The success of Wingspan has led to discussion of how a heavier game can serve as a gateway game under the right circumstances. For many gamers, Wingspan falls short on strategic depth. For other, Wingspan is too heavy to play with their families. In spite of these concerns, Wingspan is wildly popular with both gamers and non-gamers.
There is an idea that games need to be simple (i.e. light weight) in order to be gateway games. This is in spite of the fact that most everyone grew up learning Monopoly, which would not qualify as a gateway game if it were published this century. The reasoning around gateway games is that simple games lower the barrier for entry. But what we should notice about Wingspan's popularity is that complex rules are not necessarily a barrier for entry if players are motivated to learn the game.
Traditional gateway games will always be an important part of the hobby. However, heavier games can also be ambassadors for the hobby. People will take the extra effort to learn heavier games if they feel sufficiently motivated. Which means the game must be appealing apart from the rules and mechanics. Gateway games lower the barrier for entry by being quick and easy to learn, so that players get to the fun faster. Mid-weight games can lower the barrier to entry by making everything else so fun that learning the mechanics becomes less of a chore. The physical elements of the game should pull people in, making them want to pick up and examine components. Themes should be approachable and engaging. Frequently, non-gamers are also non-nerds, so modern themes or themes that are less 'genre' based will bring in people who are turned off by dungeon crawlers or space games. Art should be (respectfully) race and gender inclusive and when depicting humans. As much as possible, theme should be integrated with mechanics, so players know why they are taking actions. Rulebooks should be clear and avoid using gamer language.
Again, people will learn games they are sufficiently motivated to learn. That means looking at how games can appeal to non-gamers and implement those elements into games. Mass appeal does not have to mean mass market. If hobby games are ever going to be able to move away from the razor thin margins of profit, mass appeal needs to be a consideration. The success of Wingspan shows that we do not have to sacrifice complexity to achieve that level of appeal.
There is an idea that games need to be simple (i.e. light weight) in order to be gateway games. This is in spite of the fact that most everyone grew up learning Monopoly, which would not qualify as a gateway game if it were published this century. The reasoning around gateway games is that simple games lower the barrier for entry. But what we should notice about Wingspan's popularity is that complex rules are not necessarily a barrier for entry if players are motivated to learn the game.
Traditional gateway games will always be an important part of the hobby. However, heavier games can also be ambassadors for the hobby. People will take the extra effort to learn heavier games if they feel sufficiently motivated. Which means the game must be appealing apart from the rules and mechanics. Gateway games lower the barrier for entry by being quick and easy to learn, so that players get to the fun faster. Mid-weight games can lower the barrier to entry by making everything else so fun that learning the mechanics becomes less of a chore. The physical elements of the game should pull people in, making them want to pick up and examine components. Themes should be approachable and engaging. Frequently, non-gamers are also non-nerds, so modern themes or themes that are less 'genre' based will bring in people who are turned off by dungeon crawlers or space games. Art should be (respectfully) race and gender inclusive and when depicting humans. As much as possible, theme should be integrated with mechanics, so players know why they are taking actions. Rulebooks should be clear and avoid using gamer language.
Again, people will learn games they are sufficiently motivated to learn. That means looking at how games can appeal to non-gamers and implement those elements into games. Mass appeal does not have to mean mass market. If hobby games are ever going to be able to move away from the razor thin margins of profit, mass appeal needs to be a consideration. The success of Wingspan shows that we do not have to sacrifice complexity to achieve that level of appeal.
No comments:
Post a Comment