Satire is a deeply misunderstood genre. If we want to have satiric board games, it behooves us to understand it better. Satire is not another word for comedy. Satire is not another word for commentary. It's both, but it's not just both. Satire is "the use of humor, irony, exaggeration, or ridicule to expose and criticize people's stupidity or vices." However, like most simple definitions of complex ideas, this does not adequately convey what satire is. You cannot simply make fun of people you find to be stupid and call it satire. So, let's take a closer look at what satire really is and how it can be expressed in board games.
Satire seeks to "embarrass, humble, or discredit its targets." Those targets could be people, institutions, ideas, or systems. Satire may involve gentle, good-natured mocking or anger and outrage. Satire generally purports to be serious, mimicking the structure of the thing it is satirizing and pretending to values it does not hold. Satire must argue that something about its target is wrong and may call for some improvement of the situation. Satire employs parody, but must go beyond parody to commentary in order to be satire. (Munchkin is parody, not satire.)
There are two key pillars of satire that often trip creators up. Firstly, satire "must take aim at a target that is larger or more powerful than the author." Satire must punch up. Punching down is just bullying. So, I cannot satirize an oppressed group, but in theory I could satirize their leaders if they hold considerably more power than I do. (This is highly context dependent and possibly a bad idea for other reasons, but we're only looking from the angle of defining satire at the moment.)
The second is that the preponderance of the audience must be aware that your work is a satire. (Without labelling it as such.) In order to parody something in a way that expresses disapproval which is evident to the audience, satire usually employs an absurdism of extremes. The text of A Modest Proposal reads earnestly, but the suggestion it makes is absurd. Simply 'unrealistic' content does not go far enough to qualify as satire. Twilight Struggle examines seriously a political concept that has been throughly discredited. But the concept is not ridiculous enough for the average lay person to recognize it as absurd. I would classify Twilight Struggle as commentary but not satire. The side benefit of absurdity is that it generally adds humor to satire. (Comedy is a side effect, not the primary goal.)
There are some more general rules that I would put forth to board game designers trying to design a satiric game:
- The game needs to have a firm understanding of the subject matter. If too many of your details are ahistorical, your game will not be framed well enough for you to satirize your subject. For example, the thematic details of Puerto Rico are such a mess that the game can barely be said to be set in Puerto Rico. (I'm not saying Puerto Rico claims to be a satire, but that it couldn't if it wanted to.)
- The game needs to be self-aware of the harm done by the subject of the satire. Not only can the game not punch down, but it must understand how the framework it adopts has harmed various groups. Spirit Island is an example of self-aware commentary on colonialism. (It fails at being satire because it does not pretend to be pro-colonialism.) Many board games can appear self-aware when played by one group of players and not when played by another, such as Ladies & Gentlemen. This harkens back to one of our key pillars: the audience must be aware of the satire.
- While the game must adopt the framework of the target, the game must be clearly not serious in its adoption. If most of your audience thinks you were serious, you failed at being satire. Applying your framework to an absurd extreme is the most easily recognizable form of satire, however you bear the risk that your audience may take your extremes seriously. See also: Fight Club, the movie, and its unfortunate fanboys.
- The game must have a single, simple message. My game, Deadly Dowagers, contains two conflicting messages, one satiric and one cathartic. Since the cathartic message was emergent from the theme rather than intentional, I can't easily remove it to draw focus to the satire. As a result, the satire is muted and less apparent to the audience. I actually think this tension makes the commentary in the game more interesting, but it fails as effective satire.
I think the idea that satire must "punch up" is a value judgment, not a defining property of satire. Satire's aim is merely to lampoon an idea that the satirist finds risible. It may be mean or in poor taste to belittle the ideas of a person or group of no particular consequence, but it's possible to be mean and satirical at the same time.
ReplyDeleteJunta would qualify as a satirical board game; players are political leaders in a "banana republic" trying to accumulate power. There are a number of games in this vein. Also some party games; Bad Medicine and Snake Oil, e.g., which satirize "people selling stuff", basically. Or Credo and more recently Nicaea, which satirize the 325 AD Council of Nicaea.