|Am I the only one that thought it was the "genius" edition?|
Interestingly, Paul brought up another trivia game he had owned, called Isaac Asimov's Super Quiz. On the face of it, while still just a trivia game, IASQ offers a little more in the way of "strategy". When answering a question from a specific category, you can choose to answer an "easy", "medium", or "hard" question, for 1, 2 or 3 points respectively. The objective is to be the first to get to 35 points. So, that sounds good - you can go for easy questions in subjects you are not strong in, and go for the gusto in your favorite categories (I'm unsure if you have to get a minimum score in each of the categories). So, why then was Trivial Pursuit such a run away success, while IASQ was virtually unheard of (well, I hadn't heard of it, anyway...it was successful enough to spawn two more editions)?
|3 point Question: What are the 3 laws of Robotics?|
My next thought fell to game play and/or components. IASQ appears to be just several boxes of cards in different categories, and a score sheet (I'm unsure if you just get to pick which category you want every time it's your turn, or how that works...). In TP, you roll a die to see what space you land on - now most hobby boardgamers decry random roll-and-move mechanics these days, but to most of general society, that mechanic is almost mandatory in their definition of a "board game". And, it does add some chance and randomness to the game ("come on, come on...I really need a 5 here...."). Add in the "roll again" spaces, and you do get a certain amount off tension in the game.
|May the Pie be with you.|
So, what am I to conclude from this? I'm not entirely sure. I definitely think components matter in a game. Given two games that are very similar, superior components can help turn a good game into a great game. Was that the case with Trivial Pursuit? From my conversation with Paul, I had the impresstin that IASQ was out concurrently or even prior to TP. Not the case - Trivial Pursuit was first, in 1981, IASQ in 1982. So perhaps TP really did tap into an unmet need first - a casual, easy to learn social game, and IASQ just tried to capitalize on that that. I welcome any further thoughts on the matter...but right now, I'm craving a piece of apple pie for some reason...