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Wingspan and Women in Gaming
- Jackwraith
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- Jackwraith
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I've never gotten into Dominion for a number of reasons, but prominent among them is the fact that I learned from two veterans. What they were doing at the table was way beyond what I was doing. I felt like I was clueless and I didn't really enjoy it. Wingspan finds a good level there in that it's so easy to understand and the gameplay is so generally positive (barring a really awful draw) that I think it's difficult to end up in that situation where you feel like you're in over your head and, by default, not in a situation where you feel welcome.
I spend a LOT of my game nights teaching new games to people. I always try to gauge what's on the table to the group's inclination (for as much as I know the people involved.) In my case, Wingspan was so "unchallenging" to me (for lack of a better term) that I felt sure I owned other games that I could introduce to "non-gamers" (whether they actually are or not) that would still be as welcoming as Wingspan and not bore me at the same time.
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In the last year and a half, I have been playing board games on a monthly basis with a younger group. The average age is maybe early 30s, and maybe 2/3 are not seriously into board games. Aside from myself and the two hosts, different people show up every month, with some returning from time to time. Typically, we have more female players than male players. Last month, 9 out of 14 players were women. The hosts tend to push party games, fillers, and light games that are low on conflict, even though the husband prefers Ameritrash kickstarter games and the wife prefers puzzle-like abstracts. But people bring other games, so I have observed female non-gamers also enjoying thematic Ameritrash games like Camp Grizzly, Zombicide, and The Gothic Game. Last time, somebody brought 7 Wonders, and it fell flat with with four of the seven players, including two women.
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Opening up to more appealing settings and pairing them with engaging themes would be a big positive if just an appealing, broader setting on a pretty bog standard tableau builder was enough to get people *this* enthused and attract new audiences.
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Gary Sax wrote: I love the setting of Wingspan, my big let down is that the game wasn't more actually thematic! This is an area where Evolution does a great job, even though it isn't to my taste really either.
Opening up to more appealing settings and pairing them with engaging themes would be a big positive if just an appealing, broader setting on a pretty bog standard tableau builder was enough to get people *this* enthused and attract new audiences.
I'd argue that it isn't "bog standard" to people who are novice gamers. It has a refinement and polish that makes many things that have become second nature to us long time gamers, more transparent. For example, we experienced gamers don't have much difficulty activating items in the proper order in a large messy tableau, and tracking what we have and haven't done, and what we can and can't do. We sequence and "tap" cards without even realizing we are doing it. Wingspan forces players to activate cards in a specific order and clearly tracks their activation. It feels a bit restrictive if you are accustomed to playing something like Argent the Consortium, but for a novice gamer it removes some ambiguity and fiddliness, and makes remembering the rules and what to do on your turn easier.
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- ChristopherMD
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ubarose wrote: For example, we experienced gamers don't have much difficulty activating items in the proper order in a large messy tableau, and tracking what we have and haven't done, and what we can and can't do.
Some of us experienced gamers still suck at this.
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- Jackwraith
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Uba's point is valid, in that Wingspan is laid out in a very clear manner so you don't have to do a ton of planning for future turns in order to be successful, but you CAN do so to make it work even better.
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- Sagrilarus
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- Jackwraith
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It also requires zero geek-literacy to understand. Someone once said to me, "I like Ticket to Ride because it is about a real thing that I understand. It's not like that outer space game, where everyone calls each other a toaster, that makes no sense at all."
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- Jackwraith
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But I also don't want to harp on that "non-geeky" approach too heavily. There are many people who identify as women who also happen to be fans of SF and fantasy themes. There are many women who are Marvel fans. Last I knew, HBO said the audience for Game of Thrones was pretty evenly divided between men and women. There's nothing inherently "less cool" or "less adult" about being into dragons. I think the key aspect of something like Wingspan is that it doesn't imply a foreknowledge of those "geeky" topics in order to be a part of the game. It's about birds. Everybody knows birds! You don't have to know anything about Malcolm Reynolds and the Unification War in order to "get it."
As an interesting codicil, Jamey Stegmaier released a "Favorite combat mechanisms" video the other day. Stegmaier is, of course, the publisher of Wingspan and runs a company that's known far more for Euro-type designs than for its SF thematics (no matter what the box covers of Scythe will claim.) First, off: COMBAT; generally seen as antithetical to female gaming interests (not true, but it's a perception.) His top 10?
In order: Kemet, Cry Havoc, Tiny Epic Kingdoms, Dice Throne, Blood Rage, A Few Acres of Snow, Arcadia Quest, King of Tokyo, Flipships, Cosmic Encounter.
I'm counting one (1) non-SF/fantasy game in that list. Does that mean that combat really IS a "14-year-old" realm that many adult women won't be interested in? Or does it mean that, if the publisher and designer of so many games that seem to have strong female appeal enjoys these, perhaps they have wider appeal than first thought? Or does it mean nothing at all (sample size)?
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This is a big deal.
I'd still enjoy Wingspan if it were about space traders or post-apocalyptic gangs - but it's SO much easier to introduce normals to games with themes that are universal and easy to relate to.
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