Would you rather suck fresh milk directly from a cow’s udder or drink store-bought milk two days after it’s gone bad?
The question, from Zobmondo!!
Entertainment’s latest board game, “Would
You Rather…? Sick, Twisted and Wrong,” is a far
cry from the typical “Trivial Pursuit” query.
The game, a more adult version of the company’s original “Would
You Rather…?” poses hypothetical questions – some ethical, some
funny, some ludicrous – designed to provoke debate and encourage
participants to defend their choices. The winner is first to complete
three challenges that revolve around predicting people’s answers, creating
your own question and other tests. But winning is almost beside
the point. The game’s real reward is the interplay between the participants
and the amusement in passionately defending, for example, the
virtues of either leaving a slime trail wherever you walk
or emitting exhaust fumes.
Although social interaction has always been an element
of playing board games, today it is more up-front
than ever. Indeed, games like “Would You Rather…?”
and Mattel’s “Apples to Apples” are based almost solely
on the opinions of the other players – no trivia knowledge
required, no intricate rules, no marathon strategy
sessions. Both typify the latest generation of
board games: easy to learn, easy to play, egalitarian
and, above all, about as social as you can get.
That’s not a surprise to game developers.
Most of today’s entertainment options –
TV, video games, iPods – “tend to isolate us a
little bit,” says Matt Molen, co-founder and
vice president of marketing of game company
SimplyFun, Bellevue, Wash. “Think about going to the
movies. You can go on a date, but all the interaction is
between you and the screen.” By contrast, social interaction is
the organizing principle of his company’s newest board game,
“Cahoots!” which Molen describes as “charades on steroids.”
“There is still something to be said for the face-to-face connection
of sitting down and playing a game together and having lively conversation,” says Molen.
Historically, that is what gaming
is all about.
“Until the video game
entered the picture,
games were specifically
designed to create quality
time among intergenerational
family
members. That was
actually their entire purpose,”
says Celia Pearce,
director of the Experimental
Game Lab at the
Georgia Institute of
Technology, Atlanta.
Video games “have created
a bigger generation
gap in that adults seldom
play [them] with
their children.”
The introduction of
the Nintendo Wii, the
interactive video-game
console, is starting to
change that, but board
games still have a huge edge
in serving such needs.
“Monopoly” has outsold
“The Sims,” the best-selling
video game in history, by
tenfold,” says Pearce.
“It’s about fostering
human connection,” says
Molen.
But not every board game
can do that, particularly with
today’s hectic pace of life.
And bridging the age gap –
finding something that will
hold both an adult’s attention
and a child’s simultaneously
– has never been easy.
Today’s game developers follow
a general set of rules to
encourage consumers to choose
games over other forms of entertainment.
One of those rules is to
speed up play.
“Today’s families are so busy
that taking time to sit down and
play can be tough,” says Molen,
whose SimplyFun games are