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Scott Nicholson
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Board Games with Scott » Forums » General
Thoughts about the new format
Hopefully, you've enjoyed..or at least endured.. the new Board Games with Scott. (http://www.boardgameswithscott.com/?p=332) As you can see, I'm doing something more in line with how I look at games as a professor.

So, I'm curious to hear your feedback on the concept, and share ideas that you'd like me to explore. Most of the time, I'll be doing a show inspired by some new title, but if I've seen a number of ideas, that will make it possible for my mind to be triggered by some idea I've seen before when I hit a game experience that did it for me.

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Jamie Jones
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I actually really enjoyed this new format for a few reasons:
1) if I already know or like one of the games you talk about I can decide whether I'd like to try one of the other you compare it to .
2) if I've decided I hate a mechanic - this can help show variations on that mechanic to either give something else a try
etc.
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Paul Incao
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Scott,

I think the new format is great !!! Definitely a unique approach that fills a gap. While there are other reviewers taking up the slack, providing detailed game reviews, none provide the level of depth of your reviews. I think many of us respect your opinion on whether a game is worth buying. So even if you are not "teaching the game", just getting a sense of if the game is for me by comparing common games is great.

Thanks.



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itai raccah
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I was, as always, very pleasantly surprised to see a new video on you blog.
I like the new format a lot, and I actually like it far better than your formula videos of the past.
I can learn the rules of a game just fine by reading the PDF download from BGG, but you give us something new in this video, something I can't get without actually owning, not one, but a variety of different games.

I'd love to see some kind of comparison of co-operative games. There are quite a few out there and I've only gotten to play pandemic (which I love).

Keep up the great videos!

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David C
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snicholson wrote:
Hopefully, you've enjoyed..or at least endured.. the new Board Games with Scott. (http://www.boardgameswithscott.com/?p=332) As you can see, I'm doing something more in line with how I look at games as a professor.

So, I'm curious to hear your feedback on the concept, and share ideas that you'd like me to explore. Most of the time, I'll be doing a show inspired by some new title, but if I've seen a number of ideas, that will make it possible for my mind to be triggered by some idea I've seen before when I hit a game experience that did it for me.



I like it!

The reason I like it is, I don't absorb the detailed game explanations without pieces in front of me, anyway. So most of the time I get the general gist of a game in 5 minutes... and then skip to the end.

Then once a game has already piqued my interest... I might watch a full video explanation and really pay attention to the rules.

Ideas to explore:
Right now I'm on a "how is this like risk or axis and allies?" kick. Dust, Attack! Deluxe, Risk 2210, Axis and Allies 1942, Small World. Direct conflict-based area control. The reason for this is that the male half of any couple we have over, goes, "Yeah, back in highschool we used to play Risk quite often". So I've half been into doing a nostalgia thing, but at the same point, I remember Risk as being incredibly boring.

...and in all of that, I realize that I lack quite a bit of area control in my collection, and I find it to be a fascinating genre. Election games. Chaos in the Old World. El Grande. Shogun/Wallenstein. Cyclades.

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David C
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More ideas:

1.) "Thematic boardgames" ie: what makes ameritrash vs. eurogames and some of the societal impacts behind it. I've heard everything from, "they really frown on war, as a society, in Germany", to... I don't know. I don't know if it's as much of a service to the boardgaming community as it is troll fodder, now that I think about it.

2.) Thematic horror games. Arkham Horror v. Ghost Stories v. Witch of Salem v. A touch of Evil v. Last night on earth v. Zombies. A good halloween one in 7-8 months.

3.) Someone mentioned it, but coop games. That kind of goes with thematic horror, but Shadows over Camelot, Space Alert, the small modification to Prophecy...

On an aside, prophecy, descent, doom, space hulk... all of the RPG-ish ones, are pretty well videoed. I was impressed when I went on that kick.
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Tom
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As a professor I too would appreciate any insights debate about the education values of a particular game. I hope to start a boardgame group at my university in the fall. I finding in the last five years many students are having difficulty with abstractions and tend to view the world in a dichotomous fashion. Anything to help break the ice so I can eventually teach them theory and have them apply it would be great. I have my own ideas but any help is always greatly appreciated.
 
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Jae Ha Woo
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I thought this episode was quite excellent. Definitely looking forward to seeing more of this in the future.

As long as you do enough of analyzing why the game does or doesn't work for you as opposed to explaining the rules and simply stating your evaluation, in whatever format, I'm happy. I think the new format lends itself to this kind of analysis very well.
 
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Jae Ha Woo
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bippi wrote:
Ideas to explore:
Right now I'm on a "how is this like risk or axis and allies?" kick. Dust, Attack! Deluxe, Risk 2210, Axis and Allies 1942, Small World. Direct conflict-based area control. The reason for this is that the male half of any couple we have over, goes, "Yeah, back in highschool we used to play Risk quite often". So I've half been into doing a nostalgia thing, but at the same point, I remember Risk as being incredibly boring.

...and in all of that, I realize that I lack quite a bit of area control in my collection, and I find it to be a fascinating genre. Election games. Chaos in the Old World. El Grande. Shogun/Wallenstein. Cyclades.


Something like this might indeed be a good topic. I remember Scott saying he liked Peloponnes enough to consider doing a video review. And it seems that he likes Cyclades, judging from his twitter comment.
 
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Andy Leighton
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Generally I liked the new format but felt you could push it a bit further in that direction.

It might well be of use to others to have a list of other flicking games - Carrom, Sjoelbak, Passe-Trappe, Subbuteo etc mentioned en-passant (to discuss them in detail might well make the video too long). Maybe even a historical nod to shove-ha'penny. Certainly flicking games have a long and lasting appeal.

When I was a boy penny football (soccer for the Americans) was a big thing at school - and was also a cheap game. It cam in two forms - both which used 3 coins. One you flicked the coin nearest your goal line in-between the two other coins. The other variety used a striker (flexible plastic ruler) to strike your man which would then hit the ball (we used 2p coins for men and a smaller 1p coin as the ball). The idea in both varieties to propel a coin (in the latter variety the ball) through the goal on the opposite side of the table (marked using chalk).

Anyway, I haven't got any ideas on what other stuff to base a show on.
 
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Magnus Esko
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I really like this new format. Game design and mechanics are really interesting for me and to talk about those as a subject is something we need.

I'm thinking of pitching Tumbling Dice and Pitch Car as suitable games for my association to buy as a way to get new people interested in joining.

BTW, it would be very nice if you added the links found in your movies in the description on YouTube, that way it is a lot easier for viewers to use them. I usually don't bother visiting URLs shown in videos if there are no links to click.
 
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Chris Bowler
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Agreed, I like the new format too. Although you're old format is an excellent resource too. I think that comparing similar games will be very helpful to gamers although maybe throw a surprise in there from time to time, like a game that appears to be nothing to do with the others but actually is... (I'm desperately trying to think of an example now...)

Overall I think it's a great show and I look forward to new episodes... Keep up the good work.

Chris
 
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Korey Jackson
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Really enjoyed the new format...and the potential for deeper discussions of types of games, game mechanics, etc--all in the service of thinking about the concept of the game library (whether personal, public, commercial, or even as an abstract concept) and the kinds of games that might "fit" in a particular collection.

You mention briefly in your latest video the idea of doing a kind of 'stair step' tutorial--working from the entry-level and moving toward deeper and deeper complexity. Sounds like a great idea (especially as I've begun thinking about how to use just this 'ratchet it up' method to sucker (er, entice) other friends and loved ones into playing the more complex games I love).

Some theme/mechanic suggestions might include:

* worker placement (moving from, say, Stone Age --> Carson City --> Caylus or Agricola)

or

*route/network building (from, say, On the Underground, Thurn & Taxis, and TtR --> Union Pacific and Canal Mania --> Brass, Age of Steam/Steam --> Indonesia and 18xx...I know your earlier 18xx video touches on some of these, but the emphasis in that video was on the 18xx games, where this might be on the other end instead.)

Just some thoughts...hope they help!


 
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Scott Nicholson
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kbjack wrote:
the concept of the game library


This idea of developing the game library is actually something I teach future librarians at Syracuse. The concept is called "collection development" and it's the idea of how you decide what to bring into a library collection. You can't afford everything (nor would you want it), so how do you decide what to collect? Price is actually not that much of a factor, as you are building a long-term collection, and I feel that way about a personal game collection.

Underlying a lot of what I'll be doing are these collection development concepts. I'll probably do a little discussion of that at some point when I'm not going on and on about bloom's taxonomy.


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Brendan Flood
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I am glad to see you are back making videos! While I enjoyed your videos in the past, I completely understand your desire to do something new going forward. I liked getting an explanation of the rules from your videos, but often still had to consult a manual or friends to get everything down. If all the rules couldn't be absorbed in that prior format, it probably wasn't doing all it was intended.

I love your new format since it helps focus people better across the vast amount of genres and options out there on what's right for them. When anyone does 1 game per video, you can only make a decision on that game from what is being said and shown, and not in relation to what else is available. For instance if you are looking for a train game you might be put off by buying a 18XX game when you had intended to get something more on the level of Ticket to Ride.

Speaking of trains, I'd love to pitch the idea for future video of talking about the evolution of train game players. I'd like advice on how to take a non-gamer from zero to a decent strategy game without scaring them off with too much complexity initially. I'd like that type of video for other genres too, but trains would get my first nomination.

So, to conclude my rambling, I liked your new format and video! I hope to see more in the future and the best of luck to you!

-Brendan
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Booker Hooker
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Really like the new format.

My suggestion is a comparison of Dominion and Thunderstone to Arctic Scavengers when it gets re-released here in the near future.
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Todd Warnken
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Excellent video. I agree that with others doing the teaching videos your new format is the way to go.
 
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David C
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FYI Scott: I appreciate you taking the time to ask us, "how's the new format?" ...and I'm sure you're getting some good ideas from us, the community, but this stands for the video reviewers from the dice tower, uvulabob, board to death, bgws, and I'm sure a few others I'm forgetting... you could fart into the camera, and I'd go, "Boy oh boy, that was an awesome review. I think Chaos in the Old World looks like a game I'd enjoy."

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Raziel Chromatic
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I believe a lot of people, when dealing with any kind of creativity (I'm a composer myself) get to a point where they have to sit and change the way they do stuff to go "farther". I see it a lot in the music world, and I think it's a natural step. A lot of people get scared of that feeling and just stick on what they always did and I guess it's the beginning of the end, for their own enthousiasm as much as the audience's. So in a way, I guess you did right to take the time to think through it and already I sense that the new direction you're taking is filled with potential and even surprises, that you and us, the community, will enjoy as the new episodes show up.

My suggestion would be, like some already said, to talk about the coop games out there. I'm a big fan of Arkham horror, and I also had a lot of fun with Red November.
I'd also love to hear about the history behind some classic games, old stuff revealed from the ancient editions. I'm quite new to the BG hobby and i'd find that sort of information quite interesting and relevant in building my collection.

All the best and thanks for carrying on with the show.
 
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Jyri Pajumäki
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Hey Scott. Nice to see you doing videos again I greatly enjoyed the new format, it´s fun to see you go through several games of one category instead of just explaining one at a time. The new format gets both thumbs up from me While i don´t have suggestions about future episodes at the moment, i look forward to new ones. Keep up the good work.
 
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I agree that the new format is great. Comparing games with similar themes or mechanics is a fine way to cover several games while focusing on one aspect, and that focus helps give the videos a . . . well, a focus.

I do remember the Prophecy review that compared it to other, similar games -- it was very helpful in deciding not just which games are good and which ones are bad, but rather which ones might be best in different situations and for different gaming groups. I'll also agree with a previous post that suggested we don't need 20 minutes of discussion to decide whether we want to try a game -- just a few minutes are usually enough.

Thanks for sharing your thoughts on gaming, I hope this new format keeps you interested in producing additional videos.
 
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John Di Ponio
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I very much enjoyed the new format Scott! It was fresh and nice to learn about a few games in a genre and what sets them apart from one another. I can see many different games that can be grouped and compared which will prove to be of real value in the gaming community.
 
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Enjoyed your recent video on flicking games. Though as I was watching it, I had a few concerns:

First, I think it will be very challenging to follow this format for genres that are inherently more complicated than dexterity games. Sure, you didn't have to get into the individual rules, but there are going to be a lot of other genres where you need to establish a baseline of understanding or else risk alienating all but the hardcore. I'm very curious to see how you will handle this.

Second, stop justifying the change. Every video I see from you talks about why the show is on hiatus, how you're burned out, how you don't like what you were doing. I've always been in the "he's doing this for free, let him do what he wants" camp, so I'm glad to see you found your new niche. I like the new format, now just run with it.
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Scott Nicholson
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bullseyetm wrote:
Enjoyed your recent video on flicking games. Though as I was watching it, I had a few concerns:

First, I think it will be very challenging to follow this format for genres that are inherently more complicated than dexterity games. Sure, you didn't have to get into the individual rules, but there are going to be a lot of other genres where you need to establish a baseline of understanding or else risk alienating all but the hardcore. I'm very curious to see how you will handle this.

Second, stop justifying the change. Every video I see from you talks about why the show is on hiatus, how you're burned out, how you don't like what you were doing. I've always been in the "he's doing this for free, let him do what he wants" camp, so I'm glad to see you found your new niche. I like the new format, now just run with it.


Yup, I'm done justifying the change. Part of why you've heard so much about it is that it's really been a point of fretting and stewing for me over the last 6 months. But, I know people like to hear something regular, so if all I have to say is "well, I don't know, but I don't like what I've been doing..." then I have to be creative in how I present it.

That'll last for a few years until everyone starts doing what I'm doing and I get bored with it, and decide to do something else. Then the drama begins anew.


I also will be curious to see how this works with more complex games. It's a challenge, but that's what I need to keep me interested. I have ideas - for the more complex games, I'll be focusing on a specific mechanic. So, I won't be presenting too much else of the game other the mechanic, then anything else that benefits from or interferes with that mechanic, and how that mechanic affects the game experience. Will that work? I don't know. But what it does mean is that I could compare the cube system of Macao to the worker placement choice in Egizia to the rondel mechanic in Antike as elements of "limited choice now or larger choice later" mechanics, and then another show where I compare the end-game card play of Macao to the end-game card play of Dominion to playing against a 7-year old playing Blue in a Magic: The Gathering game.

So, games could come up multiple times, if I focus on specific elements and how they work in the game.

Or maybe not.

That's what's exciting about it to me - I'm going to explore the space.
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John Di Ponio
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snicholson wrote:


I also will be curious to see how this works with more complex games. It's a challenge, but that's what I need to keep me interested. I have ideas - for the more complex games, I'll be focusing on a specific mechanic. So, I won't be presenting too much else of the game other the mechanic, then anything else that benefits from or interferes with that mechanic, and how that mechanic affects the game experience. Will that work? I don't know. But what it does mean is that I could compare the cube system of Macao to the worker placement choice in Egizia to the rondel mechanic in Antike as elements of "limited choice now or larger choice later" mechanics, and then another show where I compare the end-game card play of Macao to the end-game card play of Dominion to playing against a 7-year old playing Blue in a Magic: The Gathering game.

So, games could come up multiple times, if I focus on specific elements and how they work in the game.

Or maybe not.

That's what's exciting about it to me - I'm going to explore the space.


There will be the real challenge. Using an Occam's Razor approach to a complex game may leave something to be desired but, to include too much will probably turn you mind into jello (lime flavor would be good) and may turn you off to the whole method of reviews. Or I could be totally off base in that it may spark your creative sponge to think outside the box on presenting complex games in a genre.
 
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