Top 10 Enemies of Gaming
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Top 10 Enemies of Gaming

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Top 10 Enemies of Gaming
Mike DiLisio, Camilla Cleghorn, and Chris Yi take a look at their Top 10 enemies of gaming. What does that mean exactly? Only time will tell. Time, and the three hosts who explain exactly what they mean, that is.

Intro – 00:00

Mike 10 – 4:48
Milla 10 – 8:09
Chris 10 – 10:17

Mike 9 – 13:01
Milla 9 – 16:15
Chris 9 – 18:14

Mike 8 – 21:06
Milla 8 – 23:50
Chris 8 – 26:05

Mike 7 – 29:33
Milla 7 – 32:46
Chris 7 – 35:33

Mike 6 – 39:51
Milla 6 – 43:39
Chris 6 – 46:35

Mike 5 – 50:34
Milla 5 – 55:15
Chris 5 – 58:13

Mike 4 – 1:01:03
Milla 4 – 1:02:36
Chris 4 – 1:06:17

Mike 3 – 1:07:15
Milla 3 – 1:09:01
Chris 3 – 1:11:25

Mike 2 – 1:13:33
Milla 2 – 1:15:47
Chris 2 – 1:18:14

Mike 1 – 1:19:04
Milla 1 – 1:22:23
Chris 1 – 1:25:46

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48 Comments

  1. Overall, really enjoyed this top 10. It was interesting that while there were two main categories or Enemies (Publisher Mis-Steps and Player-Generated Problems), there was really one true focus of everyone's lists: the things that interfere with player experience.

    A highlight for me personally is that all three of the presenters had Kickstarter Bloat. It's the one that is a bit of an outlier in terms of player experience, although I think it still tracks. I have almost everything for X-Men United, and every expansion has a box that is honesty far too large for a handful of figures and some cards. Once you have #ALLTHEBOXES X-Men United takes up an entire shelf. It's difficult to think about trying to take everything off the shelf and play it; instead, I pick and choose boxes and try to keep everything together. It doesn't help that CMON never entered into creating a usable storage solution for the whole thing.

    Kickstarter Bloat also combines well with FOMO, as there really are some projects that you'll likely never be abl to get again (even if you truly didn't need another shelf that holds one single game with too much content). I wonder just how many gamers out there just really want someone to be willing to come over and explore all the content they purchased, but struggle due to all the other demands life brings (non-gaming spouse, children, housework, other hobbies, church, errands). Yet we keep buying because we like stuff and we love the idea of getting these games to the table.

  2. One of my top 10 (not sure where exactly in the list it would be) is the game shark, the person who lives and breathes a game so much that they have pretty much "solved" a board game. A great example of this would be a recent game of Twilight Imperium that my board game group played. One guy in our group plays TI4 so much on TTS that he was accurately naming people's action cards, faction abilities, and secret objective cards based solely on a brief description. We were all like, "Okay, we get it. You have everything memorized in this game. You can stop showing off now."

  3. I'm quite torn about the FOMO topic. I do think, of course, that there's an element of emotional manipulation that publishers are very intentionally using to encourage people to spend more money than they should.

    On the other hand, a lot of companies truly can't bring a lot of kickstarter exclusives to retail. From my understanding, a lot of the extra material is being made at cost or for a very low price. Additionally, some of these publishers simply don't have the capital or the games are very niche and there's no way that they can produce enough to go to retail at all.

  4. Bad rulebooks is enormous, and I feel it has only been getting progressively worse. When I first was getting back into board games around 2012 I ran into the occasional rulebook that was rough to get through, and now I basically expect rulebooks to be terrible. Like Mike said, it's a surprise when a rulebook comprehensively explains the game well. I've noticed a big trend in games having two (or more!) rulebooks and in my opinion this is a terrible trend. If you are not able to adequately format and translate the explanation of a game in an easy to follow arc, avoiding the need to cross-reference indexes, glossaries, reference guides, compendiums, and quick-starts etc. then you need to go back to the drawing board. "Quick start" rulebooks I think are especially precarious territory because more often than not I have found they trick people believing they won't have to devote as much time or effort in learning a game, only to find that you need a good understanding of the "full" ruleboook anyway.

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