Showing posts with label Family Games: The 100 Best. Show all posts
Showing posts with label Family Games: The 100 Best. Show all posts

Monday, July 09, 2012

Role Playing Games and Candyland

I've had many conversations with friends where I have posited that the best introductory role playing games for younger players -- ages 5 to 9 -- are The Pokemon Jr. Adventure Game by Bill Slavicsek and Stan!, A Faery's Tale by Patrick Sweeney, Sandy Antunes, Christina Stiles, Colin Chapman, and Robin D. Laws, and RPG Kids by Enrique Bertran aka NewbieDM.  Each of these games comes at introducing RPGs to younger players and their parents from a different perspective, and each is a wonderful addition to any gamer's collection.  These games aren't merely good introductory games, they are also fun games for gamers of any age.

Over the past year, I have added another game to this list and the game might surprise some hobby gamers.  The game is the much maligned Candy Land by Hasbro.  Most hobby gamers look at Candy Land as a boring exercise in which the players have no influence over the flow of play, and as a game completely devoid of any kind of play strategy.  Anyone who has played the game knows that the only actions a player takes are to draw a card and to move his/her pawn to the space signified by the drawn card.  This simple randomized movement "track" game is so disliked that it has a rating of 3.21 on BoardGame Geek.  A quick look at what a 3.2 rating means on BGG, let's us know that the BGG community thinks the game is Bad and not worth replaying.  Even adjusting for BGG's anti-children's game bias by adding a point or so doesn't put this game into recommendable territory for most gamers.

Last December I defended Candy Land as a board game, and a quick look through the internet demonstates that the game is a rich source for statistical analysis.  Dave Rusin of Northern Illinois University and Lou Scheffer a researcher at the Howard Hughes Medical Institute (which I first heard about in Tim Hartford's book Adapt) have both written good analyses of the game from a statistical perspective, but it is the rigorous analysis at DataGenetics by Nick Berry which truly demonstrates just how deeply one can dig into the statistics of the game. When I defended the game back in December, I highlighted the pedagogical aspects of play in Candy Land.  It is a wonderful game for teaching young people how to play games, and also aids in educating young players that not all victories come from "being better" than your opponent which helps to teach good sportsmanship.

What I only briefly mentioned in that post, was that Candy Land is a great role playing game as well.  Back in December I stated that one of the joys of playing the game with my daughter's History and Mystery was that it engaged their imagination's in storytelling.  I'm quite surprised that I didn't associate this with role playing and role playing games in that article, even though I described the way my daughters play the game as follows:

Rather than the goal of the game being to "go home" as is written in the rules, Mystery and History are on a journey to have tea at Hello Kitty's house.  To add to the immersion, they have placed Lego Duplo "cat legos" on the board at both the home and peanut brittle house squares.  The home square represents Hello Kitty's house and the peanut brittle house is the domicile of Hello Kitty's apocryphal twin sister "Boxie." 

Re-reading the post made me realize how much like a role playing game session that sounds, but my daughters go even further than might be alluded to in the above description.  History and Mystery also engage in dialogue with the Duplo cats and have conversations with Hello Kitty and Boxie when they reach their destinations.  In fact, it is more important to Mystery that her "Ginger Man" reach the Peanut Brittle square than winning the game.  What's more is that they use the first person singular "I" when they refer to their gingerbread man pawn.  The girls are completely immersed in the fictional world of Candy Land.  Not only that, but they have expanded the fantasy world to include their own imaginary components.

As a parent it is a real joy to watch my daughters engage in this kind of imaginative play.  They also role play when they dress up in their Iron Man and Captain America costumes, when they play with their Legos and cars as well as with various stuffed animals and dolls.  They even do some role playing when they borrow my D&D and Star Wars miniatures.  It's quite magnificent to watch, and it's truly amazing to see how well Candy Land creates a Salen/Zimmerman/Huizinga "magic circle" as well.  It demonstrates it so well that like Zimmerman in his defense of the magic circle, I find criticisms like that by Darryl Woodford a little pendantic, overly literal, and odd.  What is most interesting in this demonstration is that I get to see how the "magic circle" of play that my daughters have created during a game of Candy Land extend beyond the spaces on the board itself, but that the imaginary land in which they are playing includes implied spaces in the illustrations and their own imagined Candy Land environment.  This imagining only extends until they stop playing the game.  Once the game stops, they are no longer in Candy Land and they have already had their tea parties.  They are ready to begin engaging with the real world and their foray's into "Elfland" (to borrow a phrase from Lord Dunsany) are finished and without the trauma or life changes that accompany most fictional representations of fantastic journeys.  The magic circle allows them to explore Wonderland without the risk of the Red Queen chopping off their heads.  It's a wonder to see.

I wish that I was the first person to describe Candy Land as a role playing game, but James Ernest in Family Games: The 100 Best -- and I'm sure countless others -- have beat me to it. As he described his play with his daughter Nora:

When I got "stuck on a gooey gumdrop," Nora would move her pawn back to that space and help me get unstuck.  This completely surprised me, because as a grown-up I assumed that a race game is unfriendly.  She would move back to her own space after helping me, but she always helped.  And she expected this kind of socially responsible behavior out of her parents as well....
Anyone who thinks he has seen all of Candy Land ought to play it again with a child.
Candy Land may not be the pinnacle of role playing game systems, but it seems clear to me that my own "maturity as a gamer" is what got in the way of my enjoyment of this game for many years.  Playing it with my daughters is a joy, and I will rue the day when Candy Land no longer creates a magic circle where my daughters are imagining a realistic milieu.  I hope that when that day comes, games like Pokemon Jr., A Faery's Tale, RPG Kids, and even D&D will be able to create one to replace the one that was lost.  There is a part of me that thinks it is a tragedy when adults believe that spending some time wandering the fields of Elfland is a waste of time or silly.

Friday, March 26, 2010

Green Ronin Releases Family Games: The 100 Best

Two years ago, Green Ronin Publishing released one of the best books on hobby gaming ever written. Their book, Hobby Games: The 100 Best, featured thoughtful articles highlighting some of the best games in the history of the gaming hobby written by some of the best game designers in the industry. Some of the games were well known and are played by thousands of gamers on a regular basis, others were rare games that influenced the creation of the games people play today. One thing is certain, the game became a Christmas Wish List for many gamers and started an internet meme where game hobbyists listed the games they own/play.

Green Ronin has now followed up on the hobby game book with a book entitled Family Games: The 100 Best. With it the company hopes to provide for family games the same kind of invaluable resource they provided for the hobby game industry. The book was originally slated to be released last year's Gen Con convention, but was delayed for a variety of reasons.

Your average consumer isn't a collector of games and doesn't have room in their house for 1000+ board/card/roleplaying/family games and resources like these two books allow for those consumers to purchase games based on the opinions of individuals who have a great deal of experience in designing and playing games. Why James Lowder and the folks at Green Ronin have yet to ask me for an entry in their compilations is beyond understanding, but the list of games in this edition is once again a wonderful selection of the popular and the rare and consumers cannot go wrong with any of the games on the list.

I have provided a copy of the games included in the new volume below, those games that are bold are games that I own and those games that are italicized are games that I have played.

Family Games: The 100 Best

* Foreword by Mike Gray
* Introduction by James Lowder
* Afterword by Wil Wheaton
* Appendix A: Games and Education by David Millians
* Appendix B: Family Games in Hobby Games: The 100 Best by James Lowder

* Carrie Bebris on 10 Days in the USA
* Steven E. Schend on 1960: The Making of the President
* Dominic Crapuchettes on Apples to Apples
* Mike Breault on The Awful Green Things from Outer Space
* Jeff Tidball on Balderdash
* Keith Baker on Bang!
* Bruce Harlick on Battleship
* James Wallis on Bausack
* Paul Jaquays on Black Box
* Lewis Pulsipher on Blokus
* Teeuwynn Woodruff on Boggle
* Fred Hicks on Buffy the Vampire Slayer
* James Ernest on Candy Land
* Ian Livingstone on Can't Stop
* Bruce Whitehill on Careers
* Jared Sorensen on Cat
* Wolfgang Baur on Cathedral
* John Scott Tynes on Clue
* Alessio Cavatore on Condottiere
* Elaine Cunningham on Connect Four
* Will Hindmarch on Cranium
* Erik Mona on Crossbows and Catapults
* William W. Connors on Dark Tower
* John D. Rateliff on Dogfight
* Robert J. Schwalb on Dungeon!
* jim pinto on Dvonn
* Gav Thorpe on Easter Island
* Jeff Grubb on Eurorails
* Kenneth Hite on Faery's Tale Deluxe
* Richard Dansky on Family Business
* Warren Spector on Focus
* Corey Konieczka on For Sale
* James M. Ward on Fortress America
* Stan! on Frank's Zoo
* Bruce C. Shelley on The Game of Life
* Phil Orbanes on A Gamut of Games
* Monica Valentinelli on Gloom
* Matt Leacock on Go Away Monster!
* Steve Jackson on The Great Dalmuti
* David "Zeb" Cook on Guillotine
* Jason Matthews on Gulo Gulo
* Joshua Howard on Halli Galli
* Bruce Nesmith on Hare & Tortoise
* Mike Pondsmith on HeroClix
* Anthony J. Gallela on HeroQuest
* Chris Pramas on HeroScape
* Ed Greenwood on Hey! That's My Fish!
* Colin McComb on Hive
* Alan R. Moon on Hoity Toity
* Jon Leitheusser on Ingenious
* Uli Blennemann on Java
* Luke Crane on Jungle Speed
* Monte Cook on Kill Doctor Lucky
* Emiliano Sciarra on Knightmare Chess
* Todd A. Breitenstein on Liar's Dice
* Marc Gascoigne on Loopin' Louie
* Andrew Parks on Lord of the Rings: The Confrontation
* Seth Johnson on Lost Cities
* John Yianni on Magi-Nation
* Bill Bodden on Master Labyrinth
* Andrew Greenberg on Mastermind
* Ken Levine on Memoir '44
* Scott Haring on Mille Bornes
* Steve Jackson on Monopoly
* Sheri Graner Ray on Mouse Trap
* Kevin G. Nunn on Mystery Rummy: Murders in the Rue Morgue
* Dale Donovan on The Omega Virus
* Darren Watts on Othello
* Charles Ryan on Pandemic
* Michelle Lyons on Pente
* Thomas M. Reid on Pictionary
* Nicole Lindroos on Pieces of Eight
* John Wick on Pit
* Matt Forbeck on Pokémon
* Robin D. Laws on Prince Valiant
* Stephen Glenn on Qwirkle
* Sébastien Pauchon on Ricochet Robots
* Peter Olotka on Risk
* Richard Breese on Rummikub
* Jesse Scoble on Scotland Yard
* Richard Garfield on Scrabble
* Mike Selinker on Set
* Rob Heinsoo on Small World
* Hal Mangold on Sorry!
* Jess Lebow on Stratego
* Eric Goldberg on Strat-O-Matic Baseball
* Andrea Angiolino on Survive!
* Karl Deckard on Thebes
* Dan Tibbles on Time's Up!
* Tom Wham on Trade Winds
* Susan McKinley Ross on TransAmerica
* Ray Winninger on Trivial Pursuit
* Leo Colovini on Twixt
* Matthew Kirby on Uno
* David Parlett on Upwords
* Lester Smith on Werewolf
* John Kovalic on Wits & Wagers
* Philip Reed on Yahtzee
* Kevin Wilson on Zendo
* Jess Hartley on Zooloretto


As you can see, I own and have played a lot of these games. Some of them, like Heroquest and Heroscape, appeal to my "rpg" gaming personality. Others, like Zooloretto, are wonderful games for playing with people who want to play a great game but aren't interested in "fantasy" themes. I'm surprised at the absence of some games from the list, but I am not surprised that any of the games listed made the list. This is because there are more than 100 Family Games worth playing if you have the time.

Wednesday, August 26, 2009

Jess Hartley Provides Convention Advice for the Aspiring Game Professional

It is a maxim that every Game Master is a game designer to one degree or another.

It is also a maxim that every Game Master believes that he or she is a good enough designer to make a living making games and supplements.

The hard truth is that not every Game Master has what it takes to make a great gaming product, even when he or she is a wonderful Game Master. Additionally, there are some very talented designers out there in the gaming community who lack the confidence and experience to properly sell themselves to game companies who could use their talents. Sadly, there is a dearth of really great resources for advice for the aspiring game designer.

Okay, I hear you disagreeing already. There are a few tomes on Game Design Theory that reference bizarre sounding names like Huizinga and DeKoven. There are also hundreds of books covering Game Design for computer games. Then there are the "how to work for company x" panels at conventions and the recent Mongoose product "I am Mongoose and So Can You."

But even with all these resources, there is still a dearth really great resources for advice for the aspiring game designer...on how to acquire a career in the gaming industry. Truth be told, when you look at how many of today's giants in the gaming field became game designers there are a seemingly endless variety of paths to becoming a game designer -- and little guidance. Do I work in the warehouse shipping out games like Greg Costikyan did? Do I send my game setting in as a submission to a major company? Do I submit articles to their online/print magazine? Do I write some of the most rigorously researched campaign compilation material ever imagined for free consumption on the internet?

There are a hundred different stories to tell, each is different and none are really helpful to the mildly socially awkward individual that is your average gamer.

What is the best way to get that foot in the door and start building a professional relationship with a company you might want to work with? One answer, though certainly not THE answer, is to use the convention circuit as a "job interview" resource. It can be a daunting prospect and one that might make you nervous, but if you talk to most gaming professionals they will let you know that many business decisions are made at conventions or based on convention experiences.

This is where Jess Hartley's "GenCon for the Aspiring Professional" comes in handy. This sixteen page document provides a veritable crash course on "pitching" behavior at conventions, and its information can easily be applied to other situations. The document is a nice step by step guide of things to consider, things to bring, things to say, and things not to say. It must reading for anyone who wants to work in the gaming industry.

Jess knows what of she writes too. She is a veteran game designer who has worked on a number of wonderful products. She has worked on game related fiction -- including Buried Tales of Pinebox, Texas (as a Savage Worlds fan any one who writes for the Pinebox setting gets bonus esteem points in my patented gaming professional esteem-o-meter 2500). Additionally, she has been a central author in White Wolf Games new generation line of World of Darkness products and their exciting Scion game line. She is also one of the contributors to Green Ronin's upcoming Family Games: The 100 Best.

If you're interested in working in the games industry, check out Jess's pamphlet. You might also want to check out her excellent website which features a fun advice column entitled "One Geek to Another."

My only complaint about the website is that the "heading banner" doesn't have an embedded link to the home page. The link is on the side banner, but I like clicking on the header.