The first time I heard the term "analysis paralysis" (or, for those in the know, AP), I knew I had stumbled upon one of those invaluable tools of thought, a term that so perfectly describes what before had eluded you. It was similar to the times I first heard "shadenfreude" or "hipster": what once was a fuzzy category of feelings finally received definition.
Well, many of us don't like playing with those who have AP (I don't say "suffer from" because, really, it's those who play with such people that "suffer from" AP), but I've noticed that there are games that require more thought on my part than others. So that's today's question: what game causes "analysis paralysis" for you? Answer in the comments!
@FarmerLenny opines:
I should preface my remarks by saying that the true test of what games you're slow at is to ask your fellow players. These are my biased musings.
I'm usually a pretty fast player, but the games that really make me stop and think are abstracts. @Futurewolfie and I demoed Fealty at GenCon last year, and I felt like each time it was my turn, I had to stare and stare at the board for inspiration. Wolfie's turns went fast; mine dragged on. I think the reason abstracts slow me down is that there's no (or not much) theme to fall back on: you are playing the game for the game's sake. Maybe this makes me feel like the game has higher stakes than it does. In any case, I don't recommend playing abstracts with me.
Usually mathy, calculation-driven games slow people down, but I usually play these pretty quickly. I blame my summers in college spent working at McDonald's, when I would try to calculate customers' change before the cash register did. Anything to keep sane, folks. Anything to keep sane.
@Futurewolfie waxes on:
I try really hard to avoid AP. Most of the time I have plenty of time to think through turns while the other players are going; I try to consider their possible actions so even as the board changes, I can still decide my actions quickly.
There's not really a specific game I get stuck on, but occasionally something changes unexpectedly at the last minute, or I think that I can accomplish something but it requires complex maneuvering, and I do try to spend some time to figure it out.
In @Farmerlenny's defense, I don't think his turns dragged on as long as he felt like they did; and his turns gave me plenty of time to think about mine, which is why mine went faster.
Showing posts with label analysis paralysis. Show all posts
Showing posts with label analysis paralysis. Show all posts
Friday, May 18, 2012
Friday, October 7, 2011
FDQ: What Is Your Gaming Pet Peeve?
We all love board gaming. It's a great way to kick back, relax, have some fun, and enjoy time with friends. But as with any hobby, there are those things that really grind our gears. We try not to say anything about it—we don't want to ruin the fun over something small or discourage people from playing. And we probably do things that irk the other players. But now is your chance to blow off some steam. Let loose, and share your sufferings in safe place. We're here for you. What is your biggest gaming pet peeve? Answer in the comments!
@Futurewolfie answers:
For me, there are really two things that bother me the most: first of all, when someone is trying to explain a board game and someone else interrupts with their own thought. I think this throws the teacher off a little and can overwhelm the players trying to learn—too many messages from too many different places. I like teaching people how to play board games, but if someone else is doing it, I sit back and wait till they finish before I add any of my own thoughts. Because of this, my wife usually volunteers to leave the room if I'm explaining a game she already knows; she can't help but jump in with her comments if she's sitting there listening.
The thing that bothers me in actual gameplay is when someone rushes through their turn without giving the other players a chance to see what they're doing. For example, in many games other players can often play cards as a reaction to things the current player (let's call him Rudolph) does. When Rudolph burns through his turn without giving people a chance to react, people can unfairly miss an opportunity. "But wait, I wanted to..." is a line I hate hearing. Another example—in something like Dominion, when someone announces their purchase, takes it, and discards their hand without actually laying down the necessary treasure. Okay, I get that we all know how to play and it's nice to keep things moving, but it's even nicer to allow all the players a chance to see what you're doing—when it's supposed to be public knowledge. It's not that I'm assuming you're cheating, but I know I've made mistakes before and people have called me on it, but they can only do that if they see the treasure I lay down, which is part of the rules of the game.
@Farmerlenny answers:
I don't like it when other players cheat. There, I've said it.
Okay, a little broader than that, I know that I have a low patience/tolerance level for players who take too long on their turns. Not every game is a brain burner. I realize that, given infinite time, a player might be able to figure out the exact path to victory, but it really sucks the fun out of a game. Granted, there are some 2+ hour games where a little calculation is necessary in order not to ruin the prior two hours' build up. Then again, there might not be so many 2+ hour games if...
I also have a low tolerance level for sore winners and losers. I don't like excessive gloating or whining. I know it can be frustrating to lose and exhilarating to win (and it can be especially tempting and sometimes appropriate to rub your nemesis's nose in it), but extended griping sessions or celebrations also suck the fun out of the experience. I wouldn't say that winning and losing don't matter--they should matter, at least within the game--but postgame, it's time to let it go and enjoy the common experience shared with friends. Unfortunately, these two peeves often go hand in hand.
@Futurewolfie answers:
For me, there are really two things that bother me the most: first of all, when someone is trying to explain a board game and someone else interrupts with their own thought. I think this throws the teacher off a little and can overwhelm the players trying to learn—too many messages from too many different places. I like teaching people how to play board games, but if someone else is doing it, I sit back and wait till they finish before I add any of my own thoughts. Because of this, my wife usually volunteers to leave the room if I'm explaining a game she already knows; she can't help but jump in with her comments if she's sitting there listening.
The thing that bothers me in actual gameplay is when someone rushes through their turn without giving the other players a chance to see what they're doing. For example, in many games other players can often play cards as a reaction to things the current player (let's call him Rudolph) does. When Rudolph burns through his turn without giving people a chance to react, people can unfairly miss an opportunity. "But wait, I wanted to..." is a line I hate hearing. Another example—in something like Dominion, when someone announces their purchase, takes it, and discards their hand without actually laying down the necessary treasure. Okay, I get that we all know how to play and it's nice to keep things moving, but it's even nicer to allow all the players a chance to see what you're doing—when it's supposed to be public knowledge. It's not that I'm assuming you're cheating, but I know I've made mistakes before and people have called me on it, but they can only do that if they see the treasure I lay down, which is part of the rules of the game.
@Farmerlenny answers:
I don't like it when other players cheat. There, I've said it.
Okay, a little broader than that, I know that I have a low patience/tolerance level for players who take too long on their turns. Not every game is a brain burner. I realize that, given infinite time, a player might be able to figure out the exact path to victory, but it really sucks the fun out of a game. Granted, there are some 2+ hour games where a little calculation is necessary in order not to ruin the prior two hours' build up. Then again, there might not be so many 2+ hour games if...
I also have a low tolerance level for sore winners and losers. I don't like excessive gloating or whining. I know it can be frustrating to lose and exhilarating to win (and it can be especially tempting and sometimes appropriate to rub your nemesis's nose in it), but extended griping sessions or celebrations also suck the fun out of the experience. I wouldn't say that winning and losing don't matter--they should matter, at least within the game--but postgame, it's time to let it go and enjoy the common experience shared with friends. Unfortunately, these two peeves often go hand in hand.
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