| Interview with Abstract Games
 
 
 By Kerry Handscomb.
 
 This interview was published in Issue 6 (Summer 
              2001) of Abtract 
              Games, a magzine that is completely focussed on - as the 
              name says - abstract games.
 
 
 
 
 
 In AG1 we reviewed Gipf, and 
            in AG4 we reviewed Tamsk and Zèrtz and explained a little of 
            the concept behind Project Gipf. In the following interview the Project's 
            Belgian creator, Kris Burm, explains his views on his games and how 
            he expects the Project to develop.
 AG: How do you expect the 
              Project to develop?KB: I don't know. The fact that Schmidt Spiele [publisher of Gipf, 
              Tamsk and Zèrtz] and I separated at the end of last year 
              makes a big difference. All I can say is that the continuation of 
              Project Gipf is still uncertain. I, personally, am still very committed, 
              but I have no idea whether that will be sufficient to realize the 
              complete series.
 
 AG: Can you tell a bit more about the split, 
              or is that an indiscreet question?
 KB: It is not indiscreet, but rather too complex to answer in a 
              few words. As an individual, I can engage myself emotionally; a 
              company cannot do that. My fuel is conviction and belief in quality; 
              a company works with statistics. That went okay for a while, but 
              in the end it always comes back to one question: what are the expectations?
 
 AG: In other words, Schmidt Spiele was 
              not happy with the sales.
 KB: Right. That was the main factor from Schmidt's point of view. 
              From my side there were other reasons. After Zèrtz was released, 
              Schmidt wanted to postpone the fourth game. I thought that was not 
              a good idea. Gipf was a stand-alone game that announced the Project. 
              Tamsk was the second game and the first to reveal something substantial 
              about the Project, but Tamsk alone was not enough to make things 
              clear. With the third game, Zèrtz, I thought that the Project 
              finally had enough weight to take off, if not yet as a project, 
              than at least as a series of quality games. So, my opinion was that 
              we had to stick to the rhythm of one game per year. It came down 
              to another meeting with Schmidt, and we found a solution: I could 
              go on with the fourth game. But when everything was ready for production 
              to start, there was a disagreement about the game itself.
 
 AG: This is the game called Dvonn, isn't 
              it?
 KB: Yes. For commercial reasons they wanted me to make a few changes. 
              I couldn't agree with what they proposed, and there was no time 
              left to look for a compromise. From my side this was the reason 
              for the divorce. I understood their arguments, but couldn't accept 
              them.
 
 AG: You published Gipf initially as an 
              independent. Do you think it would have been better if you had stayed 
              as an independent?
 KB: Who knows? But one thing is sure: it's a lot harder to make 
              waves as an independent. I'm more than ever convinced that big companies 
              must publish abstract games, too. If only they would have the courage 
              to change their attitude towards that type of game. An abstract 
              game is not a toy or a puzzle, nor is it a normal board game. It 
              needs a completely different approach and different support. I fear 
              that most publishers have lost their affinity with quality; they 
              are so occupied with getting better and better at public relations 
              and marketing and promotion that they can't distinguish a good game 
              from a bad game any more. And the rare individuals who still can 
              make that distinction don't have the guts to go for it. The next 
              step leads to the sales reps, people who never play games, but nonetheless 
              decide what will be proposed to the shops. And at the end of the 
              line there are the shop keepers. Too few of them really love games, 
              and many of those who initially did love games have put their affinity 
              with good games aside and focused on what sells best. This is understandable, 
              but it is nonetheless a great pity because I'm absolutely sure that 
              potentially there is a big market for abstract games, if only the 
              people involved with games would be a bit more passionate and a 
              bit less obsessed with business. The right angle, the power of a 
              bigger company, and a fair amount of patience -- this is all you 
              need to reopen the market for abstract games.
 
 AG: Do you think the games of Project Gipf 
              can survive, if not as a Project, then as a series of games or even 
              as separate games?
 KB: If I did not believe that, I would already have given up. It 
              is clear that abstract games are going through difficult times. 
              In Germany a journalist deduced from the divorce between Schmidt 
              and me that abstract games could well be over and done with. This 
              kind of nonsense is typical of the problems abstract games are confronted 
              with. Most people who write about games prefer games with a theme. 
              That is a fact! Abstract games don't fit their interest; they are 
              not their specialty. I wish some writers would be just a bit more 
              careful when they feel the urge to note down their opinion. If there 
              could be a bit more information available about abstract games, 
              and above all better information, it could make quite a real difference. 
              On the other hand, the games of the Project were in general well 
              received and got good reviews. In addition, I get more and more 
              emails from people telling me how much they like the games. Some 
              even call the Project one of the best things that has happened in 
              the game scene the last decade. Whether they are right or wrong 
              is not the issue, just the fact that I get that kind of support 
              matters. Gipf and the related games have an excellent and growing 
              reputation, and that is why I believe that there is at least a chance 
              that they'll survive.
 
 AG: My view is that in a hundred years 
              the popular theme games of today will be long forgotten, whereas 
              many of the great modern abstracts will still be played. Anyway, 
              how do you feel about the review of Tamsk in AG4?
 KB: I had no problems understanding your point. Tamsk got extreme 
              reactions; some called it a highlight, and others considered it 
              more of a gimmick than an abstract strategy game. That aside, the 
              use of hour-glasses as playing pieces was not just to make the game 
              fit in with the Project, as you suggested in your review. The aim 
              was to develop a game with time as an element in the game, not just 
              as a limitation.
 I, myself, also prefer Gipf and Zèrtz, but not because Tamsk 
              is not as good. I'm very proud of Tamsk. The reason I consider the 
              game less beautiful to play than the other two is a production matter. 
              The hour glasses are not precise enough, but more precise pieces 
              would have made the game at least twice as expensive. So, it was 
              either that or no Tamsk at all. I chose to go for it, but it is 
              hard to say whether it has been the right choice in the context 
              of the Project.
 Apart from that, I live with the idea that I have already reached 
              my peak with Gipf. But, on the other hand, there's also a little 
              voice in me that keeps whispering that not Gipf but Tamsk is the 
              best thing I did so far. People who don't like time pressure, will 
              never like the game, that is a sure thing. That aside, Tamsk is 
              not a game about time but about territory. The fact that each piece 
              carries its own time around the board and will be lost when it runs 
              out of time is nothing but a restriction just like all the other 
              restrictions that are more commonly accepted. The limitation of 
              a board with 64 spaces is also a restriction that could be considered 
              to be "putting the players under pressure" as there's 
              no escape out of the 8 x 8 frame. A limited number of pieces is 
              also a restriction. In fact, every rule is a restriction. Tamsk 
              adds a restriction that is not commonly accepted yet: time as a 
              factor that must be considered in all the potential movements on 
              the board, just like limitations concerning spaces and pieces must 
              be considered, too. Ultimately, it can be seen as a new way of capturing 
              and sacrificing. In certain situations you can make your opponent 
              lose an hour glass if your piece carries more time. On the other 
              hand, you can let an hourglass deliberately run out of time to block 
              a passage. As such, more than any of my other games, Tamsk introduces 
              something which I would dare to describe as novel. But, I know, 
              all this is just theory; eventually it is not the brain but the 
              stomach that tells whether a game is good or not, even when it is 
              an abstract game that is at issue.
 
 AG: And where do you place Zèrtz? In 
              many reviews it is called the best of the three.
 KB: I'm very happy with Zèrtz and with the enthusiastic response, 
              of course. Because I talk so much about Gipf sometimes I get the 
              feeling of being a bad father, as if I like one of my babies more 
              than the others. But you must see it in the perspective of the project. 
              Gipf was the start of everything; if I had not have been so convinced 
              of its quality, I would never have dared to set up the Project with 
              its name. Neither Tamsk nor Zèrtz could have functioned as 
              the center of something bigger than the respective games themselves. 
              I mean, they are not strong enough to carry four or five other games, 
              as Gipf can. Gipf is like my eldest son, helping me keeping the 
              bunch of younger ones together.
 
 AG: Why were you so eager to construct 
              the Project around Gipf?
 KB: Oh well, there were several reasons. The first one goes back 
              to my youth. I used to play a lot with my younger brother, and we 
              worked out several systems to combine games. One of these systems 
              was a race around the carpet. We both started with three cars or 
              soldiers or whatever. We would play a game and the winner got a 
              roll with six dice, of which he could use the best three results 
              to move his three cars; the loser could roll only five dice. Then 
              we would play another game, and the winner would again have a roll 
              with better odds, and so on. It sometimes took two or three days 
              to finish a race. Now, soon after I started designing games, I made 
              my first attempt to find a mechanism that would make it possible 
              to combine games. Many more attempts would follow, all without success, 
              until I found Gipf. I had never felt such a thrill before. It is 
              a little embarrassing to explain how beautiful I thought the game 
              was. I played it on my own night after night, fascinated with what 
              was happening on the board. The rules could be worked out in so 
              many different directions, introducing different pieces, functions, 
              and goals, and so. The game almost presented itself as the mechanism 
              I had been looking for.
 The many options I had as a designer is the second reason why the 
              game had to become a project. Never would I have succeeded in finding 
              a publisher for what I thought was going to be the strongest version 
              of Gipf. Not only that, I knew enough of the game scene to understand 
              that not more than a handful of players would give the game a try 
              if I proposed the completed version from the outset. Through the 
              Project, with each new game introducing one new piece, players could 
              step into the full game bit by bit. I'm not talking about the possibility 
              of combining games now, but just about Gipf with the additional 
              potentials. And that was yet another reason for making Gipf a project: 
              I needed a lot of time to find out systematically what could be 
              added to Gipf. And I still need time. So, the search still goes 
              on.
 
 AG: Are you saying that the game Gipf is 
              not complete yet?
 KB: Gipf is complete as it is now, but Project Gipf isn't. Eventually 
              Project Gipf, apart from being a series of games and a mechanism 
              to combine them, will also become a game in its own right, a kind 
              of "ultimate Gipf," played with 12 or 15 additional pieces. 
              That will be my master piece, something where everything comes together. 
              But playing "ultimate Gipf" will always remain nothing 
              but an option. I can't stress enough that all the games in the series 
              must be seen in the first place as separate titles, and that counts 
              for Gipf, too.
 
 AG: I heard that the next game you'll be 
              publishing is Dvonn. How does it work?
 KB: It won't come as a surprise if I say that it is played on a 
              hexagonal board, but I'm afraid I can't tell much more yet. I would 
              like to release the fourth game in the second half of this year, 
              October or so. That means that I still have time left to think things 
              over. Now, I like Dvonn a lot and, what's more, with only a few 
              adjustments it would be a suitable game to close the Project. So 
              maybe I'm going to save Dvonn for later.
 
 AG: Do you have the remaining games in 
              the Project already designed?
 KB: Until now I have never looked further than the next game. The 
              reason for this is that it is impossible to predict in which direction 
              the way Gipf is played will evolve. For example, some of the potentials 
              I used to test the project five years ago cannot be used anymore; 
              the level of play today is so much higher than in the beginning 
              that some functions connected to the initial potentials would put 
              the game completely out of balance at the present. So, I look at 
              the project as something that grows organically. I started it as 
              an experiment, and that's what it still is. Nothing is certain yet, 
              not even what already exists.
 
 AG: You are clearly a very talented game 
              designer. Do you think maybe your talents, for their full expression, 
              have to move beyond the Project?
 KB: Beyond the Project? That is a strange question.... Quite a few 
              people have let me know that they consider Project Gipf to be the 
              work of a megalomaniac, too ambitious, too what ever. Any way, for 
              the time being I can't think of a better use of my talent than to 
              finish the Project and try to hold onto about the same quality as 
              the first three games. I don't think I can ask for more. I say that 
              because at times I fear not to be able to match the standard set 
              by the games introduced so far. What I told you about Gipf as a 
              game also counts for Gipf as a Project: I -- and I'm really honest 
              about this -- can't imagine that I will ever do better. For the 
              time being, and speaking about my talents, I simply can't imagine 
              that there's something beyond the Project. So, anything that would 
              go beyond it, would come to me as a complete surprise.
 
 AG: Well, life is full of surprises.... 
              Thank you very much, Kris, for your candid and enlightening responses. 
              However you do it, I hope you get the next game to us quickly. Good 
              luck!
 
 © 
              2001, Kerry Handscomb
 
 
 |