"Great" vs. "Fun"


On the latest Game On! with Cody and John (Episode 42, the Great Debate), their "big deal" was a discussion about the difference between a game being "great" and being "fun".  It almost made me mad listening to it, not because I don't like them or anything, but just because they fudged around saying a few interesting things here and there, but never came to any real conclusions or even really defined their terms very well.  So go and listen to it; it's still a really good episode (because I still really like them, even if I'm about to unleash a bit of a raving rant here about this topic).

Alright, now let me get some stuff off my chest. 

I made some decisions about this subject way back in February of 2008, when Power Grid was the Game of the Month! for my group.  Just in case you haven't been paying attention around here, I don't like Power Grid much (and you can check out my review of it to see why).  But going into the month, I was programmed by all the positivity surrounding it on BoardGameGeek.  And even while I'd sit there bored out of my skull playing, I could appreciate the elegance and innovation of the game design.  But as I thought over and over again all month long about what kind of rating I would give it, I had to decide whether or not reputation and design pedigree alone were enough to make me rate it highly. 

But as I've said before, the whole point of playing games is to have fun.  Notice that I am not, however, trying to define what you might personally think is "fun".  For some, it is hooping and hollering in wild, silly jubilation.  For others, it would be through engaging in a cerebral battle of wits with over something particularly brain-burny.  For me, it might be either one or both or something in between, depending on my mood, the group I'm with, or any other number of factors.  But again, if the game is not making you happy by having whatever you define as fun, then why the heck would you be playing it?

And so, therefore, why would you ever rate a game highly or (in the terms of this particular discussion) ever call a game "great" if it fails to do for you what the whole point of games is to do?  And in the end with Power Grid, I came to the realization that a game cannot be considered "great" if you don't have fun with it.  (I rate it a 6, by the way, which really isn't that bad, but reflects that it's pretty boring...)

Now, I think where Cody and John really failed in their discussion was in deciding whether or not "greatness" was or was not something that could be objectively defined.  They waffled back and forth about it, and never really defined what factors would constitute greatness.  And in my exalted and all-important opinion (when it comes to writing on this blog, anyway), that's because it can't be done.  Greatness is inherently subjective
 
So, can there be anything that actually is objective about a game?  I think yes.  Production quality is pretty cut-and-dried.  Rules clarity is more or less obvious.  And, as Cody and John frequently alluded to, even design quality (efficiency, elegance, refinement, or whatever words you want to use) can be assessed independently from personal opinion.   So while I can appreciate that Power Grid is a well-designed game with a very clever resource market and extremely tight and efficient mechanics, I still wouldn't feel comfortable calling it "great" because playing it is only slightly more exciting to me than watching paint dry. 

And on the flipside, there are also lots of games that I have a lot of fun with, but which I still wouldn't consider "great".  Bang! is a good example, because I can have a lot of fun with it, especially with the right group and when it's late in the evening and we're all a bit loopy from getting up early and working all day.  But still, there are some major issues with the rules and balance in the game. 

To me, a game is "great" only when you have the perfect storm between all these different factors. A great game is well-designed, intuitive to understand and play, engages my thoughts even away from the table, looks nice, plays in a reasonable amount of time for its depth, and is, more than anything else, fun.  

And finally, I'll make one last little rant.  Cody and John, along with several other podcasters and other people around the internets, seem to frequently disparage the rankings on BGG and refer to them with more than a little disdain.  They seem to imply that these ratings were based on the high-minded and judgemental opinion of snooty game snobs.  But in reality, between 3 and 20 thousand gamers rated the top 10 games there, and voting is open to anyone, regardless of what kind of games are their favorites.

And contrary to this popular opinion, the rating system at BGG is not based on how "great" or "well designed" you think a game is.  Instead, the ratings are supposed to be a reflection of the subjective replayability that a game has for you.  In other words, you rate how much you want to play it, how excited you are about it, or really, how much fun it is for you.  Now, of course, I can't guarantee that people actually use the ratings as they were designed, but at the same time, you also can't assume that everyone misuses them either. 

And who's to say that the reason that Agricola, Puerto Rico, Twilight Struggle, Through the Ages, and yes, even Power Grid aren't there because people who rate them highly actually have fun playing them. And even then, as with any voting process, the "winners" will be determined by overall popularity and general opinion, rather than some objective standard.

Okay, that's all out of my system now.  So, what do you think about the relationship of greatness and fun in games?  Am I going to prompt a  

 

What did you think of this article?




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Comments

  • 4/26/2010 4:38 PM tomg wrote:
    "prompt a..." what?
    This is a good article and gives me an idea for my blog.
    Reply to this
  • 4/26/2010 6:42 PM tomg wrote:
    I think a great game should have elegance AND be fun. But I agree that a fun game doesn't necessarily have to be elegant.
    If you have a game you think is great or one that is just fun, come on over to Go Forth And Game (tomgurg.wordpress.com) and tell me about it.
    Reply to this
    1. 4/27/2010 7:48 AM Chris Norwood wrote:
      I usually delete these spammy comments, Tom.  Of course, they're ususally trying to get people to buy prescription narcotics, look at animal porn, or sell real estate in foreign countries, so I think I'll leave yours alone...
      Reply to this
      1. 4/29/2010 10:14 AM Heli wrote:
        What? Tom didn't try to sell you prescription narcotics? I guess you're one of the lucky few.
        Reply to this
        1. 4/29/2010 11:52 AM Chris Norwood wrote:
          I wish I had some fan mail, FATE points, or other assorted bene to throw to you right now...
          Reply to this
  • 4/27/2010 5:26 PM Scott Nicholson wrote:
    My struggle with BGG ratings is that the presented scale is impossible for me to fill out if I follow the directions. You see, for many levels, there is a subjective replayability criteria but also an objective, quality of game criteria. When I try to apply the BGG criteria as instructed, I don't know how to do it. I also then know that different people use it in different ways.

    For example, a 3 is:
    "Likely won't play this again although could be convinced. Bad."

    For me, lots of games fit the first part of it. Caylus. Stone Age. Dominion. I didn't enjoy these games, and would need to be convinced to play them again. But then the second half - "Bad" - doesn't apply. I wouldn't call any of them a "Bad" game. But I didn't like them.

    If you look at the geekrating scale, many of the descriptions have these instructions with 2 different criteria.

    So, which do I apply? Do I give Dominion a 3 because I don't want to play it, or 7 because I do feel it is a "Good game"?

    And more importantly, which did all those other people out there apply?

    I do realize I'm in the minority - most people have probably never even read the statements that go with each level, so gleefully hand out the 10s, even though 10 means they ALWAYS want to play the game.

    (I do understand the argument that it doesn't matter, as long as the same people rate games in the same way, you can still compare relative rankings.. but since the same people don't rate all of the same games, this doesn't hold true.)
    Reply to this
    1. 4/28/2010 2:53 PM Chris Norwood wrote:
      BGG ratings just sort of are what they are.  Clearly, they aren't "scientifically" sound or anything, for all the reasons that you mention (plus all of the "political" shenanigans that people play with trying to manipulate rankings, e.g. Agricola and Puerto Rico). 

      But at the end of the day, they're still a popular vote about how well people like the games, which still has some value, especially for people (like myself) whose opinions tend to generally line up with the average BGG user.  And my point in this article is that I think the ratings are probably a lot more about which games people actually like rather than some high-minded idea that a game is somehow objectively "great".  Because even if I did hold objective greatness as a factor in rating a game, it would probably only make a little difference (between say a 6 and a 7) rather than cause me to rate it very highly.  I just don't see people giving 8's, 9's, or 10's to games that they don't really like or have fun with just because they think that it's "great" for other reasons.

      And by the way, Scott, you're the inspiration behind most of how I use my personal BGG ratings now.  I guess it was in an old On Board Games when you were talking about revising all of your ratings, and went on a bit about how the core of the criteria was subjective replayability.  So all of my opinions (good or bad) are sort of your fault... 
      Reply to this
  • 4/27/2010 6:10 PM Trent Howell wrote:
    I actually liked the discussion that Cody and John had on their podcast simply because it prompted thought. Then I came upon your blog post today and see that the podcast did just what I think it means to do - prompt more thought and discussion.

    The other hot topic that we'll hear endlessly about is face-to-face play vs. online play. And on that topic, I'm strongly on the side of face-to-face is the whole point of board games. Online play just falls back to being a computer/video game. Even if you're playing against someone, it's still a video-based game experience but just with that someone being somewhere else. Unplug, get together with someone and play. So the trend then is - instead of having games take people away from a computer screen - it will take a fun game that people like to play together and then just get them back by themselves staring at a screen.
    Reply to this
    1. 4/28/2010 2:56 PM Chris Norwood wrote:
      Oh, I totally agree, Trent.  I had to sound at least somewhat inflammatory to convey the strength of my opinions, but I absolutely love Cody and John's podcast.  And this is a great topic that has two or three other people in my game group thinking about it as well.

      And I've started writing the "face-to-face" vs. online article several times, but just haven't figured out exactly how I want to frame the discussion nor exactly what my thesis would be.  You can bet that I'll work it out soon, though...
      Reply to this
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