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The Man Who Wants Another "Life"

Or at least a "Clue"

Like most everybody hawking a board game these days, James Taylor is having a tough time getting a publisher interested. We found the 25-year-old killing time recently between classes at the USC games laboratory in the Robert Zemeckis Center for Digital Arts. Inscribed on the building's threshold is a scuffed, barely readable sentence, "Reality Ends Here."

Retroman James Taylor
PHOTO BY JENNIE WARREN
Retroman James Taylor

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Yes, it does. Practically every fun board game you could think of is stacked on shelves against the walls of the laboratory, but the place is about as lively as a morgue. The boxes are dusty. Of his classmates in the Film and Interactive Media master's program, half will go into video games, and half will go into mobile-phone games. Taylor is the odd duck out, the only one working on old-school board games.

"People who design games are always a little bit deluded," he says. "Lawyers design games about the law. Real estate agents design games about real estate. But it doesn't necessarily translate into a successful game."

The board-game industry is suffering because there isn't much turnover. "There aren't new, big board games coming out," Taylor laments. "Americans tend to look back for games. Parents look at Monopoly and remember their past and give it to their kids."

A good board game is a story, which is like a skin stretched over the rules. Taylor's game, The Gentlemen of the South Sandwiche Islands, is about two Victorian gentlemen trying to talk to a lady. But he could have easily made it two spies trying to recruit a diplomat.

The big publishers of games tend to sand them down, smooth out the nooks and crannies and minimize the story. "In the U.S., there aren't any small or midsize game publishers," he says with a sigh. "It's 'Go big or go home.' "

Lately manufacturers have been turning movies or TV shows into board games. If people understand the characters from a show, slipping into the game play is easy. For a while, Taylor toyed with the idea of a board game based on the HBO cop show The Wire, but infused with his own self-referential spin: "They always talk about 'the game' on that show. The police, the drug dealers, the politicians are players. A theme of surveillance runs through it."

Germany is the hot spot for board games at the moment. There, the game designer's name appears on the box in the same way an author's name appears on a book. Taylor wonders if climate factors into the current German board-game craze. Do they play more board games there — an indoor activity — because it is colder? Or maybe it's about their concept of family time.

On that note, Taylor is reminded of how American manufacturer Hasbro once encouraged people to institute a weekly family games night. It was a ploy to get people to change their lifestyles to buy Hasbro products.

"The guy who designed Apples to Apples, Mark Austerhaus, said that. A game should fit into your lifestyle, not the other way around. It took Austerhaus 10 years to get his game off the ground," Taylor says. "People have triple-mortgaged their houses for their games."

In America, interest in board games surged after 9/11. Wistful for a time before terror, people got together to play nostalgic "evergreens" like Monopoly and Scrabble.

Taylor spends a lot of time thinking about games and watching people play games. At the Chicago Toy & Game Fair, he met the luminaries of the industry: the woman who invented Jenga, the man who invented the Razr scooter and the lunatic who invented the Tickle Me Elmo doll.

He pays particular attention to how games unfold. Chess is "a silencing game." Deep-strategy games are often abstract, while others are rich little story lands. Clue, one of his favorites, is both.

He reaches for a nearby Monopoly board, picks up the tiny pewter shoe. "People are surprisingly good at investing themselves into that piece," he says, pinching the shoe between his fingers. "That shoe. That's me."

Play them long enough, and the games get into your head. Tetris "is about organizing shit." It puts him in a cleaning mood. Recently, he played the German game The Settlers of Catan, which is all about negotiation and managing resources. Afterward, he needed a ride from his roommate, Josh. "What resources do I have that I can offer Josh?" he found himself thinking. "Maybe I can do groceries."

Games are serious business, but hardly anyone studies them seriously. Taylor, however, is a deep-thinking, intense kind of guy, and a student of systems. "If you design a set of rules, there are values inherent in them. There are things that get rewarded, and things that get punished. Designing rules can be a profound philosophical thing."

Ordinarily soft-spoken, Taylor brightens when talking about the stories behind the games. "Just the history of some things. Like the history of dice? You can't imagine the amounts of money lost on dice."

Roman emperors were addicted to dice. The first dice were animal knuckles, and the practice evolved from fortune-tellers throwing seeds to divine the future. Nowadays, at gaming conventions, people spend small fortunes on dice carved from meteorite fragments and woolly-mammoth ivory.

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  • jim taylor 04/30/2010 6:06:00 AM

    Yeah - I just want to be clear. I did not say that there are no small to mid level publishers in the US. (Why on earth would I say such a blind and declarative statement to a reporter?) On top of that, there are several other quotes that seemed abrasive and off-putting. Trust me. This article did not do me any favors. I gave them a pretty sober interview about how games could be taught in classrooms, and how they could convey more of a sense of authorship and be discussed as art. I also pointed out that the industry could benefit from more creative turnover - rather than repackaging old games in a million ways. Somehow, they used that interview to position me as the *loser* of the board game industry. (See photo.) That said, I'm at least happy if the article opened up some conversations about board games and their potential in the US. You can find links to other articles about my game here: www.southsandwiche.com Other articles and interviews will give a better sense of what I am about. (If you are new to this thread, grab a whiffle ball bat and hop right in.)

  • Gavan Brown 04/27/2010 10:49:00 PM

    That comment wasn't really fair. I'm happy for James, and love the art direction in the game, and I've been following along on Kickstarter.com. Keep up the great work!

  • Gavan Brown 04/27/2010 9:49:00 PM

    Uh... half of this article is completely FALSE. "In the U.S., there aren't any small or midsize game publishers," Has James never heard of Z-man games? http://www.boardgamegeek.com/boardgamepublisher/538/z-man-games "There aren't new, big board games coming out," Taylor laments. Uh... ever heard of boardgamegeek.com? You should check it out.

  • Kevin 04/16/2010 11:53:00 PM

    Great article! It seems that Euro style board games are becoming more and more popular in this economy. I've seen Settlers being carried at Target, which could be a great boost to the board game industry.

  • TRONPRICE 04/10/2010 12:09:00 PM

    Hi Gendy! Thank you, I Really enjoyed this article especially the back story on games such as Cranium and Monopoly. I too enjoy a good boardgame but I find it a bit difficult to make time to play them as my life has gotten busy lately and it takes effort to put the necessary players together. Its easier to chill out online with a game or get in a few minutes of video games at the end of the day.

  • Jim Taylor 04/05/2010 12:52:00 AM

    Think about it in comparison to the film industry, Eric. Most American households have a pretty stock collection of board games. Imagine if most American households had a stock collection of 4 or 5 DVD's that they revisited from time to time. That would be a strange world to live in, but in general, that's the way it is for board games. You have to admit that there's an expectation that new films will come out. But (on a large scale) that same appetite, or expectation, for the latest *board game* coming out isn't as prominent. There isn't an expectation that you're going to catch the latest board game coming out this weekend. Part of that is due to the fact that game systems and vocabularies aren't necessarily a part of educational curriculums, so people don't necessarily have the vocabulary to look at these things critically. Again, I realize that you're quite entrenched in the board game industry, but take a step back, and think about the average American household, and their relationship to board games.

  • W. Eric Martin 04/04/2010 5:06:00 AM

    Elysee, many game publishers in the U.S. do put the designer's name on the box. Check out titles from Rio Grande Games, Z-Man Games, Mayfair Games (U.S. publisher of "The Settlers of Catan," mentioned in the article), Fantasy Flight Games, Asmodee, and so on. Despite what is claimed in the article, numerous small- and medium-sized publishers are established in the U.S. and their games are available in hundreds of specialty shops. Check out BoardGameGeek.com and my site BoardgameNews.com for more examples of such games.

  • Elysee M. 04/03/2010 4:13:00 PM

    Lovely piece. I had no idea boardgames were so rich. Its interesting that in Germany they put the author's name on the boardgame. They should really do that here in USA too.

  • William Graner 04/02/2010 7:37:00 AM

    I am a fellow student of Jim's at USC's Interactive Media Division, and I feel I should address some issues I have with your article. "...James Taylor is having a tough time getting a publisher interested." This is a bit slanderous to say, since Jim turned down a publisher's offer in order to self-publish via Kickstarter.com. "Practically every fun board game you could think of is stacked on shelves against the walls of the laboratory, but the place is about as lively as a morgue. The boxes are dusty." I guess you weren't at the Zemeckis Media Lab or the Game Innovation Lab on a school day. The place is buzzing with students discussing theory and showing off the results of their practice in not only games, but various forms of interactive media, from virtual reality to tangible forms. Projects in current or recent development include The Night Journey, a game conceived by video artist Bill Viola; Walden, a game simulating Thoreau's experiment in simpler living; Pathfinder, a stylish card game about the tricky path from high school to college; Jungle Gems, a game made in association with UCLA to fortify kids' fraction math education; Wellness Partners, a social fitness diary game to assess the effectiveness of games on positive behavior change; as well as countless student projects. Please stop by again some time, and we'll show you all of this cool stuff! And the boxes aren't dusty. Students and faculty gather for a board game night each week. "Of his classmates in the Film and Interactive Media master's program, half will go into video games, and half will go into mobile-phone games. Taylor is the odd duck out, the only one working on old-school board games." Our program is the master's program at the Interactive Media Division, which is part of the film school, but not the same degree program. And while we have many talented game design students, we research many other areas in the wide world of interactive media, including virtual and augmented reality, public interactives, digital art, interactive narratives, and cross-genre works that can't yet be categorized. It's definitely untrue that we all go into game design. For those of us who do, our core curriculum starts with board game prototyping and playtesting, so we each have a grounding in that area. While many game designers turn their paper works into digital projects, Jim tried this and found that Gentlemen of the South Sandwiche Islands was a far richer experience as a tangible work. Thank you, Bill Graner www.bgraner.com

 

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