As you, my loyal thimbleful of readers have noticed the past few years, the blog has branched out into video games. While some may balk at an interactive, digital medium invading the space of what was primarily a blog reviewing the analog, for me it represented two things: a natural evolution reflecting my life (i.e. a person can only review a hundred or so books per year without looking for something else invigorating), but also a chance to write about another form of narrative that, while most often simpler in form compared to fiction, offers a participatory experience that books simply can’t. (It’s no surprise that the games I prefer are largely those which utilize a player’s agency in a story for thematic purposes.) And besides, since the beginning of the blog I’ve posted randomly my family’s various world travels (what some might argue is also a form of story—ha!). <drumroll> As of today, there is another contemporary form of narrative that has pushed for a place on this blog.
I’ve always played board games. But as a child, I never had a collection, a handful at best, and most of the games were common for the era—Monopoly, chess, Life, checkers, Jenga, Boggle, Mouse Trap, Sorry, Scrabble, etc. But I also had a couple of games that sparked a little extra enjoyment, games that brought to the table something a little less ordinary, namely Fireball Island and Scotland Yard. In Life and Monopoly, the “narratives” are dictated by wheel spins and die rolls. The number of outcomes to Life can’t hold a candle to the seemingly infinite paths the title—reality—holds for us. But in Fireball Island and Scotland Yard, a different “story” plays out on the board with each game. “Remember when your detective was standing here? I was just one space away, and I thought for sure you were going to catch me!” you might say after the game. Or, “If you hadn’t played that Fireball card here, she wouldn’t have been able to steal the jewel. That’s what allowed me to sneak up behind her and get to the docks ahead of you!”









