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Posted on Monday, January 8th, 2007 at 7:59 am. About Board, Culture, Smite.

The Love of Minds

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Back on a board game kick… and copping my own poor imitation of Yehuda style. (Yehudesque?)

What makes these games we play so special? What makes us, the folks who play these games, special such that these are the games we love to play?

It’s easy to overlook or forget, but I think the real defining feature of our beloved board games is that they are exercises in competitive thinking. Now I know, of course, that there’s so much else that comes into play with board games - now more than ever, as there are so many games to choose from that there are actual sub-genres and categories. But let’s strip those all away and see what’s left.

  • Yes, games are social, but we can be social in lots of ways. We can get together to watch a sporting event, or have a nice dinner, or go out to a movie, or make crafts together. Gaming has a social element but it is hardly unique to gaming.
  • Yes, games invoke our creativity and imagination, but we can be creative and imaginative in lots of ways. Role-playing games draw much more heavily on this element, as we create a setting and tell stories in that setting. But we can also paint, write, make music, dance, tell stories, make stained glass windows, as an active expression of our creative spirit, and we can read and watch television and movies and theater as a patron of creativity.
  • Yes, games let us play with luck, but we can play with luck in lots of ways. We can go to the casino or play poker with our friends, buy lottery tickets, or play “pure-luck” party games of the Left-Right-Center variety where there are no choices to be made at all. The truth is, most gamers like games that have just a little bit of luck going on, for the sake of the randomness that gives a good game lots of replay value, but we don’t want a game where luck is too much of an influence in who wins or not.
  • Yes, games allow us to be witty and clever and use “social skills” at times, but we can be witty and clever in lots of ways. Games that are based around bluffing, or lots of word play, or making jokes, or convincing a group to vote for your good idea, or bidding, or pattern recognition – these things are at best minor elements in our board games, hints of flavor that best not overwhelm the whole recipe. They engage different parts of our brains, but they are not “the core”.

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To restate my premise from above, I think “the core” is about competitive thinking. There’s an implied social contract that happens when we gather with our friends, sit down at the table, and pull out a game. That contract says that we’re about to have a friendly competition, and while that competition may engage a wide number of skills and talents, the premise at the heart of it all is that this is a contest to see who can be the best thinker, in the setting of the chosen game. Over the course of the game, we’re going to see some luck, and we’re going to see some feints and bluffs, but ultimately we’re going to acknowledge the winner as the person who, for this moment at least, devised the best plan for victory and executed it. He or she was the best thinker at the table.

Ask yourself what other venues exist for competitive thinking. QED.

Now, games model reality in one way or another; either in the mechanics or the abstraction of theme, or both. When we hail a winner in the game we just played, it’s implicit that we’re hailing the winner as having some thinking skills that somehow matter in the real world that this game is an abstraction of. Well, this was certainly more true in the old grognard days where we were simulating real war strategies and tactics with maps and miniatures. Sometime with all these new-fangled Euro-games its hard to tell exactly what real-world thinking skills are being tested! Still, not to fear – in the age of Sudoko we are are coming around to regarding a sharp mind as a good thing for its own sake, so us gamers are ahead of the curve, even when we’re just pounding the stuffing out of each other in a game of Carcassonne. Seriously, so much of what we do is situational and risk analysis; we construct mental models and hypothetical scenarios; we experiment with tactics and strategies in a safe environment – all good real-world skills!

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When you consider the ramifications of board gaming being mainly a contest of brains, it becomes easy to understand why our beloved hobby has a limited following, and always will. To put it bluntly, a great many people do not enjoy thinking, even when they are forced to, and certainly not as a leisure activity. American society puts very little value in celebrating brain-power if you’re not en route to a multi-million dollar IPO with your tech startup. We also very much believe that leisure activity, even more so, should be a big ‘ol flatline as far as neural activity is concerned. Unplug your cortex and drool on yourself while American Idol plays. So there you have it – it’s an uphill climb to convince most people that sitting around a table-full of wood and cardboard and holding a thinking contest qualifies as a good time.

(Which brings up the age-old question of how much to fight it – how much to evangelize and try to find those lucky few who really would enjoy board games if they only knew about them – our low profile is an ongoing challenge – or whether it’s better to just rally around the true believers you already know and get as many good games in as you can before time’s inevitable dance pulls your group apart. Well, that’s an age-old question I’m going to defer on for the time being….)

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My advice and response to this observation: don’t worry about it! I once saw author Salman Rushdie speak, and he had an interesting commentary along the lines that the number of people who read actual literature has always been a ridiculously low percentage of the whole population – despite the fact that literacy itself is always improving and that vast amounts of real literature are readily available for free from your local library. So, other people don’t enjoy the fruits of civilization? That’s too bad for them. I feel the same about board games. I’m not going to go around trying to convince anyone that they should want to engage in contests of competitive thinking for fun. But compared to whatever it is they are likely doing instead with their free time? … well, it’s their life, and their loss.

 

10 responses to 'The Love of Minds'.

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  1. Best of Board Games :: d21 Gaming: The Love of Minds :: January :: 2007 - Posted on January 9th, 2007 at 7:44 am.
  1. 1 The Emperor
    Posted on January 8th, 2007 at 12:46 pm. About 'The Love of Minds'.

    Very interesting article, and I think you have a interesting argument about competitive thinking as the core, though I would suggest there is at least one not-insignificant sub-core.

    I think board-gaming is not usually pure competitive thinking. There is often a small amount of randomness from concealed initial setup, cards, dice, more 2 player turn order, etc. After-all, we gamers don’t all play chess all the time!

    Shooting off my comment, (surely less well thought-out than Smite’s article), I would say that the complexities of the board game allow the player to enjoy the implementation of strategies or strategems. For board games we know well, we know ‘preffered standard opening moves’ to help increase chances - the best risk-reward. But what if a player knows this, and just franly is bored by the same approach, he can gamble on different openings.

    In this aspect, I think board games combine the sub-core of SOLO THINKING as well as COMPETITIVE THINKING. This is one reason I think most board gamers to have relatively good sportsmanship. The play of the game enables the fece-saving rationalization of loss not just to the dominating intellects around the table, but also to the results of the luck and risk-reward choices the player made in the game. And in no few board games (race type especially), the play of others has little influence on your outcome, so you can soak your brain in your own plans & strategy juices for most of the game. The competetion is the braggin’ rights at the end score.

    So I think, in board-games you play against yourself as well as against your opponents. Like golf. (Of course, some golfers are not good sports)

  2. 2 ShadowOni
    Posted on January 8th, 2007 at 1:22 pm. About 'The Love of Minds'.

    I enjoy board games sometimes for the competive strategy and thinking aspect of it but for me I just like the excuse of getting together with friends. Sometimes I’ll develop a real desire to play a game, maybe even a specific game, but often as much I enjoy the presence of my friends, whether it is watching hockey games, movies, playing games, going out to dinner, or just hanging out, though lately I guess my demeanor doesn’t indicate as much. Well to the new year and being better company…

  3. 3 KarasDjun
    Posted on January 8th, 2007 at 4:40 pm. About 'The Love of Minds'.

    Competitive thinking, huh? I’ll buy that. I usually play boardgames to while away the time with people who will not play more engaging games (i.e. role-playing games). Boardgames to me are the bridge between casual gamers and hobby-gamers. I enjoy playing word and puzzle games by myself and win-lose boardgmaes with my friends. We sometimes make up teams to play some games, especially when some of us aren’t feeling up to the mental challenge of a real brainteaser game. They take less effort to play and set up than role-playing games and have a defined beginning and end. There is also usually a goal or winning point. Some people like to win (endorphine flow is very necessary for some), while others simply enjoy playing the game socially, regardless of the outcome. I’ll admit that I used to get very competitive when playing with other ultra-competitive players, but I’m much more of a casual gamer.

    People who don’t game try to impress others by memorizing trivial sports data, details of TV shows, or other useless pieces of information. It seems that the worth of a person is how much you can cram into your brain and retrieve at the right moment. Some boardgames might be considered an arena where such knowledge can come to the fore. Remember how popular Trivial Pursuit was? Others like the strategy elements. Some people I know go to great lengths to “perfect” a boardgame strategy. I wonder if these people also realize it’s no fun playing with someone who only seeks to win by the fastest means possible? I prefer the random luck games, or better yet, the games that can win by killing off the other players (Heroquest, Cosmic Encounter, etc.). This way everyone is on even footing (I’m all about fair-play).

  4. 4 MetalJim
    Posted on January 9th, 2007 at 1:32 am. About 'The Love of Minds'.

    Nice article - I get it and agree. Chess, of course, offers an exercise in competitive thinking, but it only really uses certain analytical and predictive parts of the brain. Many of the Eurogames are taxing different parts of the brain, more of a “situational risk analysis” sort of thing. Some of the Eurogames challenge you to do different kinds of lateral thinking. Bluffing games are something else again. Sure, there’s a social aspect to these games, and an escapist angle as well, but I think that “competitive thinking” is a good way to focus the discussion.

  5. 5 Yehuda Berlinger
    Posted on January 9th, 2007 at 8:51 am. About 'The Love of Minds'.

    the premise at the heart of it all is that this is a contest to see who can be the best thinker … ultimately we’re going to acknowledge the winner as the person who, for this moment at least, devised the best plan for victory and executed it

    Ah, but this is so NOT true.

    If I play a game of Go with someone ten better than me and I do well, while he plays routinely, I may lose the game but “win”. That’s the whole point. I play against myself.

    I play Magic with my friend David all the time. Not once do either of us “acknowledge at the end” who devised the “best” plan. The only thing we acknowledge is who did well with what they had. If we both play well, we both won. If we both play poorly or overly reliant on luck, we both lost. And that’s regardless of the victory conditions of the game.

    I have never ended the game with even the barest of thought as to which of us was the best thinker. Not a smidgen, not a whit, not even a glimmer … well, maybe a … no, not even a glimmer.

    Yehuda

  6. 6 Smite
    Posted on January 9th, 2007 at 10:09 am. About 'The Love of Minds'.

    Replies to Yehuda’s comments:

    I do see your point, but you cite some difficult examples. I’m not very familiar with Go, but isn’t it like Chess inasmuch as it’s a fixed start position and with no randomness, just what the other player does? This sort of game does very much promote a sense of self-think, yes. But in how you say it, you acknowledge an impicit handicap system when you play well vs. vastly superior opponent. If you lose in such a case you’ve still “won” because you’ve beaten the secret handicap. This is just saying that the absolute victory condition isn’t the one you’re using to determine who was the best thinker; you’ve replaced it with a relative system because you know you have unequal talents at work here. Presumably with enough “good” plays, your implicit handicap becomes smaller, in other words, you’re expected to have that “better” game more often against your superior opponent. Because you’re thinking better.

    In any case, the more conventional board game setting (or is it?) is when the players are more equally talented, and there’s some randoming forces to keep everything lively. Under those circumstances, we’re more likely to go with the absolute winner in the game as a measure of who played best, even as we humor the stories for exceptional circumstances (e.g., “it’s amazing that I managed even 3rd place given the starting hand I was dealt!” I think a lot of Euro games fairly can be described as, you “read” the board conditions, come up with a “plan” for how you’re going to try and win, and then see how your plan fares versus your opponents.

    Regarding Magic, as a collectible/constructable game, much of the “game” is played long before you sit down to deal the cards. Most of my Magic playing is highly NON-competetive and is really about seeing how often a well-crafted deck operates correctly. In this case we’ve turned a “game” into something more like an “art” or “craft”, and so victory or success is judged via vastly different criteria. Of course, I would be thrown to the wolves in a serious Magic tournament. And when it’s put in a highly competetive venue like that, I think that the “best thinker” concept still carries a lot of weight.

    If games model reality, one of the key elements they model is that it takes both skill and luck to do well. Once we accept that, the question becomes: just what kind of skill are we talking about?

  7. 7 Yehuda Berlinger
    Posted on January 9th, 2007 at 1:50 pm. About 'The Love of Minds'.

    FWIW, all of my Magic games with David are with drafting, a game unto itself.

    Yehuda

  8. 8 Hunter Rose
    Posted on January 9th, 2007 at 3:30 pm. About 'The Love of Minds'.

    I’m forwarding this one to friends :)

    I think the argument of competitive thinking can still be made, even for collectible games where you get points for execution. My entire CCG ‘career’ has been made on taking deck archetypes that should not work and making them playable (my Death Star Deck for Decipher’s Star Wars game blew up over dozen planets in a tournament during the latter days of the game’s life). The satisfaction came not only from making the improbably likely but also from the recognition I earned for being one of the more creative deck builders in the area, even if I didn’t often take the top honors in competition.

    Not always having the skill (or money) to compete with high rollers, I chose to be competitive on a different level of play.

  9. 9 Hamlet Tori
    Posted on July 4th, 2007 at 7:57 pm. About 'The Love of Minds'.

    I try to explain but you just dont understan. Hamlet Tori.

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