“Dude, it’s your turn.” Rick is staring at me from across the table.
Huh? My brain freezes. Where are we? I was munching on a cookie and thinking about whether or not I had remembered to close the garage door after leaving the house earlier in the evening. Oh…right. Power Grid. I run my hands across my face, blink a few times, and glance at the power plant market. It takes a few seconds before I can fully re-focus on the game and concentrate on playing. These moments happen to the best of gamers–fatigue, stress, or distractions can pull our minds away from the game in front of us. But sometimes the blame for the momentary lapse in concentration lies not with us, but the game we’re playing. I call them low-interaction games.
Power Grid is perhaps the worst offender in my collection. An average game runs 90-180 minutes without much direct interaction between players with the exception of power plant auctions. There’s also a lot of mental math, which kills table talk as each player tries to figure out how he or she can spend money in the wisest fashion. There are many things I like about the game, but if I want to interact with people, it’s strictly through off-topic conversation, which lengthens the playing time. I sometimes find myself glancing at the board and thinking, Are we still playing this? Shouldn’t it be over by now?
Another low-interaction game is Ticket to Ride, which is not so much a communal game as several solitaire games. I’m trying to fill in my tickets, you’re filling in yours on another end of the map, and there’s terrible excitement if a player (heaven forbid!) snatches up a key section of a route before someone else. However, this game plays more quickly than Power Grid, so it’s not as bad.
A third game that comes to mind is Carcassonne, which I’ve been playing a lot recently. Gameplay is very intuitive, though there’s not much direct interaction. People are usually only directly competing if they are trying to out-do each other with farmers, or trying to connect up two cities. However, the “beer and pretzels” nature of the game is such that we can hold a conversation while playing. The game is so simple it can take a backseat while we talk about anything under the sun. And the 30-45 minute playing time means I’m never staring at the table wondering, When is this going to be over?
Since really getting into board games two years ago, I’ve learned that low-interaction games aren’t exciting for me unless they are simple and short. Conquest of Paradise is an example of a game that, while interesting in its theme, drove me up a wall. The game ends just as you are ready to interact with othe1r players (i.e., raid their villages, burn down their huts, and take their freaking yams–mwahaha!). I prefer to be playing games where the auctioning/trading/fighting is fast and furious, and people are engaged most or all of the time in what’s going on in the game (or if they’re not, they can carry on a conversation because the simplicity of the game allows for it).
This realization makes me wish Board Game Geek would include an “interaction rating” in each game profile. We’re in a recession, every dollar is precious, and I don’t want to waste my hard-earned cash purchasing games that don’t have lots of player to player wheeling and dealing or pillaging and looting. If I wanted a low-interaction game, I’d fire up FreeCell on my computer.
Are there games that you love/hate because of the low or high level of interaction? Leave a comment; I’d love to hear about them.