To choose or not to choose…

Posted on November 6th, 2007 in Games, Musings

…that is not the question.

Often on BGG (for the uninitiated that found their way here and don’t know what I’m talking about, BGG refers to the BoardGameGeek, an extremely popular board gaming site) discussions will rage in regards to components, box size, quality, mechanics, rulesets, number of players.. and on and on. Virtually everything that is possible to discuss with relation to the board games, has been discussed. To death. And I mean to DEATH. These are people (yes, I am one of them too) that are passionate about board games. However, one thing that seems to come only in reviews is the discussion of choice.

In my mind, choice is the primary element in board games. Yes, games are about strategy. Tactics, sure. Theme? Of course. Colorful bits are great in addition to a game having a beautiful and captivating board. But that’s not really what makes a game fun.

Granted, sitting around for a time with your buddies is always good, even if its over a game of Risk or a game you dislike. (this might only be the case if there is much beer, depending on your preference) However, sometimes a game itself can be captivating.. without fancy pieces, pretty boards, or even much in the way of theme. Why is that? Is it simply the pushing around of wooden/plastic bits or the rolling of dice?

If that were so, then Monopoly would be a popular game indeed (pushes tongue firmly into cheek).

Choice is what really moves a game from mediocrity to greatness. And I’m not just talking about an abundance of choice. More choice is certainly not the goal here. That, however, doesn’t always stop designers from simply throwing choices at you like confetti. In my opinion, choice in a board game should be like being at a posh party where there a ton of snacks. You are on your best behaviour and don’t want to make a bad impression.

But there’s eight of your favourite (insert favourite snack here) and you really, really  want some. However, you know that your significant other will frown on such behaviour so you only take two of the snacks. Which do you choose?

This is what will make those two snacks more delicious; you have had to make a tough choice from limited options. You’re not just making a choice, you’re making a difficult one. By not simply being able to choose all eight snacks, the outcome of your choice is more impactful. For instance, let’s say you were perusing chips (crisps) as your preferred snack. You do love sour cream & onion flavour, but decide this time to go with cheddar instead. However, this brand of chip is one you haven’t tried before and their cheddar flavour is simply not very good. Likely, you will be more disappointed by the fact that you didn’t choose sour cream & onion now, than you would have been had you chosen a flavour that was moderately satisfying, simply due to the fact that your initial choices were limited.

So for me, the question really is, as a designer, how do I offer choices that are available in just the right amount, and at just the right times, that makes a game fun to play? As a gamer, what choices do I like in a game and how do those choices affect my overall satisfaction with the game?

The good news for all board gamers is that there are many, many board games on the shelves and not enough time or money to play them all.

Now that is a delicious choice to have to make.

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