The Video Generation and the Future of Board Games
Apparently, two years ago there was a major exhibition sponsored by the
Asia Society in American museums called "Asian Games: The Art of
Contest." I have been fortunate enough to get a copy of the exhibition
book. I found a quote there that I would like you to comment on:
“We hope that this exhibition, in addition to persuading visitors of
the historical importance of games, will also stimulate an interest in
playing board games. As computer gamers sit in solitary oblivion
frantically pressing buttons to manipulate images on screens, it is
worth considering how such games could have succeeded, to a large
extent, in eclipsing real board games. The answer may be that they have
appropriated much of the best of traditional board games. But it is
also worth pointing out that the appeal of most electronic games is
ephemeral. Ask a teenager if he still plays the same game he played two
years ago, and the answer will inevitably be no. We can predict with
confidence that twenty years from now, of the electronic games currently
in fashion, it is only those versions of classic board games—chess,
weiqi/go and perhaps backgammon—that will still enjoy widespread popularity.
Does the future of chess, weiqi and backgammon, then, lie solely in
electronic media? We hope not. However convenient it may be to play
chess or weiqi on the internet, nothing can replace the face-to-face
social interaction of real games playing—and indeed the attraction of
such games as spectacle. It is no coincidence that there is a trend now
among jaded electronic games players to return to board games. This
renewed interest undoubtedly reflects the need to compete with a real
(as opposed to real-time) person. But there may be another reason for
this development. The physical satisfaction of holding a well-crafted
gaming piece or die, or of hearing the sonorous click of the pieces as
they are placed on the board, does not exist in an electronic universe.
No culture better understood the aesthetics of games than the
Japanese, whose go, sugoroku, and shogi boards were not only objects of
exquisite beauty, but were also designed to enhance the sound of piece
struck against board. If, in addition to stimulating more research on
Asian games, this exhibition prompts some of its visitors to take up
chess, xiangqi, or weiqi—or even better, to work out the rules of
liubo—then we will be entirely satisfied.”
Colin Mackenzie and Irving Finkel, “Preface”, Asian Games: The Art of
Contest (Asia Society), p. 17
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