The plot
The twist
Farrell is a hard-nosed critic with a coherent and very different take on board games. Some of my favorites took hits. Endeavor: Deep Sea — a game I've genuinely enjoyed — gets filed under "meh, tension-light, inauthentic." SETI shares a shelf with Wingspan and Ark Nova in what he'd call the anodyne-solitaire-y bucket. It all stung a little. But his reasoning is compelling.
His core complaint with Endeavor is that the game is built around mechanics of economic exploitation, dressed up in scientific discovery and conservancy clothing — a clash that's dissonant to him. He lays out a strong and articulate case and yet... it didn't affect me nearly as much. And I feel that gap is worth sitting with for a moment.
Farrell's North Star seems to be Molly House, which he calls the most interesting game of the last five years: a collaboration that produced something genuinely different about how people relate to each other, not just another capitalism simulator with a fresh coat of paint. The larger argument — that modern boardgaming is overwhelmingly about building and optimizing economies, and that this framing is a creative dead end — is one that resonated with me. He sets a standard for himself that feels both somewhat idealistic but also kind of inspiring. And it made me ask myself: so what's *my* standard?
My honest answer
And not just at *a* table — at *my* table. With my people. On a Tuesday night when some are just out from work, others got their kids to bed 20 minutes ago and we have anywhere between 2 to 4 hours before someone calls it. A game that can't deliver in that context has little value to me; it means I may land differently than critics optimizing for artistic ambition, mechanical depth or cultural value. That's my bias and I'm comfortable with it, but it's worth stating to calibrate expectations.
What it means in practice
- The experience and game arc has to be legible. I don't mean simple — I mean you should know when you're doing well and why. The disc economy in Endeavor: Deep Sea clicking into place mid-game, your submarine finally doing real work — that's both legible and relatable. What Farrell experienced as dissonant, I experienced as both useful and satisfying shorthands. This feedback loop that provides both a sense of purpose and progression feels criminally underrated.
- The theme has to be integral to the experience This is where Farrell's authenticity argument lands for me — not when theme and mechanism are less-than-perfectly matched, but when the theme is so superficial you could reskin a game as space exploration, medieval trade, or ocean conservation without much any change. The theme doesn't have to be the whole game or even front and center, but it has to be load-bearing. I can live with uneasy compromises but the connective tissue has to exist for the game to be immersive and/or intuitive.
- People have to want to come back. This is a simple and undefeatable metric. Did your group ask to play it again? Did someone say "next time I want to try doing more X"? That "next time" energy is the whole thing. A game that earns a second play is doing something right.
Agree to disagree
So: what makes a board game good?
Ady
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