You should follow us on Twitter here
Join us - it's free
Sign up or Login



Articles: full stories summaries
a
a
?


 

 

 

 

 

 

 


Home #Indie


GDC 10: the Holocaust board game photo

I'd read about Brenda Brathwaite's Train before but, in honesty, I'd never bought any of the hype. A board game about trains with a twist ending that reveals you're actually sending your pieces to Auschwitz? Please. You're telling me that people not only break down sobbing while playing the game, but that people actually started crying during Brathwaite's talk about the game?

I mentally called shenanigans. Chalked up the overzealous reactions to the sort of artsy-fartsy desire for games to be Taken Really Seriously, without any basis in actual emotion.

After exiting Brathwaite's updated version of her talk, " Train (or How I Dumped Electricity and Learned to Love Design)" with the unmistakable sensation of my tear duct beginning -- just beginning -- to fill, I understood just how wrong I'd been.

Hit the jump for my summary of the talk.

For a summary of what prompted Brathwaite to make a game like Train in the first place, I'd suggest reading this article from The Escapist. Brathwaite's talk this morning covered much new ground, but the basic story of why Brathwaite moved from videogames to board games hasn't changed.

What has changed has been the reaction to Train: much to her surprise, Brathwaite effectively took the game on tour over the past year, showcasing the game to the Wall Street Journal and MIT, taking note of the different reactions players have had to the game.

But I'm getting ahead of myself. All human-on-human tragedy, Brathwaite said, works by some sort of system. And if you have a system, then you can create a game.

Train is a board game that, at least initially, tasks players with getting as many yellow game pieces from one end of the game board to the other. In an average turn, the player can choose to move their train forward, put more people into the train, draw a card, or take a card. After reaching the end of the track with one train, the player draws a card revealing the destination they've arrived at.

All of the possible destinations are concentration camps. Auschwitz, Dachau. Brathwaite described the moment of realization as "a fall from a hundred feet up," once the now-victorious player realizes what he or she has just done.

This isn't the end of the game. Train's rules (typed up on a genuine Nazi typewriter) specify that "the game is over when it ends." After figuring out where the trains are going, you can choose to stop playing or, as some players did, try to actually rebel against the rules and sabotage the game by intentionally trying to draw derail cards.

When a train in the game gets derailed, two things happen: half the people go back to the beginning of the board, and the others refuse to board the train. The game pieces simply sit on the board, and can no longer be manipulated. Brathwaite intentionally refused to explain exactly what had happened to those pieces. Some players assume that the tokens are dead, some assume that they've escaped and gone to Denmark. This process of volunteering your own narrative isn't lazy design or metagaming, Brathwaite seemed to suggest, but an integral part of the game that makes the player feel complicit in what they're doing.

Brathwaite briefly relayed an anecdote wherein a player reached the end of the board, found out where she was going, and then went back and started loading another train without saying anything. When asked what she was doing, and if she understood what was going on, she responded that she did -- she just assumed that she was playing as a conductor or something, and that he probably had kids to feed, so why not just keep going?

Interestingly, Brathwaite noted that when people play Train, even when they privately realize what the game is about they never tell the other players. Brathwaite had no idea why this was (though an audience member later suggested that it might be that players simply didn't want to spoil the experience of realizing the theme for everyone else).

This, Braithwaite argued, is the sort of freedom of play you generally can't achieve in digital games. The tactile details of the game (the train openings are too small for the Jew pieces, so you've got to cram them in there, which becomes a sort of horrifying action once players realize exactly what they're doing) and the "complexity of human choice" the board game format allows simply wouldn't work in a computer.

The board itself sits on a frame filled with broken glass (presumably representing Krystallnacht). At one point when showcasing the game, a Rabbi saw the board, paused, and said that he understood what the game was about.

"I don't want to play it," he said. "You just did," Brathwaite replied.

As described by Brathwaite, the act of play didn't lead up to an ultimately bullshit "gotcha" moment like I'd assumed. The Auschwitz revelation is but one aspect of an entire experience designed to make players question the way they follow rules, and how they'll behave once they understand what's going on, and how complicit they're willing to be.

Train's spontaneous popularity resulted in a lot of backlash: people have told Brathwaite to stop making games, and that she should be punched in the face for creating Train.

Perhaps part of this reaction came from the fact that Train isn't "fun," by any stretch of the imagination. "Why do games have to be fun?", Brathwaite asked. Schindler's List isn't fun. "No other medium is like, oh, it's gotta be fun."

In creating Train, Brathwaite understood just how many design constraints she'd unthinkingly accepted during her years as a digital game designer: for instance, that games need to have concrete win/loss conditions, or strictly designer-authored meaning, or that games must be fun in some way.

Still, the act of creating Train made (as the talk's title would suggest) Brathwaite fall in love with pure game design. " Board games," Brathwaite said, "taught me a lot of our problems have solutions, and that games are way more diverse than we give them credit for." 

“I fell in love with the potential power of the medium, and saw mechanics as more powerful than paint,” Brathwaite said.

 


Continue reading: More Indie stories





97 comments | showing # 1 to 50
prev
next 50 comments

Z80's Avatar - Comment posted on 03/13/2010 13:42
Z80
The thing about the conductor and the piece-cramming bit really got me. That was a great read.
pedrovay2003's Avatar - Comment posted on 03/13/2010 13:43
pedrovay2003
Oh wow... That sounds absolutely amazing. My mouth dropped open reading the article.
Anjo's Avatar - Comment posted on 03/13/2010 13:46
Anjo
Yes, this definitely puts the 'fart' in 'artsy fartsy'.
Dead Movie Star's Avatar - Comment posted on 03/13/2010 13:47
Dead Movie Star
SPOILERS
Mirax's Avatar - Comment posted on 03/13/2010 13:50
Mirax
Wow, that reallly sounds like a fantastic experience. Nice article, Anthony.
Count Grishnack's Avatar - Comment posted on 03/13/2010 13:51
Count Grishnack
This line made me mad:

"I don't want to play it," he said. "You just did," Brathwaite replied.

Other than that, this sounds very interesting.
RageGoblin's Avatar - Comment posted on 03/13/2010 13:53
RageGoblin
Wow. Sounds like a cool game, but thanks a lot for ruining the twist in the second sentence.

What the fuck, dude? How about a post saying, "Hey, there's this really cool board game you should check out. By the way, if you've played it, here's a spoiler-filled article you'd enjoy!"
Havoc Fang's Avatar - Comment posted on 03/13/2010 13:54
Havoc Fang
Holy shit. That...Wow.
paukl schmaukl's Avatar - Comment posted on 03/13/2010 13:56
paukl schmaukl
That was a fantastic read, thanks.
Anthony Burch's Avatar - Comment posted on 03/13/2010 13:56
Anthony Burch
RageGoblin:
It's literally impossible to "check out" Train. Only one board exists, and Brathwaite carts it from place to place. It's also impossible to talk about the game without talking about its subject matter.

Only about a hundred rounds of Train have been played *in the world*, so the spoiler idea really doesn't apply here.
Zachula's Avatar - Comment posted on 03/13/2010 13:57
Zachula
Even though this post spoiled the game for me, I still wish it was available for purchase so I could see my friends/families reactions when they play.
DinosaurPizza's Avatar - Comment posted on 03/13/2010 14:00
DinosaurPizza
Holocaust Tycoon.
Havoc Fang's Avatar - Comment posted on 03/13/2010 14:01
Havoc Fang
Also, the person who assumed they were the conductor proves that board games can fall to the same artistic hurdles as games - People who get it, but don't care about it.
RageGoblin's Avatar - Comment posted on 03/13/2010 14:02
RageGoblin
Anthony Burch:

I see. Could be why my quick Amazon search turned up nothing, but I figured I could still find it on the internet somewhere (and planned to do so).

Sorry about that, then - but it's a shame that such an apparently compelling game cannot really be played.
Naktu's Avatar - Comment posted on 03/13/2010 14:05
Naktu
@Count Grishnack,

I think I understand why you don't like that, but I don't believe she meant by that sentence what you think she meant.

The purpose of the game, the reason you play, is to have that revelation the rabbi had. He is, in a sense 'done' playing. Anything that happens after the revelation is choice. Stop, sabotage, whatever.
sadiztic's Avatar - Comment posted on 03/13/2010 14:06
sadiztic
Is the game one of a kind or is Brathwaite going to try to put into production?
Fearzone's Avatar - Comment posted on 03/13/2010 14:09
Fearzone
So, is it worth playing after you've played it one time, or even after you have read this article?
BalloonFighter's Avatar - Comment posted on 03/13/2010 14:09
BalloonFighter
But but, its not real. These are pastic game pieces. You are not really sending Jews to their doom.Thats where the disconnection comes for me. Granted , I have not played the game and the maine twist will be forever spoiled for me. Are you supposed to feel guilty for wanting to win?
Magnalon's Avatar - Comment posted on 03/13/2010 14:11
Magnalon
Very neat concept, but it's a shame there's no real way to market this, and show it off to the masses without the entire concept being spoiled.

Very, VERY neat, but again, probably only a few thousand people will ever hear about this, which is a shame.
Cadtalfryn's Avatar - Comment posted on 03/13/2010 14:12
Cadtalfryn
I've always thought the holocaust would be interesting subject matter for an indie game
killias2's Avatar - Comment posted on 03/13/2010 14:13
killias2
""Why do games have to be fun?", Brathwaite asked. Schindler's List isn't fun. "No other medium is like, oh, it's gotta be fun.""

Games are games, so they should be fun. Other media are not games.

Just the first few definitions:
ame
1   /geɪm/ Show Spelled [geym] Show IPA noun, adjective,gam·er, gam·est, verb,gamed, gam·ing.
–noun
1.
an amusement or pastime: children's games.
2.
the material or equipment used in playing certain games: a store selling toys and games.
3.
a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.
Exquisitor's Avatar - Comment posted on 03/13/2010 14:23
Exquisitor
So it's just like Chutes & Ladders? Except replace the chutes with gas chambers, and the ladders with furnaces?
the Company's Avatar - Comment posted on 03/13/2010 14:27
the Company
This is pretty neat, particularly for me since I'm in an advertising concepts class where our final project for the semester is to conceptualize, design and build a functioning board game. The idea I already pitched to my team is pretty "high concept" for a board game, so it's cool to know that there's someone else with a solid, meaningful game that tries to do something uniquely suited for a board game. Honestly, this is pretty inspiring from a design standpoint; I've got a few great ideas simply from reading this.

Great summary.
Clown Baby's Avatar - Comment posted on 03/13/2010 14:30
Clown Baby
killas2, with all respect; you're an idiot.

Nowhere in there does it say "fun".
Naim Master's Avatar - Comment posted on 03/13/2010 14:30
Naim Master
Crying because of THIS? Ha!
Alex Krasny's Avatar - Comment posted on 03/13/2010 14:32
Alex Krasny
Fun and amusement are the same thing.

Would you say Chess is fun? Chess is an enjoyable and amusing game but it's hard for me to call chess fun in the classic context. I don't have a huge smile on my face sitting at the edge of my seat for the next move. Games don't have to be fun to be good, and the sure as heck don't need to be fun to be interesting or thought provoking.
SirKerrald's Avatar - Comment posted on 03/13/2010 14:32
SirKerrald
I think this is fascinating. I took several holocaust studies courses in my college career and spent a good amount of time studying willing and unwilling participants in these events. To me, this is up there with the Milligram experiment. People blindly following rules with out questioning purpose or result. The restrictions of the board game medium combined with a board game's core focus on following rules (especially the first time through) work so well for this, mostly because people focus on the trees not the forest. Obviously, this isn't something to celebrate, but it is hugely interesting as a sociological experiment in my opinion.
Magnalon's Avatar - Comment posted on 03/13/2010 14:33
Magnalon
@Clown
Is amusement not a synonym of fun?
CitizenErased's Avatar - Comment posted on 03/13/2010 14:38
CitizenErased
I'm not really sure why people want to limit the definition of "game".
The meaning of words changes over time based on their usage...why're we clinging to the old definition of "game" that makes "fun" an essential component?
Kira Plaga's Avatar - Comment posted on 03/13/2010 14:41
Kira Plaga
@killias2
"Games ate games, so they should be fun."
I disagree.
Skulsan's Avatar - Comment posted on 03/13/2010 14:44
Skulsan
Just reading the way the game comes out gave me a chill. And the range of responses to this article and other articles on various other sites, from tragic admiration to anger... even outrage... shows fantastic power in the piece. One need not even play the game to be affected by it. I laud the designer for having the emotional depth, and daring, to construct a game like this.
Kira Plaga's Avatar - Comment posted on 03/13/2010 14:49
Kira Plaga
*are
lol
Z80's Avatar - Comment posted on 03/13/2010 14:52
Z80
Is Mega Man fun? I've never met a person who said, "Yeah, that level was a blast," in reference to a Mega Man game. They always say that winning gave them some sort of fulfillment, but they didn't have fun during the actual interactive section. The "fun" part for them was knowing that that motherfucking robot master is dead. Is it unreasonable to create a game that, upon winning, doesn't provide fulfillment? I don't think so. I mean, if Far Cry 2 had been NES hard, the ending would sting so much more, right? Your reaction would be intensified. Ultimately, you would get something different out of it. You would be angry that you had worked so hard only to see everything collapse in front of you. That's not fun, but it sounds like my kind of game.
GigaMach's Avatar - Comment posted on 03/13/2010 14:59
GigaMach
I think it's a statement that takes the form of a game. It isn't a fun game, or a game that would (or should) sell...it's as Braithwaite described: A set of rules and tactile exercises that serve as a metaphor for something most of the current population has zero experience with.

I think it's brilliant, as it forces the "player" to examine their motivations for playing the game. Do you keep playing to "win"? Do you defy the rules? Keep playing and sacrifice a "win" for a personal moral victory? Do you say "It's just a game" and walk away unaffected?

Like any analogy, there are weaknesses, and I don't think that's lost on the designer. And just like any good art, there are strengths in the subtleties of the medium and especially audience reactions that can tell us something about ourselves and our views of the world.

Thanks for the article, Anthony.
EroThraX's Avatar - Comment posted on 03/13/2010 15:04
EroThraX
@Havoc Fang That is hardly a matter of not caring.

The person states they carried on as the conductor because they 'probably had kids to feed', and that is basically what actually happened in the death trains, the engineers/conductors manned the trains because they had to, less they wanted to risk the lives of their family by refusing. The majority of people in that situation would not risk their own families lives to try and make a stand only the very brave did.

The person understood the meaning behind the game but also understood that in the real life, as it happened, someone drove it and had to carry on doing so for the safety of their family, they chose to express that in their action to carry on playing the game.
Beyamor's Avatar - Comment posted on 03/13/2010 15:19
Beyamor
This is good. I might spend the afternoon spiraling into a depression fueled by mulling the implications of a holocaust game and the reactions to it, but this is good. It's important.

It made me think.
KapitanFiggs's Avatar - Comment posted on 03/13/2010 15:21
KapitanFiggs
Wow, this is some pretty compelling stuff. It's awesome to see someone taking the very definition of what a "game" is, and turning it on it's head. As Anthony said quite awhile ago, "Fun is not enough." Not every video game has to be fun, it can be thought-provoking or heart-breaking, just like movies and books. Just because the technical definition of the word game includes the term "amusement" does NOT mean that the medium as a whole should always be a fucking rootin-tootin good time. It denigrates the medium as a whole, and stymies its growth. By such a narrow definition, just about every good role-playing game session I've ever taken part in was apparently not a game at all. By definition, a movie is, and I quote:
"a sequence of consecutive pictures of objects photographed in motion by a specially designed camera (motion-picture camera) and thrown on a screen by a projector (motion-picture projector) in such rapid succession as to give the illusion of natural movement. "
Is that all they are? It says everything about the technicality of movies, but nothing of the soul of the thing. The fact of the matter is, definitions should be constantly challenged and made to evolve. It is honestly refreshing and inspiring to see someone who takes that very concept to heart. I'd love to "play" it with somebody who doesn't know anything about it, and see what happens.
Thanks for the food for thought, Rev. It is greatly appreciated.
Deny Everything's Avatar - Comment posted on 03/13/2010 15:33
Deny Everything
I mean, I appreciate it as a piece of performance art... but is that what it is? Or is this actually supposed to be a game? I'd love to read a psychology case study on what happened, but I have the feeling that it (tragically) doesn't dig deeper into that and is just the typical "zomg that made me think!" sort of thing involving the fact that people really don't think.
Shinta's Avatar - Comment posted on 03/13/2010 15:37
Shinta
Kind of spoiled the entire game in the first sentence. Good one.
-PL-'s Avatar - Comment posted on 03/13/2010 15:44
-PL-
At least this is a game, unlike Passage. More like Assage.
readbigwordsisgood's Avatar - Comment posted on 03/13/2010 15:58
readbigwordsisgood
Excellent use of performance art to create emotional understanding. This is a topic that people are perhaps intellectually aware of, but usually only in some vague statistical sense that doesn't really have and power or living purpose.
Jarmel's Avatar - Comment posted on 03/13/2010 16:19
Jarmel
Who the fuck comes up with this shit?

Hey I have a great idea, let's became a board game where you shuffle Jews on a train to a concentration camp? Like seriously how the hell does this shit pop into someone's mind.

The part with the Rabbi pissed me off though and I'm not even Jewish. It's designed more for the designer's enjoyment in than anybody elses.
andycadaver's Avatar - Comment posted on 03/13/2010 16:36
andycadaver
Holy shit. Thank you, Anthony. I can always trust your articles to be this pure. Nicely done. I wish I could have seen this 'game' in action. But from what I gathered in the article I got a good enough sense of the raw emotion and incredibly thoughtful design. I like the sensationalist headline, as well.
ace of knaves's Avatar - Comment posted on 03/13/2010 16:44
ace of knaves
This is an amazing idea.
Matthew Razak's Avatar - Comment posted on 03/13/2010 16:49
Matthew Razak
Wow. That is incredibly interesesting. Her point about games not having to be fun is something I've always argued. It sounds like she came up with something very original and thought provoking on a subject that needs these things.
Duck You Sucker's Avatar - Comment posted on 03/13/2010 16:55
Duck You Sucker
Great article. This game sounds absolutely fascinating.

Also, be prepared to become mighty unpopular when you start hosting Train parties when the home version comes out.
SBC Slam's Avatar - Comment posted on 03/13/2010 17:04
SBC Slam
Wow. That's an incredible perspective, excellently explained through a very human example.

Games don't have to be fun, they have to provide an experience. I think the more people that come to this sort of understanding, the better off we'll be as a medium.

Personally, I love board games, I have a large collection of them (Bruno Faidutti is one of my favorite developers), and it's because I find the tactile interaction so important. It's something a controller or Natal or a waggle can't duplicate (not yet, anyway). This, however, is completely unexpected. So often touch is just a part of playing a boardgame. You don't think about it too much. Moving you piece, drawing cards, spinning dials. To actually make it a major emotional focus, predicated upon how much you know, or how heavily you are willing to weigh it . . . I am stunned. The implications contained herein have the depth and breadth of ages, and a large measure of humanity.

And a game did it.
360COMIC's Avatar - Comment posted on 03/13/2010 17:11
360COMIC
hitler would kick ass at this game. pt.2 SHIP- slave trade. pt.3 OCCUPY- israel vs palestine. pt.4 BLING- conflict diamonds. games addressing real human drama? i'm all for it!! i think train could be a video game, if people weren't such fucking cry babies.
SomethingGerman's Avatar - Comment posted on 03/13/2010 18:01
SomethingGerman
oh how wonderful :3

even though I believe this would be a cool little indie pc game
this would totally sell on the indie space on xbl
Adonai's Avatar - Comment posted on 03/13/2010 18:21
Adonai
@SomethingGerman

"even though I believe this would be a cool little indie pc game this would totally sell on the indie space on xbl"

Hmm, if it were released there I could see 4chan having large scale contests to see who could send the trains to the camps fastest...
prev next 50 comments

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!




Batman: The Brave and the Bold (Wii)
Review Round-Up: The Games of August
Dead Rising 2: Case Zero
Valkyria Chronicles II
Ufouria: The Saga
Guilty Party
Metroid: Other M
G.G Series Ninja Karakuri Den
Ys Seven
Book review: The Art of Resident Evil 5
Shank
Book review: Udon's Art of Capcom 2
Shining Force (iPhone)
Book review: Street Fighter World Warrior Encyclopedia
Mafia II
more reviews


PAX 10: A hands-off look at Guild Wars 2
with Enslaved: Odyssey to the West
Retro City Rampage
Fallout: New Vegas
Hunted: The Demon's Forge
PAX 10: with Monaco
PAX 10: Bit.Trip FATE blow-out with the Dtoid All-Stars
PAX 10: Getting classy with Killzone 3's multiplayer
PAX 10: Lost in Shadow deserves a little spotlight
PAX 10: Sonic Colors is still rockin' awesome
PAX 10: with Slam Bolt Scrappers
PAX 10: The SpyParty experience
PAX 10: Hands-off with the delightfully gruesome Swarm
See Enslaved's full opening, 'The Escape'
PAX 10: Comic Jumper Impressions
more previews




Call for entries

New posts Expand all

New to the c-blogs? Read the survival guide
- The Dtoid Army is 74671 strong -




Sundays with Sagat: Street Fighter Final Fight finale'
PAX 10: The best of cosplay super-cade of super-friends
The 3DS captured on video like never before!
PAX 10: Bionic Commando Rearmed 2 Klog hands-on interview
PAX 10: Sterling and Holmes hands-on Kirby's Epic Yarn
Gearbox's Randy Pitchford talks Duke Nukem Forever
Forums, we have them: September 2010
PAX 10: Hands-on with Monaco
PAX 10: The Helghast pay tribute to Michael Jackson
PAX 10: Exclusive chat with the voice of Duke Nukem!



tips@destructoid.com
Nick Chester
Editor-in-Chief
Niero
Founder, El Jefe
Jim Sterling
Reviews Editor
Hamza Aziz
Community Manager
Dale North
News Editor
Jordan Devore
Tom Fronczak
Ben Perlee
Ashley Davis Tara Long
Conrad
Zimmerman
Chad Concelmo
Jonathan Holmes Jonathan Ross
Brad Rice Mikey Turvey
Joseph Leray Matthew Razak
Josh Tolentino
Samit Sarkar
Hollie Bennett Daniel Lingen
   









 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator




All editorial content, including blogs, comments, and forums written by our community, are licensed under a Creative Commons License permitting non-commercial sharing with attribution. Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press. "Living the dream since March 16, 2006".