Busy Weekend

I was away with some friends over the last weekend, playing games. We do this at least once a year, renting a cottage and spending a couple of days with nothing to disturb the gaming and good company. It’s great fun, and I already look forward to our next one.

This sort of home-grown mini-con has a very different atmosphere to commercial conventions of the various types. Yes, even the ones that focus entirely on gaming, and even those gaming-only conventions of an old-fashioned, barely commercially-sane sort that I don’t know exist any more.

My player tableau in Earth.

This time, we played our way through nine different games, including Puerto Rico (über-bling edition), Casting Shadows, River of Gold, DC Deck-Building Game (Dark Nights Metal edition, apparently), and Nucleum. The latter was the most complex, and it turns out that we did a couple of things wrong (none of us had played before), though that didn’t stop us enjoying ourselves. I’d like to try that again before I forget the rest of the rules.

Namiji on a tablecloth so vile that it gave someone a migraine.

If you’re interested in game design, then this sort of thing is well-worth doing. Even if you just like gaming as a hobby it’s a lovely experience. But for the designer, the more gaming experience, and the more different games you can play, the more of a library in your head you have to draw on, the more patterns you can see, the more ways to solve each puzzle you’ve tried out. Giving yourself time to more completely soak in the experience and the games is both more relaxing and (I’d argue) better at getting the info into your head. Far more often you’ll play a game or two on a normal evening, when there’s time pressure for a sane bed time as work looms the next day, family and pets distract, and so on. Daily routine. It gets in the way of novel experiences, which (I might also argue) was one goal of a good game. Or should be. A mini-con is its own novel experience, and enhances that of all the games within it. 

Light and fluffy Casting Shadows hides its murderous streak behind cartoon art.

In practical terms, you don’t have to travel, though the change in surroundings helps me relax, focus, and absorb the experience differently, so I’d recommend some novelty in surroundings. The key is really removing all the pressures of any other commitments for that day or days. All you need to do is play games and hang out with your friends.

As an aside, I barely looked at my phone all weekend. I’d recommend this too, though a social media and screen detox is not the main aim. It does, however, remove many distractions and stressors, which is important. But you do you. I’m just optimising here. 

Anyone who’s played Nucleum can probably guess our error from this picture.

If you can’t travel, other ways of gaining a similar result of displacing yourself from the norm would be playing in a different room, at a different friend’s house, renting a local event space for the weekend, or simply timing it so your family are away that weekend.

Setting aside a dedicated time and space for gaming (or any hobby) changes the vibe, and for anyone interested in exploring something in greater depth, I’d recommend making the effort.

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3 Responses to Busy Weekend

  1. Odysseas's avatar Odysseas says:

    This sounds like an amazing experience, and honestly I’ve been planning to do something like that for years now but never got around to it.

    And I wholeheartedly agree with the fact that the more games you play or at least read, the more you hone your own abilities. Now, when playing games, I merely say “I’m doing research!”.

    But I had an interesting conversation with a fellow designer at some point, who was making his own TTRPG and yet was very, very reluctant not only to share his work, but he was also deliberately avoiding other games, so that his game would be “unique”, according to himself. Parallel evolution aside (and it happens!), I honestly don’t see any benefit to isolating yourself in such a way.

    • Quirkworthy's avatar Quirkworthy says:

      I’ve heard the same argument, and you can see where it’s coming from. The idea of secluding yourself away from outside influences so that your art is pure is a hardy perennial of all creative areas. Of course, it’s largely nonsense. At least, to start with.

      My take on this is that without experience you have little to draw from. The chances that you’re going to come up with something in any creative field that has zero antecedents is basically nil. You live in a culture, surrounded by stories and imagery all the time. You can’t help but absorb it. A far better approach would be to be more intentional about what you soaked up.

      Personally, I’ve been absorbing info for half a century, and while I might want to shut myself away from distractions, I don’t find it at all contaminating to look at other designs that have tackled similar issues or topics. In many ways, knowing what’s there makes it easier to avoid repeating it.

      Convergent design isn’t just possible, it’s rather common (even when you try to lock yourself away from outside influence). Part of why we have so many OK games, and such a small percentage of really stand out great ones. I’ve seen it with clients many times. They think that because they don’t know a lot of games, they aren’t going over well trodden paths. They’re frequently wrong because the obvious ways to solve a puzzle are obvious to everyone.

      • Odysseas's avatar Odysseas says:

        I couldn’t agree more. Not to mention that the argument is moot, at least in the sense that there *is* a foundation to begin with most of the time anyway, even if it’s just the first game you played.

        Sadly, it sounds more like a case of burying one’s head in the sand.

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