GATEWAYS
"You may not think you like jazz," I read somewhere several years ago, "but don't say that until you hear 'Kind of Blue.'"
I had, in fact, not been very much exposed to jazz, and while I harbored no particular antipathy to the genre I couldn't say I liked it, either. Intrigued, I poked around a little more and gradually it became clear that this was the jazz album that jazz "initiates" wanted everyone else to at least try.
The initiates are quite right. It was the first, of many-many, jazz albums in my collection. I've just about memorized it; I can hear almost all forty-odd minutes of it in my head. I've since read about jazz (and Miles Davis in particular), watched documentaries about jazz, and--passing it along--have encouraged those who don't think jazz is "for them" to listen to this onnnnee little record, "Kind of Blue," and tell me what they think of it.
A lot of people have experiences like this, and certain things--artistic and otherwise--that they want to bring to a wider audience, one that may be either hostile to, or just ignorant of, one of our passions. Anyone who thinks ill of comic books would do well to read Watchmen. I think anyone who says they don't like classical music should listen to Mozart's "Requiem"
just once, just for me. Terry Teachout is forever dragging first-time ballet-goers to Balanchine dances, secure in the belief that this is a transformative experience. Many people evangelize on behalf of Hermann Hesse's Siddhartha
, and I'm a better man for someone doing that for me, too.
One important thing about all these examples is that they are excellent exemplars of their respective genres. "Kind of Blue" isn't famous because it introduces people to jazz; it's famous because it's excellent. They draw in the non-initiated not because they're dumbed-down, or designed to not have sharp corners, but because it's almost impossible for a great many people--initiates or not--to ignore their power and virtuosity.
I bring this up, because I think in the little world of gamers we have a different approach sometimes, and it's a counterproductive way to bring more gamers into the fold.
Gamers are forever looking for "Gateway Games," games they can spring on non-gamers to get them interested. There are at least six GeekLists on BGG of these; the usual suspicion is that a good Gateway Game would be simple, fast, and has a fair bit of luck thrown in. Usual suspects are TransAmerica and Apples to Apples. Sometimes a review will conclude with something like (to exaggerate): "While this game isn't much for a Real Gamer, with any luck you'll be able to get some of the unwashed to play it with you." I freely admit that I have games like this--games I intend to play only with non-gamers.
I wonder if this is like saying, "Well, here's a game--you know, one of those things I have hundreds of. Well, let's give this one a shot...it's not so great, but it's a start."
I think that if non-gamers are going to become gamers in any kind of numbers, it's not going to be because we start playing second-rate games with them. It's going to be because we play great games with them, games that show off what games are capable of--mechanics-wise, theme-wise, interaction-wise.
Now, that's not to say that any great game will do. "Kind of Blue" makes a great gateway jazz album--but I wouldn't say that of "Blowin' Session" or, God forbid, "Change of the Century"--which are also great albums, but perhaps not the best choices for someone who hasn't heard a lot of jazz yet.
Die Macher and Roads and Boats are great games, but I'm not sure I'd sit down with someone new and play them. I think familiarity with games is part of what makes those games so great--especially with Roads and Boats. You need to know what they're doing to "get" them--just like you need to know the "rules" of jazz before you can really appreciate how Ornette Coleman breaks them on "Change of the Century." Otherwise it's just weird and difficult...
If I were to start someone off with, say, wargaming, I'd probably start with one of the smaller Columbia games--Hammer of the Scots, say, or Quebec 1759--or maybe one of the "Card-Driven" games like We the People, Hannibal, or Wilderness War. Yeah, with a second's more thought it'd probably be one of the block games. The best of them are like polished gems. They have a lot to think about, too, both from a strategic standpoint as well as a "That's kinda neat" standpoint. If I were to start someone off in "Euro" games, I'd probably go with one of Knizia's middleweight games, like Through the Desert or Samurai.
And if someone were completely new to games, I'd start off with Go. I think the biggest impediment to bringing people to gaming is the notion--common not just in the US--that games are for kids. Some games are pure "kid-stuff fluff," kind of like sugary breakfast cereal, that one is best off outgrowing (except for irony value) when you turn about sixteen. Other games--by which I mean Chess almost exclusively--are Good For Buidling Character, and hold the same role as soccer, dance, and the violin: someting you take your kids to organized practices for. The notion of adults playing games is kind of weird to a lot of people.
Go, I think, can bring people back to earth. Go can be serious business, an obvious step up from Parcheesi on the evolutionary ladder. There can be dozens of things going on about which the new (and, sometimes, the longtime) player is only dimly aware, but it keeps drawing you back. Go has a way of making new players say "What just happened? I want to try that again" that I haven't seen in many other games. And after a game or three, you can lean back and say "See, this is why I like games."
And the conversation can progress from there. Moving from Go, one can try Through the Desert or We the People and find some familiar mechanics at work...at which point the initiate can learn that a "mechanic" can be something other than the guy who works on your car.
The point is that Go and some of these other games are terrific games, for both experienced and inexperienced players--just as jazz enthusiasts and people who have never heard of Miles Davis can appreciate "Kind of Blue." These games aren't dumbed-down (the Kenny G's of the game world?), or designed to bring new players in, or anything like that. They're games that can make people excited about games. There may be better ideas than the ones I came up with, but a "good first game" should also be a truly good game, not just a mere "first game."
I'm reminded of someone I met who designed a "first game." He works at (owns?) a local store. I was in there, poking around and reading the then-latest issue of Undefeated. He walked up to me and points to my magazine.
"You know," he says, "I got my game reviewed in there."
"Hey, great!"
He leans in. "They hated it."
"Um...oh. Sorry about that..."
He snaps back up. "And every word they said was true! Let me see here...Ah yes. 'The game is absurdly simple and depends almost entirely on the luck of the draw.' True! 'In many of its features it is a bad rip-off of all the many "rummy" games that have appeared over the years.' True again! 'The only people this game may appeal to are people who have never seen, let alone played, a game before in their lives.'" He closes the magazine and rolls it up and points it at me. "And that, my friend, was exactly the point."
"It was?"
"Sure. This is a game for people who don't like games very much, if they know about them at all. It's all about having a deck of cards with some neat fantasy art on them that they can play at a restaurant. It's not a very good game, because it's not supposed to be a very good game. I should write them a letter..."
"So I shouldn't buy this game?"
"Heck no. Why would you want to?"
This game is on BGG, and has received an appropriately-low score from the appropriately-few people who have reviewed it. If he had designed a good game, he might not only have achieved his goal, but might also be selling it in stores other than his own.