In my entry from last Friday, I qualified my thoughts on video games and gaming by explaining that I find the process of play to be fascinating.
It’s true, I do find the act of playing to be something that’s always an interesting process – partly due to some of the more obvious excursions that play allows (role-playing as some far-flung hero; making decisions or play-acting in a way that doesn’t affect anything meaningful in real life; etc.), but also because I really enjoy engaging with other people in a ‘play’ scenario. That’s not to say that I don’t enjoy socialising with people in a normal setting or just offhand – I mean that I find it very interesting to see what other people do when they’re engaged in something that doesn’t have proper consequences in real life; to see what choices they make and what strategies they employ in winning the game or tackling the problem at hand.
For me, his fascination has, most prominently, been propagated through my expanding passion for board- and tabletop gaming; the social aspect of which still properly brings me a whole fuckton of joy. I miss the good times of the PlayStation/PS2 and Nintendo 64/GameCube console generation(s) where, routinely, four people would come together to hammer out a few rounds of GoldenEye 007, Micro Machines V3 or Mario Kart: Double Dash!!. There are, of course, exceptions to the rule but multiplayer video games now overwhelmingly force players to be separated by a connection barrier rather than just a simply sharing a multitap and a beanbag in front of the TV. Part of this feeling is borne of nostalgia, but it’s mainly a frustration at how good things used to be and how the community of gaming friends crouched around a tiny CRT monitor looking at a tinier quadrant of screen felt far more connected and social than the gargantuan, exhaustive ‘community’ that online play now elevates.
Part of the reason that I’ve grown so attached to tabletop gaming, I think, is that it helps propagate a worthwhile social aspect of play that has (rather disappointingly) all but vanished from digital gaming. Sure, text and voice chat still exists in PC and console gaming and it’s easy to arrange your friends to be connected to you in a virtual space, but it’s not the same as being able to gloat theatrically and extensively in the face of a friend – sitting right next to you – who’s just been blown up by a Blue Shell right before they cross the finish line and pipping them to the post.
In short: Sharing the same, physical, social space with a bunch of close friends while engaging in the process of play is infinitely more entertaining than getting 360noscoped and being called a homosexual by a fourteen year-old you’ve never met on the other side of the world.
The rise of German-style “designer” board games can, partly, be interpreted as a reaction to the ebbing sense of ‘social’ play in modern video games. As consoles have gained online capabilities in the last 10/12 years, (online) gaming has transitioned video gaming away from the “family” environment (with a small group of people in your own living room) to engaging with vast servers of unknown, random nodes across a gargantuan network. While board games have always been a popular activity – before and after the invention of video games – I have definitely noticed a trend in how designer board games have swelled in number over the last six or seven years and even begun to infiltrate shelf-space in more mainstream shops (i.e. those that aren’t specialist gaming stores) on the High Street. I don’t think it’s a coincidence that these trends tally up quite so well.
Naturally, there are likely a whole lot of other reasons why these trends exist and it’s unlikely to be so simple a correlation that one can say, without question, that the shift towards online multiplayer video gaming has stoked the fires of Euro-style board gaming. But I think that there’s definitely a pattern involved, and perhaps it’s one that’s associated with gamers becoming a little disillusioned with the state of modern, AAA video games and aching to rediscover a sense of community play that seems to be growing more absent with each console generation.
In parallel, I’ve noticed a growth in the establishment of more, local tabletop gaming groups, and the population of existing ones swelling in number as more people discover the hobby. From personal experience, the genetic make-up of most of these groups tends to be formed, predominantly, of blokes in their thirties and onwards; at least, among those that aren’t based at, or very near, University campuses and the like. I might be painting with some fairly broad brush-strokes here, but I often feel like quite a proportion serious board game hobbyists are, perhaps, the kind of people that used to play video games but, perhaps, have fallen out of favour with them in the last few years; turning to tabletop gaming as more of an alternative. Of course, I haven’t canvassed the opinions of many of the board gaming community as to whether this is a 100% accurate deduction, but I’d be willing to place some stake behind being at least partially on the money.
The fact of the matter is, I still get a major kick out of engaging with people while we’re playing together; be it in digital world, or in a physical space. That passion is something that is hard-wired into me; like breathing and walking. But, the biggest buzz still comes when I collect together people into the same geographic location to play, and any method of making that happen anywhere and everywhere is all good in my book.
If you’re into board gaming and attractive ladies – or, more specifically, attractive ladies playing board games and writing about them in an amusing and intelligent way – then you should check out The Misery Farm: How to Win Games and Alienate Meeple [themiseryfarm.com] because it has all of that and more, and blogs about board game-type stuff way better than I ever could.