Megagame survey comments 2023

Here we’ve laid out all the comments from the megagame survey results 2023 that Rob Grayston has compiled. Check them out below to find out what the community really thinks.


Presented here are all the answers provided to this question; they have been edited where there was a possibility of someone identifying themselves, or for legibility, but are otherwise shared pretty much as they were submitted.

Whilst most, if not all, megagame groups have their own systems of receiving feedback, this information is never shared, and so it’s hard to get a broader picture of what people may think about certain aspects of megagames.  Some of the comments we received are more critical, others complimentary – not everyone will agree with everything below, as I know I certainly did not.

Thank you to everyone who shared your extended thoughts, whether they were happy, frustrated, or inventive!

Global
Australia
Sweden
UK
USA

Global

(comments from those who didn’t identify as Australia/Sweden/UK/US, or who identified as ‘Prefer not to say’ for nationality)

Response 1

1) Let us tell a story rather than have vague instructions like “survive” or “find XYZ”

2) Let us know in advance if traitors will be in the game. I don’t usually enjoy being stabbed in the back in a strategy-based game when I’m not expecting it. If I’m expecting it, I’ll adapt my playstyle accordingly.

Response 2

As somebody who has chronic pain/fatigue and uses mobility aids, I'd appreciate more detailed accessibility information regarding the venue posted on megagame websites or sent out in emails, although ideally available before booking.

I'm fairly new to the hobby but I have noticed that a lot of megagame websites do not detail accessibility information, on venues or on the game itself. I'd appreciate being able to know certain accessibility information in advance - for example, if there are any stairs on the property, if the venue has accessible bathrooms, if there are any stairs around the entrance and if there's an alternative entrance, etc.

I'm lucky to be fairly mobile but some full-time wheelchair users may not be able to access certain venues, especially those with stairs or a high threshold around the front entrance.

I've also seen venues set up where tables are packed very close to each other, to the point where it's difficult for me to move around with my crutches, and it would be impossible for a wheelchair user to move through the space.

More concern regarding accessibility within the space of the game would also be great. For example, audio versions of game materials for blind people, or a written translation of game announcements or in-world news broadcasts for deaf or hard of hearing people, since I have noticed that these announcements are typically spoken. There are also smaller details like having props, board pieces like meeples, or physical representations be as visually distinct as possible, to assist those who may have trouble distinguishing colours, or even stating whether or not the venue has a smooth floor (since some venues like parish churches can have uneven flooring that may pose a challenge for those using mobility aids). The more we can do to help these games be accessible, the better.

Response 3

Family responsibilities to children determine my involvement. So, I can only do megagames if nothing else is planned for that weekend. I really enjoy the games but it’s a low priority in the order of my life, sadly!

Response 4

I love megagames, having just played my first one in 2022 at Gen Con.  It is great fun.  Helping facilitate would be interesting but I have no idea what that entails.  One thing I have noticed is that games that have combat systems seem to always have unclear rules and I wish there was a way besides a dice roll to do combat.  It feels too luck based as opposed to skill/preparation based.  And dice remove all the nuance of combat and fail to show within a battle that you can both win and lose at the same time.

Response 5

I'd like to see more "traveling megagames". Use the same game, let’s say Watch the Skies, so you can re-use some of the components to lower costs and have people from various cities (that don't already have a dedicated set of regular megagames) put in a deposit to play. If you get enough interest/deposits, run the event. Even at a higher cost (adding in the travel costs of organizers) you might still be able to get something going in cities starved for megagames (e.g. Toronto).

Response 6

We need to run a parallel WTS megagame between Argentina and UK (and other countries).

Response 7

Would like to attend megagames, but too much of a commitment during term time.

Response 8

Would love to see more megagames open to public, like at libraries rather than cons with paid tickets.

Australia

Response 9

Haven't been back to megagames since a negative experience in 2022. No accommodations for disability whatsoever and a loud, overcrowded room meant I had a meltdown before the game had even started, which made it hard to enjoy the rest of the day.

Response 10

I prefer settings that are closer to the real world, because it feels more "real" and high stakes to play. But I don't care about "accuracy" or "realism", I just want the feeling of verisimilitude.

Response 11

Love to see Den of Wolves and Running Hot run in Australia.

Response 12

Megagame rulebooks are horrendous, and the quality and structure of writing is culturally so poor. There's a culture of "just show up and we'll walk you through the rules" which disempowers players and drives games toward "madness turns" where everyone steps away from extant rules and toward figuring it out in ways that feel intuitive to them.

The rules should not be the worst part of a megagame, and yet (in both text and play) they so often are.

Response 13

Megagaming is a scene where I can explore the intersection of my many interests. Whether that is as a designer, facilitator or player.

The community is a bloody delight to know and connect with. Clever, beautiful, thoughtful, kind and devastatingly charming human beings.

The only thing to improve would be looking at how we best enable and develop new game runners, facilitators and organisers. Spread the load. Spread the wisdom.

Response 14

More Watch the Skies, playing as an alien was one of the best experiences I've had.

Response 15

The solo act - where one person is the designer, artist, event runner, etc. is tired and we can do better. One person may be good at a couple of those elements, but the more we normalise distributing that load the better our games will be.

Equally, the act of leading a megagames community without any women or NB people on your team is not the vibe for 2023.

The solution to increasing racial diversity in megagames is to design and run games that centre non-Western cultural stories and elements. Design support specifically for non-white designers will take this much further than anything player-centric.

But overall, this is simply the best hobby and I'm only seeing us move in a collectively positive direction.

Response 16

They are a unique mix of activities that don't often coincide. Alongside that, the stories that evolve from them are so enjoyable.

Sweden

Response 17

I would like a video that explains what a megagame is so I have an easier time booking a venue.

UK

Response 18

A few more historical games would be good. I’d like to see the games become more widely popular post-COVID where they seem to have tailed off. Would like to help out more to promote the game in the Midlands area.

Response 19

As much advance notice as possible for weekend games. I work weekends and therefore need substantial notice to be able to book time off and have sufficient staff to cover me - Saturdays are the business' busiest day of the week, so much as I would like to play/attend more it's frequently not possible, or not possible to commit until very/too late.

Have particularly enjoyed Watch the Skies (have played both as aliens and as a country) and Fae’s Anatomy, and have tried to bring newcomers along to games each time. Feel I'm probably capable of assisting in some form of control at least in a smaller/more well-defined game at some point - I've been a TTRPG GM for about 40 years so have some idea of how to wrangle and herd cats, but am wary of the time commitment that might be required - see previous about copious free time.

The ability to grab a brief lunch/coffee break mid game would be useful, if only because everything runs so frantically (part of the intended design, I'm aware), but also conscious that this will extend the length of day for all concerned. Depending on role and game sometimes it's possible to eat, other times less so. Designing with a mind to having time to catch breath and take on calories, even if it's only a 15-minute break, might be an idea if possible within the scope of the game.

Response 20

Better rules

Response 21

Cleaner codes of conduct that can be easily given and used by game runners, i.e. don't make ableist jokes, use pronoun badges. Let people know before reaching venues about accessible entries or lack off.

ALWAYS get feedback forms for players and controls. Peer feedback for designers and control members.

Response 22

Good work young Robert.

Response 23

I love the huge number of players that a megagame can bring in. I would like a greater complexity to a megagame as it allows for more options and creates chaos within the game, the most fun I’ve had in a megagame has been finding things that were overlooked and using them. I think something like an enormous Dungeons & Dragons one-shot where various games masters take charge of tables and the objective is to enter different parts of a dungeon where each room is represented by a room in real life room, allowing conflict with other parties and such, would be very fun but difficult to facilitate

Response 24

I love the spontaneity. A "settling in" round. Anything dystopian.

Response 25

I loved the one megagame that I've been to! and will happily go to any in Reading in the future. I would play anything but would be more interested in roles where I don't have to lie to people (as I find it hard not to break character during an 8hr game).

Accessibility could be a bit better! I played press at WTS and couldn't find any time to go to the bathroom or eat. Loved it apart from that, though. I also think press roles could do with a bit more briefing before the day.

Response 26

I only discovered megagames through a cross-post to a local gaming group this year. I'm very keen to do more.

Response 27

I really enjoy being part of a team with shared objectives but individual roles.

My first game was much more about roleplaying, but the second and third I played in, I thought much more before the game about possible strategies. For those 2 games I also had a new player in the team, so I was more diligent in understanding the rules properly and supporting their game too.

I am a games master for tabletop roleplaying games, and being a facilitator allowed me to gain experience with how a megagame work for all the players and seeing behind the scenes. I enjoy helping players get the most out of the game.

Some of the handbooks lack specifics but I am forward enough to ask about things that I need to know, to understand how a system works. However, I have also seen how handbooks have improved with feedback, so I know that the designers and game runners are putting in the work to improve.

It’s daunting to go to your first megagame but for me it has brought immense enjoyment. I am hoping the community will grow and am willing to invest my time in helping that happen by facilitating games.

Response 28

I think megagames are fun, but they're really draining. I'd love to see a megagame extending over an entire weekend with the caveat that there are longer and more frequent breaks, and the passing of time is factored in somehow. It'd be great for less abled players.

Response 29

I used to be interested in the way game designs found mechanical solutions to the challenges set by the issues they were modelling. I don't think anyone else is really interested in this outside John Keyworth. Now I like arsing about.

I'd love to see a good robust historical game. I said I think the games would benefit from well-designed components. I think you were asking about prettiness but making the components work for the players rather than the players fighting them to do simple things would make me happy.  Might remove busy work and leave people with not enough to do though or is that too cynical?

Response 30

I would like to see some real time megagames.

Response 31

I'd love to try my hand at facilitating/running/designing a megagame - if there was a workshop on "how to run a good megagame" I'd probably attend, and if there was explicit "hey, we're looking for people to facilitate, no experience required!" calls I think I would apply, I'm just nervous about doing something wrong and messing something up.

Response 32

I've done one megagame and it was the most amazing day. I have autism so took some time out during the day to re-regulate but really appreciated being teamed with people I knew so that I knew I could step away and not miss anything big.

I would like to see a noir-type megagame with private investigators, gangsters and dames. I love this hobby and would love the opportunity to be part of more megagames.

Response 33

I've never played Watch the Skies but I have been control in the large runs for Watch the Skies 2 & Watch the Skies 3. The question specifically asked about played, so I answered 0.

Also, on the question about how many megagames have I been at this year. The actual answer is none, because I now live in Scotland and there haven't been any that didn't clash with a family event that I had to attend.

Response 34

It asked how many games I played this year, and I had to pick 1-2, but it's 0

Response 35

It's a lot of fun to have everybody roleplaying in semi-frantic groups, and the boardgame/mechanical elements make it much better than LARPing. It's fun whether I'm running or playing in the megagame.

Also, I tend to instigate things when I'm playing anyway, traitor or no.

Response 36

It's bringing together aspects of boardgames, roleplaying games, and other things into one intense and fun experience with lots of other lovely people here to have a good time. I like the diplomacy and making decisions with incomplete information – I don't think I enjoy this as much in other mediums (I tend to dislike this in boardgames for example). It's a nice insight into human behaviour, trying to make quick decisions with a group. It's also nice that this isn't about "winning", although it is lovely to feel like you've accomplished your goals.

There was a list of things that we thought might make megagames better in the previous question, and I would have liked to be able give some sort of importance ranking. Like good materials and cool decorations would be great, but I wouldn't prioritise these over other things. I got a bit worried about premium tickets to choose your role, something felt wrong about that.

I think what helps me enjoy the megagame more is some rules/structure/guidance polish. I like round clocks, I like getting a clear rules manual in advance, etc. There's a lot of stuff happening, so if the main mechanical aspects are smooth that helps move the uncertainty to where it is well placed: Interacting with humans and the story.

I don't know how many mechanical improvements can be made there, which leads me to the main pressure point with megagames: Controls and organisers. You are all awesome and so important. But there's weird game theory dilemma here, where competent controls (and in good numbers) to make everything smooth and fun are needed, but to get there you need people who will forgo that very fun that is being achieved. I've found that some of my interactions with controls were just as exciting and game-making as with other players. If everyone was purely self-interested here, I think this would fall apart. I don't know how to solve this, but I'm glad people are doing this.

The ramifications of this I have not explored, but if there were premium tickets, I'd rather they be to compensate for controls / ensure more reliability in the gameplay. This might not be the right solution, or the timing. It could kill the community feel, perhaps.

I'd be keen to hear more about what other people like. There are some roles that I don't really understand or like (science/tech roles) compared to stuff like diplomacy, leaders, counsellors. I'm also curious to hear about the courageous people who play media roles.

I'm curious to try a game that's between the fun of a Den of Wolves and the seriousness of a Blitzkrieg (World War 2) one. Maybe a more tense diplomacy thing (like with fewer chaos goblin vibes?). Not sure it will work, but I like the idea of learning more about how to negotiate with other humans in the situations that can make for this.

Response 37

Love facilitator role - enjoy making fun, and seeing others have fun. Enjoy playing different roles, getting up to stuff along with others, sometimes against them. Wizard wheezes incorporated somehow into the rules a bit more would be great. People using online platforms to play test more before putting on a game might help.

Would be nice to see more facilitators get into NPC roles or have control-directed roles when appropriate. Would love to see set dressing in games. Definitely seeing the game designer running through a turn in a video beforehand helps and I imagine makes the game more accessible for all. Would love to do in person game jam to design a game and then have a playtest at the end.

Response 38

Maybe on the next version of this, ask how many playtests people have been to? Gives a sense of how many people are the lead designer, but do want to help out with design & running events?

Response 39

Megagames tend to involve a lot of players, but there are really fixed ideas about what they are beyond this for many creators. I’ve heard it said that megagames are more than big board games.

But I’d like to see the odd big board game in a calendar as well as true megagames. Something with a more formalised ruleset where the RP takes a more of a back seat, something like a massive more textured ‘Pandemic’ or ‘Scythe’.

As a creator I get how that is a different animal, but I’d love to play, facilitate or indeed make something like that. Something that can be won or lost. Where success is clearer to understand, with players working for a global mechanical aim rather than playing for a deadline!

Response 40

More female players would improve game experience for me.

Response 41

More solid control of turn structure. It can get chaotic.

Response 42

Most megagames are very centred around resource management, and the management of nations. It would be interesting to see more systems that are still megagames but explore vastly different themes, to add some variety. For example different groups of explorers racing to find ancient secrets in a newly discovered ruin, could be a megagame without the nation management mechanics.

Response 43

Most Megagames there’s a point two thirds of the way through where my activity drops to about zero. I’m tired, and usually I’ve achieved my goals, either roleplay or I’ve traded everything I can, and have achieved my trading goals or hit a barrier based on outlook where the other side won’t deal under any achievable circumstances.

Usually, I’ve run out of core trading resources, whether my negotiated allegiances are clearly committed or my resource tokens are all exchanged. I look around and most people are still in pursuing trade mode, so it’s not a universal problem, but an option to take a stretch or mid-game pivot goal might be good.

Response 44

My last team were all new to megagames. They grew into their roles as the day progressed. I remember advising them not to try and explain what they were experiencing to friends, relatives or strangers down the pub. I knew I had hit the mark when they looked wistful and sighed! They were where I was ten years ago!

Response 45

Player selection needs to ensure that dominant players are not always in dominant roles – some megagames tend to put 'established' players in positions of power, but where these players are also more dominant this can close out options for others.

Response 46

Question 19 requires the "Day after the megagame" option so I can annoy Chris.

Response 47

Really needs to be better consideration for accessibility on several levels.

Response 48

Thanks to everyone involved in putting games on and volunteering their time!

Response 49

The talking to people and making decisions parts are the best! Generally, any mechanics that involve waiting for your turn will end up a bit slow, and any random dice rolls that can prevent your action from working can be a bit disheartening.

Response 50

The thing that most limits me attending more games is the discovery that, unless I attend as part of a pre-arranged team whom I know and can trust, I cannot rely upon other members of the team having read the rules before they arrive. This wrecks the day when teamwork is important for a game to work well mechanically. Frustrating.

Response 51

The two I’ve played have been very different (Aftermath and Breach of Trust). The hobby has huge variety, but that does lead to a chance of being uncertain what a game will be.

Response 52

There was no section asking what I might dislike in megagames or what factors might put someone off attending. Such as: poor admin / game organisation, perceived compulsory requirement to dress up, gloss (merch, shiny expensive game components) substituting for good game design, over emphasis on dishonesty/treachery, ageism or sexism (in game materials and in the room), poor value for money, poor previous experience in a megagame, over complicated or obscure game mechanisms, rude or incompetent Control team, poorly managed player interactions. (I could go on...)

In other words, why do people stop playing megagames? Just asking what people like/prefer might only give you a partial view of the community. Though you could ask: should anyone care if they do stop? That said, I'm probably not someone who should be answering this poll as I'm not really a megagamer.

USA

Response 53

1) I enjoy the social aspect and meeting new people.

2) With a group signing up, possibly an ordered preference list and allow new players to have priority so they walk away having an experience they expected if they are put into a group where they don't know anyone. Another idea is advertising: since the hobby is very niche, possibly do write ups and send them to presidents of anything "nerd culture" at colleges, see if game shops would allow well-placed flyers, etc. I think it would be a good idea to have the players also be champions of this style of game, so I think it should be encouraged to spread the message.

3) N/A only played once so I'm open to any.

4) Playing Watch the Skies was a fast-paced game, and I loved every second of it. I would enjoy going to more, but seeing as the ones I found are a very long drive, it makes it difficult to go twice a year. I'm hoping the hobby grows and will spread the message to my friends and see if any places would be interested in spreading the word.

Response 54

I get frustrated by how opaque things are made sometimes, e.g. not having an agreed upon entry level answer to "What is a megagame?" but instead devolving into disagreement over nuance whenever the question comes up. Stuff like that just turns off newcomers and isn't important enough to expose them to as the first thing they see.

Response 55

I love megagames because they create a web of stories so involved that I can hear new stories about players' interactions in a game that was played months earlier.

I'm interested to see how the hobby expands and develops its own format. The design sphere is new enough that it can still easily push its own boundaries instead of defaulting to "established" design tropes, which is exciting. Basically, not every game has to be mechanically similar to Watch the Skies.

Response 56

I love running games and working with players to find ways for them to have fun.

I wish there were more resources to help people design new megagames.

I think megagame designers should work on designing games that can handle more variable player counts (to account for a game not selling out or a player not showing up).

Response 57

I think it is a very interesting hobby! My worry is that I might find a megagame too slow due to how many players there are.

Response 58

I would like to see more short-form megagames (2-3hrs) for academic/team building/convention demo purposes. A megagame game jam could be really fun and help motivate new designers. Actual play videos have done a lot to demystify tabletop roleplaying games, and so I think more documentation of events could help those new to megagames feel excited and confident. I don't know if we're quite there as a hobby/industry, but someone needs to start writing a reference book on megagames, e.g. The Complete Guide to Megagames, The Joy of Megagames, The Megagames Handbook, etc. so that there is a print reference folks can find/read/cite.

I'd love to see more online megagames to better include those who live in less populated areas and encourage more international games. I'd love to see more diversity at all levels from players and control to organizers and designers to settings and themes.

Response 59

I’d love to see more historical megagames in the US, specifically. Additionally, I’d like to see more megagames in settings beyond cons and one-off events (break into educational and corporate markets)

Response 60

I'll die on the hill that Play-by-email (PBEM) games are megagames.

Response 61

I'm hoping more games are run in North America and at cons like Origins, PAX, and Gencon.

Response 62

I've really enjoyed the online experiences I've had through OMEGA on Discord.

Response 63

Lately I've started doing less in the community, because the drama and safety issues caused by a few people have really ruined it for me. It seems that often, those organizing and running games don't do enough to protect players and other control from this kind of behavior. This has been happening both online and in person.

I'm glad I wasn't involved in helping with GenCon this year as I heard a long-time game runner allowed slavery into an in-person game, causing a lot of players to drop. We as game runners need to be better and I don't know that I will be involved much anymore until I see some change in that area.

Response 64

Megagames are the only type of game where you get to use a large number of humans to simulate a large number of humans, rather than using mechanics to simulate a large number of humans. For that reason alone they are rather interesting.

Response 65

Thanks for putting this together <3

Response 66

Tried to run a WTS version in my last year of college. Things fell through for a number of reasons, primarily failure to market the game well enough.

Response 67

I run them because no one else is doing it. I am loving helping to expand the hobby.


Do you have anything to say about these comments? Let us know on our Facebook group.

Rob Grayston is one of the people behind East Midlands Megagames. His day job involves emergency planning and resilience, and he is a firm supporter of using games for educational and training purposes. He’s always happy to promote megagames and their serious uses, or just megagames in general, so if you would like to talk to him get in touch.

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Megagame survey results 2023 - Part 2

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Megagame survey results 2023 - Part 1