Board Games and the Attention Economy

The “attention economy” is a sociological and economic term that has gained increasing relevance as users gain near-constant access to media channels via smartphones. Herbert A. Simon summarized the concept as “…a wealth of information creates a poverty of attention and a need to allocate that attention efficiently among the overabundance of information sources that might consume it.” To be more succint, attention is a finite resource and each call for a person’s attention drains some of it.

The attention economy is also a valuable metric to keep in mind when designing tabletop games (though I’m migrating the term a bit from its original meaning). In fact, I would argue that one of the most important indicators of a game’s complexity is its attention strain, which we can define using several objective factors.

Factor 1: How Much?

The first, and most obvious, factor in a game’s attention strain is how many components there are. However, this isn’t just total number of components – it’s the total number of components the player needs to pay attention to in order to play the game.

The distinction here is most noticeable in tableau-building games like Roll for the GalaxyRoll has a fairly large number of distinct components: Each player has a sizable tableau with up to six or seven different powers, an action strip to which they assign dice, and a pool of dice, in addition to the victory point chips and round information markers in the center of the table. However, despite this staggering amount of components, Roll is still a medium-weight game because each player only really needs to pay attention to about 20% of them. Because you can’t interact with your opponent’s tableau, you only really need to know your own components in detail most of the time.

Components that entry-level or intermediate players don’t have to pay attention to may deserve attention from advanced players, and that’s okay – advanced players will have a better range of attention for your game anyway because they’ve internalized the basic principles. Returning to Roll, a player of average skill might not pay attention to things like their opponents’ dice colors or the distribution of tiles of a certain type, and it’s not necessary for them to do so to win against people of their skill level, but that opportunity exists ready for a highly skilled player to exploit.

Factor 2: How Often?

Even if a component deserves attention, it doesn’t necessarily deserve your foremost attention all the time. Some parts of a game are only important during certain times, and at other times they can be safely ignored at no strategic cost to the player.

In many games, you can’t take every kind of action every turn, so the features you have to pay attention to are limited by whether they actually matter to you in the immediate moment. Great Western Trail has a number of disparate features, including a “job board” where players can hire cowboys and such; a cattle market where players can buy better cows for their deck; a train track running around the board with stations that grant special abilities; and the board itself, which has a number of hazardous areas that can drain money from players. However, actions are limited to the “buildings” that your cowbeeple can reach within three steps. Unless you’re planning ahead for a future purchase, you only have to care about the parts of the game that you can actually get to in the present moment, and you don’t have to balance every component at once.

You can also call attention to different components through a scoring system. In Cartographers, your scoring conditions are 2 out of 4 conditions that rotate every round; something you might need to pay careful attention to at the start of the game will become irrelevant, replaced by a new scoring condition. Besides ensuring that players aren’t pulled in too many directions at once, a system like this also keeps each round fresh and interesting, preventing a snowball effect of one player’s early lead compounding.

One of the big issues of trying to make components that only require players’ attention some of the time is that having a component only matter once in a while, or even worse, once every few games, is going to be more taxing on your players than if you had to pay attention to that component all the time.

Factor 3: Where?

The spatial placement and grouping of components can often make it easier for players to concentrate on a number of otherwise unrelated actions. This plays off the psychological principle of chunking, where humans can more easily process large amounts of information when they’re organized into discrete groups. (Think about how phone numbers are easier to remember because the 10 numbers are broken into three segments.)

In Cosmic Encounter, gaining 5 colonies on other players’ planets will let you win the game. This can frequently be difficult to track, especially with a full player count of 5+ players and with ships of multiple colors hanging out on different planets. The Fantasy Flight edition includes a tracker that lets you keep track of everyone’s foreign colonies at once, which is a baseline move for a game like this, but in a stroke of brilliance, attached the tracker to the Warp component. The Warp, beyond storing everyone’s “dead” ships, is also the focus of numerous mandatory phases during the game: Notably, at the beginning of everyone’s turn, they retrieve a ship from the Warp, thus allowing their eye to drift over the foreign colony tracker. In this way, remembering to check the win condition is chunked into normal game actions, making Cosmic‘s total cognitive load easier. (Something very valuable when you’re playing with the more complex aliens.)

There is one point of caution here: The more you dictate where all the components are located relative to each other, the more you’re dictating where everything in the game is set up. This can be an issue for people with smaller tables if your components are a weird shape that won’t fit the available space. Try not to combine too many features into a large component and keep things “free-floating” as much as you can.

Factor 4: When?

This article was inspired by the deckbuilding games Dominion and Trains. Both games have expansions with “attack” cards that affect the other players in some way, something removed from the extreme multiplayer solitaire feel common to their genre. However, despite increased interaction generally being considered a good thing, these attack cards frequently detract from the game experience because they break the unspoken promise that you don’t have to pay attention during turns that aren’t yours.

While up until now my discussion of the board game attention economy has been spatial (referring to concrete objects and their placement), when a player has to pay attention is also important. In some games, typically party games, players have to be “on” and engaged all the time. Meanwhile, in many Euros, what the other players do on their turns doesn’t require your attention until it’s your turn again. Having to be always on, especially when you’re regularly making complex strategic decisions, can often be more draining than when you have time to take a break and think about your next move sometime in the future.

Just because it’s good to let players take a break from concentrating on the present game state sometimes doesn’t mean you need to strike interactivity from the game entirely; you just need to make sure that interactive actions that affect players outside of their turns are one-sided. Two attack cards in Dominion are the Witch, which dumps a negative VP card into your opponents’ discard piles, and the Rabble, which makes each opponent do the work of discarding certain cards from the top of their decks. The Witch is much more successful in Dominion‘s context because you can mess with other players without yanking their attention away from their personal hand of cards, as the Rabble does.

This is something that’s typically determined by your genre of game. If you’re designing a game that has even partial family members in a genre, try playing those and see when you actually have to pay attention to the game. This will inform your players’ expectations going into the game, and meeting them will help prevent needless friction.

Factor 5: Wait, This is the Conclusion

Game design is about establishing a “magic circle”: Inside the circle, you want to challenge your players and deprive them of the means to achieve their goals, while outside it, you want to support your players in their gameplay experience and prevent friction in the same way other designers do. Unless you’re designing a game specifically intended to test your players’ attention span and memory, paying attention to when your players expect to concentrate and not interfering in that space will help maintain the magic circle’s integrity.

The Pest-sistence of Memory

While it’s entirely possible that what makes a game fun is 100% subjective, I’ve noticed that some things are almost universally regarded as “fun” or “good design”, and some are almost always considered “bad” or “unfun”. Having to do math beyond simple arithmetic is in the latter category, for instance; another is memorizing things, a topic that game critic Erik Twice wrote about previously. However, Erik mostly covered the “what” and not the “why” or “how” of memorization. In this article, I’ll be theorizing on why memorizing stuff generally isn’t fun and offering advice on how to make the high-level play of your game less dependent on memorization.

The Problem With Memorizing Stuff

The concept of memory being an appealing gameplay mechanic is largely a thing of the past. For example, Whist, a predecessor of contract bridge which put emphasis on being able to remember which cards have been played by which players, operated under the idea that these games were a tool for sophisticates to measure their superior intellects against each other. The only modern mainstream board games that make memorization an intentional core mechanic are Memory, which mainly appeals to very young children, and the Simon/Bop It! family of toys, which are 75% fun because of their flashing lights and funny noises.

Modern strategy games only require the player to memorize things as an unintentional part of learning the higher-level strategies. Scrabble is the classic example: A casual player can do fairly well at Scrabble by improvising with their preëxisting vocabulary, but high levels of play demand that the player memorize all of the high-value words in the dictionary so they can maximize their score.

There are a number of reasons that memory is a less fun skill to employ than things like bluffing, prediction, and planning in advance. The first is that memorization is a fairly basic concept that doesn’t challenge the more sophisticated powers of thought that even simple strategy games try to engender in players. You use whichever method you want to commit a card/quantity/etc. to memory; then you see if you did it or not. Compared to things like bluffing, which requires knowledge of your psychology, your opponents’ psychology, the risk and reward of various strategies, and so on, memorization asks you to employ a basic mental concept common to most sophisticated animals. However, despite its simplicity, memorization requires a lot of effort if there’s enough variables to be considered, so it’s taxing without being rewarding.

The second is that getting penalized because you didn’t memorize things correctly feels like an act of cruelty on the part of the game. When all of the information was available at some point, it then feels arbitrary that you aren’t allowed to reference it, especially if this lack of knowledge could lead to substantially different strategy decisions. This isn’t objectively true, as I’ll explain in more detail later in this article, but it certainly doesn’t feel good when the game essentially makes you lose for no reason.

The third is that, paradoxically, losing because you didn’t memorize something always feels like a blunder. You weren’t outsmarted by an opponent; you didn’t make a risky decision that failed to pay off; you didn’t even misunderstand the subtler interactions of the game. If you weren’t able to remember game information in an adequate way, the only explanation is that you, personally, failed, with no excuses or ways to improve beyond hoping you’ll remember better next time. Frustration – the least acceptable emotion in gaming – is born from a combination of rage and helplessness, and loss due to misremembering things produces both in great supply.

The final, and perhaps most important, factor is that discovery and surprise are important to a game being fun, and memorizing the game’s components and strategy does literally the opposite, siphoning a sense of anticipation away from the game even as you become better at it. People will only stay with a game if they think it has something more to offer them if they play it again. (That’s also why I believe that any game with asymmetric powers should have at least one and a half times more powers than the maximum player count.)

Multiple factors affect how important memorization becomes at high levels of play. The three most important are open information that becomes hidden, consistent and complex strategies, and all of a game’s components being guaranteed to appear every game (which is a mouthful, so let’s call it “Completeness”).

Open-Then-Hidden Information

Most games that restrict previously-open information don’t do it to challenge the players, and they don’t do it by mistake, either. They do it because having too much complex information available at once can be paralyzing, especially for new players or moderately experienced players who suffer from analysis paralysis. Many of these games are aimed at casual audiences. That said, even if we’re primarily designing for casual audiences, we can try to do better to make the game fun for people of all skill levels and seriousness.

An effective rule of thumb is that if components can be counted, high-level play will demand that they must be counted. In For $ale, players bid on house cards of differing values and then use those house cards to bid on cards of various values. Each player starts with the same amount of money at the beginning, but are encouraged to keep their remaining cash a secret. Because all of this information is public, you could therefore, with either a keen memory or a pad of paper, know which player has which houses, which houses haven’t been played yet, and how much money everyone has left. This is crucial information to victory, so if one player decides to do this, the others will be obligated to do so to be competitive.

In some cases, there are good reasons to not have all this information available, as having too much at hand can be paralyzing, especially for new players. Returning to our example of For $ale, if every players’ house cards were face-up and visible on the table, players would have so much information to process at once, the game would get bogged down with their thinking.

Consistent Strategy

As your players play your game repeatedly, common tactics and strategies will start to emerge. This is a natural and wonderful part of the game-playing process. However, if strategies within your game are both consistently strong and relatively nuanced and complex, it means that players interested in advancing in skill will have to memorize these strategies. Chess is the perennial example – many people, including myself, have been turned off from chess from the nightmarish vision of having to spend our precious free time memorizing openings.

These strategies become more problematic if they take longer to execute or have little room for deviance. The “Uxmal Gambit” in Tzolk’in: The Mayan Calendar is a gamelong strategy that first involves placing your workers in two specific locations on the board to acquire the maximum amount of workers as quickly as possible, then following a series of tasks that enables you to build many high point value buildings. However, if you don’t remember the strategy offhand, you’ll probably lose after creating many more workers than you can effectively feed. The designers, wise as they are, made the expansion create much more varied random openings that lessened the Uxmal Gambit’s strength in most cases.

Note that a strategy is different from a heuristic – a rule that applies in enough circumstances that you can usually take it for granted. Most heuristics are easily digestible and helpful for players. If your players can establish these heuristics without having to adhere to a lengthy set of guidelines for play, it means your strategy game is likely on the right track.

Completeness

If every component in your game is guaranteed to appear in every game, then it’s good strategy to memorize all of the components so you know which ones haven’t appeared yet.

This becomes more of an issue when there are many different components. The opening hands in 7 Wonders are always comprised of the same cards, depending on the player count. (That is, a four-player game will always have the same set of cards, and a five-player game will have an additional set of cards, etc.) Because you can be sure that every card from the list will appear in the game, good strategy now consists of remembering the card distribution and cost for all three rounds so you can tell when you’re being cut off or not. Furthermore, you have to remember the exact cards that were in each hand as it was being passed to you so you can try to predict what you’ll be handed when it comes back to you.

Fortunately, avoiding the completeness issue is relatively simple – even knocking out one or two components can be useful depending on the complexity of your game. Both Love Letter and New York Slice, which place importance on a certain class of card/pizza slice running out, remove one card and three slices respectively at the start of the game, making exact calculation of all the components you’ve seen so far not so effective that it’s worth the trouble.

Conclusion

It’s hard to design for higher-level play because playing with the same group over and over (in other words, the only way to experience higher-level play) isn’t as important as making sure your game is good across a large variety of players. But in order for your game to be truly good, it has to maintain a sense of fun and discovery, as well as make more thoughtful play more of a joy than a slog. Memorization is an enemy to both of those, and should be reduced as much as possible unless you have an extremely good reason otherwise.