Views : 7,117
Genre: Gaming
Date of upload: Feb 23, 2024 ^^
Rating : 4.903 (9/363 LTDR)
RYD date created : 2024-05-03T15:36:28.465797Z
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Top Comments of this video!! :3
Games 10 years ago didn’t send intrusive thoughts into my brain telling me that instead of walking my dog over my lunch break I should instead go to my FLGS and spend $50 on a new game to bring home and place on my game shelf next to the other games I’ve recently purchased which are still in shrink.
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I'm absolutely backing less now than I was even a year ago. Part of that was because everything was so exciting because I was new to the hobby (only started my own collection in 2018), and once a few of these bigger boxes started arriving I was immediately overwhelmed. The cost of shipping for crowdfunded games is another factor in my reduction. Frequently, even if the game is in an affordable range, the cost of shipping adds another 20 to 40 dollars, when if I wait to pick the game up at retail I can get free shipping or extremely reduced shipping, or no shipping if it shows up in my lgs. I've learned really quickly what extras I can live without and often the core box/retail edition is all I need. There are of course the occasional exceptions, but as a whole it feels good to pass on these more massive projects.
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I think game design has changed a lot. Games are generally more "complex" with bigger rulesets and more often blend a larger number of mechanisms. Older games would more often have simpler rulesets, concentrating on fewer mechanisms and relying on player interactions and emergent gameplay strategies to provide the depth and replayability. I think this made them easier to learn and teach as well.
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I think a lot of the innovation for games nowadays is about type mashups: how do you make a deckbuilder mashed up with push your luck that is worth getting? What elements from different genres can lead to a new concept? etc. I will also say that I think you hit the nail on the head with the kickstarters. There are tons of kickstarter games that are good price, or even dirt cheap (like all the PnP games, i backed one for literally $10 for the deluxe edition + 3 more games). I also have backed a number of games where the price is $20-30, maybe $50 to get deluxe and expansions. I think what people see are the ones that have deluxe versions for $300 and they say it is a rip off to back games, but they just don't look past surface level. I think it is a lot like the videogame industry, indies are rarely seen, but there are tons of gems of games for free even!
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I'm definitely backing a lot less recently, but some of my favourite Kickstarters have been a reasonable price, I'm currently looking forward to a game called Gem Hunt, it sold to 115 people, cost $60, and recently got Tiny Epic Crimes for $40 which was the full all in pledge. They don't have to cost a fortune
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My mind doesn't work sequentially, really. I'm an excellent writer, and I love to write fiction, especially high fantasy. But I'm not good at remembering events over my life in specific order or directions exactly as they're written. I was thinking as I was watching this, as funny as it sounds, the CLOSEST I could come to confidence in teaching a game without touching the rulebook would be the new Castles of Burgundy, with the vineyards & ship expansions. I'm very engrossed & engaged by this game, and I believe I can remember about 95% of the rules and set-up. It helps FOR SURE that the board is very useful as an aid in setting up the tiles! What's funny about this is, I love the game Spots, which is pretty simple by comparison, but I don't think I could tell you how to play it perfectly without the rules. CoB was very difficult for me to learn, and I think I told myself a story through the tiles. In addition to Rodney's awesome video, a friend really mentored me in the game until I got it. I don't honestly even think I could teach Pass the Pigs without the rules in front of me. I'd never really thought about that before.
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I would say the gaming audience has changed in a few ways over the past ten years, and this has driven some changes in what is being produced as games today. First, we now have many well experienced modern gamers with higher expectations in terms of both production quality and game longevity/replayability. Secondly, there is a growing awareness in the population that adult games even exist. These two factors makes it economically viable to produce expensive games, light party games, and everything in between now. We have a wealth of choices now to meet our personal gaming preferences.
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The only game I am 100% confident with is Castles of Burgundy.
I've quit almost all crowdfunding. Not only because of the price (usually it's the shipping that is the deal breaker), but also because of issues on the customer service side (looking at you, Kickstarter). And maybe most importantly is I have PLENTY of games. Unless it's a favorite designer, I likely won't look at it. I'll wait until it goes retail or buy it secondhand if I am really interested.
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Thanks for the thoughts. I’d agree most games now are not that different than 10 years ago. Some of the App using ones like Journeys in Middle Earth remove the need for a GM, so that’s a great change. Wargames have gotten a little easier, Undaunted is an example of a wonderful wargame that can be popular with non wargamers. Overall though, I’d say games have gotten more simplified in order to be played faster. Obvious exceptions as always, like ISS Vanguard. Wonderful choices out there for all player types :) Happy gaming!
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@Cybermudgeon
2 months ago
I think my biggest problem is not remembering the setup for most games.
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