A Report From the Heart of the Board Games Industry 81
Ward Batty, writing for Gamasutra, attended the recent Essen International Game Days event in Germany. The beating heart of German board games culture, it's equivalent to Origins or Gen Con here in the US. Batty got to see firsthand what the future will bring for tabletop gaming - and how that might impact the videogames of tomorrow. He also offers up a few words looking back at the history of boardgames in the EU: "What distinguishes a Eurogame from a typical American board game? Unlike many American games which are net sum (you gain by taking directly from other players) in Eurogames players are generally competing against the game itself. They may compete for limited resources or the best action, but rarely do the spoils come directly from an opponent, but instead from the game itself -- usually in the form of victory points. German games are generally shorter to play, ranging from 20-90 minutes. There is usually a good social aspect to the game as well. Players are almost never eliminated from the game, for example."
Re:Like special ed (Score:3, Insightful)
But then, some people prefer to play Counter-Strike than Team Fortress, so go figure.
Re:Like special ed (Score:4, Insightful)
Good examples include:
Having said that, a strong case can be made that the Eurogames genre was founded by an American designer: Sid Sackson [wikipedia.org], whose games include classics like Acquire and Can't Stop.
Re:Go Go Gadget Capitalism (Score:5, Insightful)
This is a lousy way to describe the difference between American games and Eurogames. It's true that American games are often more aggressive, and more aimed at taking the other guy out, whereas German games are more constructive, aimed at building the biggest and/or best, but IMO a far more fundamental difference is that US games tend to be more simulationist; the game designer takes a certain theme or situation, and comes up with game mechanics that best try to simulate that situation. Eurogames, on the other hand, work more from the game mechanics than the simulation. They often do have some theme or situation that the game revolves around, but it's not sacred, and it's mostly an excuse to make use of these funky new game mechanics.
The end result is that American-style games tend to be more realistic and more detailed, but also take more time, whereas Eurogames tend to be easier, faster, and more balanced, but a bit more abstract.
On average, ofcourse. There are some really good simulation games made in Europe, and there are many American games that are more about mechanics than simulation. You might argue that many games from Cheapass Games, for example, are closer to Eurogames.