communication is through the game, in a complex sign language of tile-laying. Most players hesitate to state the obvious, like saying â€śHa, look, I just placed a meeple that will threaten your meadow domination in a very surprising wayâ€ť. This is why iPhone Carcassonne players mostly use the chat for insults or complaints about lag (the many Dice Tower listeners I met through this app are absolutely not fitting in this category but have been friendly and ready to chat).
You may ask yourself: Are there any â€śloudâ€ť games? You bet there are, and I will talk about them next showâ€¦