Rock SgtDan
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This guy really hits it on the head.
by Troy W
There are two definitions of "heavy," which is another term for cognitive difficulty; that is usually a function of complexity.
It is easy to learn to play Splotter's Indonesia, very difficult to learn how to play it well.
It is very difficult to learn to play Advanced Squad Leader, easy to learn how to play it well. (If you can get through HOW to undertake every possible action, the strategies and tactics are pretty simple, and more importantly, they are often equally valuable to all players, a thing that is rare in a Euro even if it doesn't have 'variable player powers.' A computer version, say that autocalculated every roll for you when you moused over a target, would be easy enough for a child to play, and the child would get really good fast.)
But the main issue is that cultural productions, including games, tend to get more accessible as time goes on. Note that this does not mean easier: it means more available to more people. (Short answer is technology, including falling production and materials costs, and the incredible boost of mature advertising.) As such, you'll start to see Darwinian selection for things that are more learnable--and an accompanying pressure for more novelty, which is often about emergent complexity. The result is more Euros, or games that are learnable but deeply challenging.
Games like ASL (or Magic Realm, an even better example) are about the hobby of fussing with the rule set, something that most grognards have been doing for so long that they've internalized it, like a fish internalizes being in a river. But nobody else wants to start, especially since this is what machines are for.
Academy Games Uwe Eickert, current and future state of the gaming industry | Wargames
Dan Pancaldi had Uwe Eickert of Acadamy Games on his youtube channel for an in-depth detailed look at the current and future state of the game publishing business. Some really good information about how and why things are down. Why there is going to be a consolidation and mergers
boardgamegeek.com
by Troy W
There are two definitions of "heavy," which is another term for cognitive difficulty; that is usually a function of complexity.
It is easy to learn to play Splotter's Indonesia, very difficult to learn how to play it well.
It is very difficult to learn to play Advanced Squad Leader, easy to learn how to play it well. (If you can get through HOW to undertake every possible action, the strategies and tactics are pretty simple, and more importantly, they are often equally valuable to all players, a thing that is rare in a Euro even if it doesn't have 'variable player powers.' A computer version, say that autocalculated every roll for you when you moused over a target, would be easy enough for a child to play, and the child would get really good fast.)
But the main issue is that cultural productions, including games, tend to get more accessible as time goes on. Note that this does not mean easier: it means more available to more people. (Short answer is technology, including falling production and materials costs, and the incredible boost of mature advertising.) As such, you'll start to see Darwinian selection for things that are more learnable--and an accompanying pressure for more novelty, which is often about emergent complexity. The result is more Euros, or games that are learnable but deeply challenging.
Games like ASL (or Magic Realm, an even better example) are about the hobby of fussing with the rule set, something that most grognards have been doing for so long that they've internalized it, like a fish internalizes being in a river. But nobody else wants to start, especially since this is what machines are for.