{"id":20271,"date":"2026-06-12T08:46:42","date_gmt":"2026-06-12T08:46:42","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=20271"},"modified":"2026-06-12T11:44:12","modified_gmt":"2026-06-12T11:44:12","slug":"trop-de-jeux-too-many-games","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2026\/06\/12\/trop-de-jeux-too-many-games\/","title":{"rendered":"Trop de jeux ?<br><i>Too many games<\/i>"},"content":{"rendered":"<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"941\" height=\"1000\" data-attachment-id=\"651\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/05\/01\/la-vallee-des-mammouths-valley-of-the-mammoths\/card7\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" data-orig-size=\"941,1000\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Bruno Shaman\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" alt=\"\" class=\"wp-image-651\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg 941w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7-282x300.jpg 282w\" sizes=\"auto, (max-width: 941px) 100vw, 941px\" \/><\/a><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\">Il y a plus de 10 ans, en 2014, je discutais d\u00e9j\u00e0, sans trop insister il est vrai, de savoir s\u2019il y avait \u00ab&nbsp;trop de jeux&nbsp;\u00bb publi\u00e9s. C\u2019est une question qui revient r\u00e9guli\u00e8rement, pos\u00e9e par des boutiques, des \u00e9diteurs et des auteurs, mais aussi, de plus en plus, par les joueurs. La r\u00e9ponse est complexe, et va m\u2019amener \u00e0 aborder, toujours tr\u00e8s rapidement, de nombreux points qui m\u00e9riteraient sans doute, pour la plupart d\u2019entre eux, une r\u00e9flexion plus approfondie.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Quelques chiffres<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ces dix derni\u00e8res ann\u00e9es, le nombre de nouveaux jeux de soci\u00e9t\u00e9 publi\u00e9 chaque ann\u00e9e a encore rapidement augment\u00e9. Le nombre de nouveaux jeux entr\u00e9s dans la base de donn\u00e9es du Boardgamegeek est ainsi pass\u00e9 de 1500 environ en 2005 \u00e0 plus de 3000 en 2015, et plus de 8000 en 2025. Ces dix derni\u00e8res ann\u00e9es, ce nombre a donc \u00e9t\u00e9 multipli\u00e9 par 2,5 environ. Certes, le march\u00e9 a \u00e9galement fortement progress\u00e9, mais un peu moins vite, puisque l\u2019on estime qu\u2019il a doubl\u00e9, soit une augmentation de 7% par an en \u00ab&nbsp;lissant&nbsp;\u00bb les effets de la p\u00e9riode Covid, quand le nombre de jeux publi\u00e9s augmentait de 10% par an. Des chiffres impressionnants donc, mais leur diff\u00e9rence confirme que si le jeu de soci\u00e9t\u00e9 est devenu plus populaire, les choses n\u2019en sont pas pour autant plus faciles pour les \u00e9diteurs et les auteurs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Deux \u00e0 trois fois plus de jeux pour un march\u00e9 deux fois plus important, cela pourrait sembler assez supportable, mais cela change en fait \u00e9norm\u00e9ment de choses pour les \u00e9diteurs, les boutiques, les auteurs et les joueurs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u00c9dition et distribution<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Du c\u00f4t\u00e9 de l\u2019\u00e9dition et de la distribution pour le grand public, la tendance a \u00e9t\u00e9 \u00e0 la concentration, avec notamment les nombreux rachats effectu\u00e9s par Asmod\u00e9e, Hachette et quelques autres.&nbsp;&nbsp; Simultan\u00e9ment, le d\u00e9veloppement des plateformes de financement participatif, Kickstarter puis Gamefound, a permis \u00e0 l\u2019inverse \u00e0 de petits \u00e9diteurs tr\u00e8s sp\u00e9cialis\u00e9s de trouver directement une audience pour des jeux plus complexes mais aux tirages pas toujours ridicules. Coinc\u00e9s entre les deux, ce&nbsp;sont les \u00e9diteurs de taille moyenne, ceux qui sortent sept ou huit jeux par an et vendent surtout en boutique, qui se sont retrouv\u00e9s en difficult\u00e9 lorsque lesdites boutiques, faute de place et parfois d\u00e9pendantes des choix des distributeurs, ne pouvaient plus mettre leurs produits en avant aussi syst\u00e9matiquement et aussi longtemps.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Fuite en avant<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Beaucoup ont opt\u00e9 pour la fuite en avant. Face \u00e0 baisse des ventes de nouveaux jeux qui restent de moins en moins longtemps dans les vitrines des boutiques, Il \u00e9tait tentant de sortir des salves de nouveaut\u00e9s de plus en plus rapproch\u00e9es, tous les six mois au lieu de tous les ans, puis tous les trois mois, puis tous les mois. En Chine et en Europe de l\u2019Est, les fabricants l\u2019ont compris et se sont aussi adapt\u00e9s \u00e0 des tirages plus r\u00e9duits mais plus fr\u00e9quents. Et puis, on ne sait jamais, un plus grand nombre de sorties augmente aussi la probabilit\u00e9 d\u2019avoir un hit, un jeu que tout le monde se met \u00e0 jouer et acheter. Quand cela n\u2019a pas fonctionn\u00e9, certains \u00e9diteurs ont ferm\u00e9 boutique, d\u2019autres r\u00e9duit la voilure. Beaucoup sont pass\u00e9 sous le contr\u00f4le de plus grands groupes mais, bon, Asmod\u00e9e et Hachette ne peuvent quand m\u00eame pas racheter tout le monde.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Comment sortir du rang<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">C\u2019est en effet un autre effet pervers de cette augmentation des sorties. Quand les jeux \u00e9taient peu nombreux, et souvent m\u00e9diocres, les meilleurs sortaient naturellement du lot. Il suffisait qu\u2019un jeu soit bon pour qu\u2019il se vende correctement, il suffisait qu\u2019il soit excellent pour devenir un classique. Aujourd\u2019hui, dans une production plus nombreuse, de meilleure qualit\u00e9 et mieux \u00e9dit\u00e9e, il faut aussi qu\u2019il soit beau, qu\u2019il soit pouss\u00e9 par les distributeurs, ce qui peut s\u2019arranger, et qu\u2019il ait de la chance, ce qui est totalement impr\u00e9visible. <a href=\"https:\/\/faidutti.com\/blog\/blog\/2025\/02\/14\/treasure-of-the-dwarves\/\" data-type=\"post\" data-id=\"14403\" target=\"_blank\" rel=\"noreferrer noopener\">Treasure of the Dwarves<\/a>, que je tiens pour ma meilleure cr\u00e9ation, ne s\u2019est pas vraiment vendu, non parce qu\u2019il n\u2019a pas plu mais parce qu\u2019il est pass\u00e9s inaper\u00e7u.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les auteurs<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">S\u2019il y a trop de jeux, ne serait-ce pas aussi parce qu\u2019il y a trop d\u2019auteurs&nbsp;? Les joueurs sont de plus en plus nombreux \u00e0 vouloir passer \u00ab&nbsp;au niveau sup\u00e9rieur&nbsp;\u00bb en concevant leurs propres jeux et en tentant de les faire \u00e9diter ou, de moins en moins rarement, en les \u00e9ditant eux-m\u00eames.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Il y a \u00e0 cela des explications culturelles et \u00e9conomiques. La croissance du march\u00e9 depuis vingt ans, ainsi que le d\u00e9veloppement sur internet de sites de r\u00e9f\u00e9rence comme le boardgamegeek, ont fait \u00e9merger une v\u00e9ritable \u00ab&nbsp;culture ludique&nbsp;\u00bb que les joueurs sont de plus en plus nombreux \u00e0 ma\u00eetriser suffisamment pour vouloir sauter le pas. Contrairement \u00e0 la culture litt\u00e9raire ou musicale, et malgr\u00e9 un certain eurocentrisme des th\u00e8mes abord\u00e9s, la culture ludique est r\u00e9cente est une culture global, o\u00f9 tout se fait en anglais, ce qui permet aujourd\u2019hui aux auteurs d\u2019Asie ou d\u2019Am\u00e9rique du Sud de s\u2019ajouter \u00e0 ceux d\u2019Europe et d\u2019Am\u00e9rique du Nord, en s\u2019adressant directement aux m\u00eames \u00e9diteurs, avec des jeux qui ne sont pas bien diff\u00e9rents.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Il y a aussi des explications \u00e9conomiques. Les technologies modernes rendent aussi possibles des tirages de plus en plus modestes, que les sites de crowdfunding permettent de rentabiliser modestement mais assez facilement, diminuant ainsi grandement les co\u00fbts et les risques de l\u2019auto\u00e9dition.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Trop de bons jeux&nbsp;?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Des auteurs plus nombreux, plus jeunes, d\u2019origines de plus en plus vari\u00e9es, cela rend bien s\u00fbr le m\u00e9tier un peu plus compliqu\u00e9 pour les anciens comme moi. C\u2019est d\u2019autant plus vrai que, du fait d\u2019une culture ludique plus vaste et plus facilement accessible, les jeux qu\u2019ils proposent aujourd\u2019hui sont, dans l\u2019ensemble, de meilleure qualit\u00e9 que ceux d\u2019il y a une vingtaine d\u2019ann\u00e9e. Beaucoup des \u00ab&nbsp;chefs d\u2019\u0153uvre&nbsp;\u00bb parus dans les ann\u00e9es quatre-vingt-dix ou deux-mille, dont certains comme mon Citadelles sont d\u00e9sormais des succ\u00e8s commerciaux solidement install\u00e9s, feraient sans doute p\u00e2le figure s\u2019ils sortaient aujourd\u2019hui \u2013 m\u00eame s\u2019il leur reste toujours le fait et le charme d\u2019avoir \u00e9t\u00e9 des pr\u00e9curseurs. Il n\u2019y a pas seulement plus de jeux, il y a plus de bons jeux. Peut-\u00eatre m\u00eame y a-t-il trop de bons jeux.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les IAs et les jeux<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Les illustrateurs de jeux ont pris de plein fouet, depuis trois ou quatre ans, la concurrence des intelligences artificielles. Les auteurs de jeux, en revanche, n\u2019ont pour l\u2019instant gu\u00e8re \u00e9t\u00e9 affect\u00e9. Beaucoup, moi le premier, ont eu recours aux IAs pour quelques r\u00e9glages, pour des statistiques, et peut-\u00eatre certains pour des tests, mais les m\u00e9canismes ludiques eux-m\u00eames semblaient avoir \u00e9chapp\u00e9 \u00e0 Chat GPT, Claude et les autres. M\u00eame dans le jeu vid\u00e9o, me suis-je laiss\u00e9 dire, le r\u00f4le des IAs est rest\u00e9 assez limit\u00e9.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">C\u2019est peut-\u00eatre en train de changer puisque, ces derni\u00e8res semaines, de premiers jeux de soci\u00e9t\u00e9 visiblement enti\u00e8rement ou du moins tr\u00e8s largement con\u00e7u par des IAs sont arriv\u00e9s sur les plateformes de financement participatif. On peut les rep\u00e9rer \u00e0 quelques indices, l\u2019absence de nom d\u2019auteur et d\u2019illustrateur, un \u00e9diteur dont personne n\u2019a entendu parler auparavant, et surtout un look, un th\u00e8me et des m\u00e9canismes extr\u00eamement g\u00e9n\u00e9riques, en gros des jeux de gestion et de placement avec beaucoup de cartes sur un th\u00e8me vaguement m\u00e9di\u00e9val fantastique. \u00c0 la lecture des r\u00e8gles, ils sont sans originalit\u00e9, inutilement complexes et probablement m\u00e9diocres. Peut-on imaginer que les IAs fassent, dans les mois qui viennent, des progr\u00e8s en game design \u00e9quivalents \u00e0 ceux qu\u2019elles ont fait en \u00e9criture et en dessin&nbsp;? C\u2019est possible, mais en attendant, elles n\u2019apportent rien de nouveau.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Les IAs sont plut\u00f4t bonnes dans les activit\u00e9s extr\u00eamement formelles, et il n\u2019y a pas de texte plus formel et direct qu\u2019une r\u00e8gle de jeu, si ce n\u2019est peut-\u00eatre un mode d\u2019emploi de machine \u00e0 laver ou d\u2019imprimante. La diff\u00e9rence pourtant est que l\u2019objectif du mode d\u2019emploi, et ce \u00e0 quoi l\u2019on reconna\u00eet qu\u2019une machine \u00e0 laver ou une imprimante fonctionne comme pr\u00e9vu, est assez \u00e9vident. \u00c0 l\u2019inverse, au-del\u00e0 de la clart\u00e9 et de la coh\u00e9rence des r\u00e8gles, ce qui fait exactement le plaisir du joueur, ce qui distingue un bon jeu d\u2019un mauvais, est peut-\u00eatre plus difficile \u00e0 formaliser. Je prends peut-\u00eatre mes r\u00eaves pour la r\u00e9alit\u00e9 \u2013 je pr\u00e9f\u00e8re l\u2019expression anglaise, wishful thinking -, on verra bien.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Quoi qu\u2019il en soit, puisque leurs jeux commencent \u00e0 arriver sur le march\u00e9, les IAs sont des auteurs en plus, on ne sait juste pas encore si elles deviendront des auteurs styl\u00e9s et talentueux.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les joueurs<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Curieusement, les \u00e9diteurs, les boutiques et les auteurs, dont le m\u00e9tier devient en effet plus concurrentiel, ne sont pas les seuls \u00e0 se plaindre de voir arriver \u00ab&nbsp;trop de jeux&nbsp;\u00bb. Les plus nombreux \u00e0 r\u00e2ler, du moins sur les r\u00e9seaux sociaux que je fr\u00e9quente, sont les joueurs, dont on pourrait penser qu\u2019ils ont tout \u00e0 gagner \u00e0 avoir plus de choix gr\u00e2ce \u00e0 une offre plus nombreuse et, dans l\u2019ensemble, de meilleure qualit\u00e9.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On compare souvent le march\u00e9 du jeu de soci\u00e9t\u00e9 \u00e0 celui du livre. Cela a du sens, mais l\u2019analogie a des limites. On lit presque toujours seul, et on ne lit g\u00e9n\u00e9ralement un m\u00eame livre qu\u2019une seule fois. Lire et relire sans cesse le m\u00eame livre, parfois \u00e0 plusieurs, est une pathologie psychiatrique \u2013 \u00e7a s\u2019appelle la religion. \u00c0 l\u2019inverse, on joue presque toujours \u00e0 plusieurs, et la plupart des jeux gagnent en int\u00e9r\u00eat quand on y rejoue plusieurs fois (id\u00e9e \u00e0 creuser&nbsp;: le jeu vid\u00e9o et le jeu de r\u00f4les tiendraient, chacun \u00e0 sa mani\u00e8re, \u00e0 la fois du livre et du jeu, le jeu vid\u00e9o parce qu\u2019on le pratique souvent seul, mais de mani\u00e8re r\u00e9p\u00e9t\u00e9e, et le jeu de r\u00f4les parce qu\u2019il se pratique \u00e0 plusieurs, mais on ne joue chaque sc\u00e9nario qu\u2019une seule fois.)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Je m\u2019\u00e9gare, revenons \u00e0 nos meeples. La multiplication des nouveaut\u00e9s change la mani\u00e8re dont on joue. Dans les ann\u00e9es quatre-vingt, il n\u2019\u00e9tait pas rare de faire des dizaines parties du m\u00eame gros jeu, et quelques centaines des m\u00eames petits jeux de cartes, et ce pour une raison tr\u00e8s simple, nous n\u2019avions pas beaucoup de jeux sous la main. &nbsp;Aujourd\u2019hui, chacun \u00e9tant curieux de d\u00e9couvrir les derni\u00e8res et innombrables nouveaut\u00e9s, il est de plus en plus fr\u00e9quent de voir des groupes de joueurs jouer \u00e0 un jeu seulement deux ou trois fois avant qu\u2019il ne soit remplac\u00e9 par une autre nouveaut\u00e9, et ainsi de suite. On d\u00e9couvre plein de choses, ce qui est tr\u00e8s bien, mais cela laisse aussi une certaine frustration, le sentiment de ne pas \u00eatre all\u00e9 au fond des choses, de ne pas avoir vraiment compris un jeu. Alors, bien s\u00fbr, on peut d\u00e9cider de s\u2019arr\u00eater, de se forcer un peu \u00e0 rejouer aux m\u00eames jeux, mais on perd alors l\u2019excitation de la d\u00e9couverte et le sentiment d\u2019appartenance \u00e0 la communaut\u00e9 ludique que donnait la connaissance des nouveaut\u00e9s, les discussions en ligne, etc\u2026 Pour ma part, j\u2019essaie de rejouer assez r\u00e9guli\u00e8rement \u00e0 quelques jeux et de me contenter de lire les r\u00e8gles de la plupart des nouveaut\u00e9s, mais cela aussi peut-\u00eatre un peu frustrant \u2013 apr\u00e8s tout, un jeu est fait pour \u00eatre jou\u00e9.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Jeux \u00e0 usage unique<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">C\u2019est sans doute ce changement dans nos pratiques ludiques qui explique la multiplication r\u00e9cente des jeux \u00e0 usage unique, souvent des jeux d\u2019enqu\u00eate \u00e0 sc\u00e9narios comme Exit ou Unlock, et des jeux de type \u00ab&nbsp;Legacy&nbsp;\u00bb, que l\u2019on ne pratique qu\u2019un petit nombre de fois avec, \u00e0 chaque partie, un petit \u00e9l\u00e9ment de nouveaut\u00e9. Je suis personnellement peu attir\u00e9 par ces jeux, que ce soit pour y jouer ou pour les concevoir, m\u00eame si j\u2019ai r\u00e9cemment bien appr\u00e9ci\u00e9 Warden Keene, de Paolo Mori et Silvano Sorrentino. Il y a vingt ans, il \u00e9tait tr\u00e8s difficile de vendre un un jeu ne pouvant \u00eatre jou\u00e9 qu\u2019une dizaine de fois, aujourd\u2019hui, quand beaucoup de jeux, ou du moins beaucoup de gros jeux, ne sont de toute fa\u00e7on jou\u00e9s qu\u2019une ou deux fois, cela ne pose plus aucun probl\u00e8me ni aux joueurs, ni par cons\u00e9quent aux \u00e9diteurs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Le crash n\u2019aura pas lieu<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Vingt ann\u00e9es de croissance rapide qui ont donn\u00e9 tort \u00e0 tous ceux qui pensaient que le jeu vid\u00e9o, puis le jeu en ligne, allait tuer le jeu de soci\u00e9t\u00e9 en boite et en carton. Au contraire, ils ont plut\u00f4t contribuer \u00e0 le populariser, en faisant passer l\u2019id\u00e9e que le jeu est une activit\u00e9 sociale qui ne concerne pas particuli\u00e8rement les enfants. Apr\u00e8s ces vingt ann\u00e9es, l\u2019offre de nouveaut\u00e9s augmentant clairement plus vite que la demande des joueurs, faut-il s\u2019attendre \u00e0 un crash du march\u00e9 du jeu de soci\u00e9t\u00e9&nbsp;?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Je ne le pense pas, car le d\u00e9veloppement r\u00e9cent du jeu n\u2019a rien d\u2019un effet de mode. Comme je le dis souvent, dans une soci\u00e9t\u00e9 complexe, souvent angoissante et incompr\u00e9hensible, le jeu, un petit monde hors de la r\u00e9alit\u00e9, avec son objectif et ses r\u00e8gles simples et clairs, est un refuge, un repos dont nous avons tous besoin. Cela n\u2019est, malheureusement sans doute, pas pr\u00eat de cesser. Le march\u00e9 ne s\u2019effondrera donc pas, mais il y aura quelques ajustements dans le sens d\u2019une baisse, pas n\u00e9cessairement du nombre de bo\u00eetes vendues, mais sans doute du nombre de r\u00e9f\u00e9rences. Bref, je ne suis pas certain qu\u2019auteur ou petit \u00e9diteur de jeu de soci\u00e9t\u00e9 soient des m\u00e9tiers d\u2019avenir.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\"><img loading=\"lazy\" decoding=\"async\" width=\"916\" height=\"1000\" data-attachment-id=\"653\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/05\/01\/la-vallee-des-mammouths-valley-of-the-mammoths\/card9\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\" data-orig-size=\"916,1000\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Bruno Shaman\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg\" alt=\"\" class=\"wp-image-653\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9.jpg 916w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card9-274x300.jpg 274w\" sizes=\"auto, (max-width: 916px) 100vw, 916px\" \/><\/a><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><em>More than 10 years ago, in 2014, I was already asking here if there were \u201ctoo many games published\u201d. Since then, this question has been asked regularly, by boardgame shops, by publishers, by designers and even, more and more often, by gamers. To answer it, I will have to discuss several points which all would probably deserve a deeper enquiry.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Figures<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>These ten last years, the number of new games published every year has kept regularly increasing. There were about 1.500 new entries in the Boardgamegeek database in 2005, more than 3.000 in 2015, and more than 8.000 in 2025. There are more or less 2.5 times more games published these now than ten years ago. In the same ten years, the market volume has also grown, but less so, having more or less doubled. If we spread the effect of the covid years, the market has grown by 7% every year when the number of games has grown by 10%. The numbers are impressive, but the gap means that, while boardgames have certainly become more popular, life is not necessarily easier for designers, publishers and other boardgame professionals.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em><br><strong>Publishing and distribution<\/strong><\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>In the mass market publishing and distribution business, there has been a strong concentration trend, mostly with takeovers by Asmodee, Hachette and a few other ones. At the same time, crowdfunding platforms like Kickstarter and now Gamefound have made possible for smaller and highly specialized publishers to find an audience for more complex hobby games, whose print runs were sometimes impressive. Stuck in between, mid-sized publishers, who used to publish more or less five new games every year, faced a difficult situation. The boardgame shops where they used to sell most of their games lost some of their market share and anyway, lacking shelf space, could not keep on pushing all of their new games as systematically and as long as they used to do.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Fleeing forward<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Some tried to flee forwards (do you say this in English?). With their new games selling less and staying less time in the game shop displays, it was tempting to just do more games, with a new salvo every six months instead of every year, then every three months, then sometimes every month. In China and Eastern Europe, printers adapted and made possible smaller and more frequent print runs. And anyway, one never knows \u2013 the more games you publish, the better the odds have a hit, a game everyone buys and can even become an evergreen. When this strategy failed, some publishers closed shop, some downsized, many sold to bigger groups but, anyway, Asmodee cannot buy everyone.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Good games lost<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>This is another side effect of this increase in new games published. When there were few and mostly mediocre games published, the best ones always get noticed and became hits \u2013 even when hits didn\u2019t sell as much as they do now. Good games always sold well, and the best ones became classics. Nowadayts, with so many games published, most of them really good (more about this later), a good game also needs to look nice, to be pushed by distributors, and, most of all may be, to be lucky. <a href=\"https:\/\/faidutti.com\/blog\/blog\/2025\/02\/14\/treasure-of-the-dwarves\/\" data-type=\"post\" data-id=\"14403\" target=\"_blank\" rel=\"noreferrer noopener\">Treasure of the Dwarves<\/a>, which I consider to be my best design, didn\u2019t sell well, not because gamers didn\u2019t like it but because it flew under the radars and went largely unnoticed. \u00a0\u00a0\u00a0<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Designers<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Are there too many games because there are too many game designers? More and more boardgamers want to upgrade to the next level and become boardgame designers,\u00a0 and then either find a publisher or, which is becoming easier and more usual, publish their own design by themselves.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>There are bot cultural and economic reasons to this. With the rapid growth of the boardgame hobby these last years, and the help of reference websites like the boardgamegeek, a true \u201cboardgame culture\u201d has been appeared. Unlike literary or musical culture, and despite some thematic eurocentrism, this recent culture is globalized almost from the start. Everything is done in English, and we have recently seen designers from East Asia or South America join the fray, submitting to the same publishers with games which are not very different from ours.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>There are also economic reasons. Modern printing technologies have made possible smaller print runs, while crowdfunding websites have made self publishing easier, cheaper and, most of all, less risky.\u00a0<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Too many good games\u00a0?<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>More game designers, but also younger and more varied game designers. This, of course, makes the job a bit harder for old relics like me. Even more, due to a larger and easily accessible gaming culture, the games they are designing are, on average, better than the ones we were creating twenty years ago. Many of the \u201cmasterworks\u201d published in the nineties and two thousand years, including my Citadels, are now evergreens but would probably look weak if published today \u2013 even when having been precursors still carry some charm and elegance. There are not only more game, there are more really good games. May be there are too many good games ?\u00a0 \u00a0<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>AI and boardgame design<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>These last three or four years, boardgame illustrators have taken AI competition head on, but, a bit surprisingly, boardgame designers have been so far largely unaffected. Many, including myself, have made some use of AI for fine tuning, for stats, some other may be for tests, but game core mechanisms and ideas have mostly been kept out of reach of Chat GPT, Claude and their friends. I\u2019ve been told that even in video game design, AI is not that prevalent.\u00a0\u00a0<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>It looks like, just now, things are starting to change. These last weeks, the first boardgames entirely, or at least mostly, designed by AIs have appeared on crowdfunding platforms. A few telltale signs can still help recognizing them \u2013 no designer or artist name, a so far unknown publisher, and most of all extremely generic look, setting and rules. They seem to be all management, drafting and placement eurogames with tons of cards and a bland medieval fantasy setting. From their rules, when one can get them, they are \u00a0unoriginal, unnecessarily convoluted, and probably mediocre. Ais might become better at boardgame design as fast as they have become better at graphic art or at writing essays and short stories, but in the meantime, they don\u2019t bring anything new or interesting.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Ais are good at writing game rules because games are very explicit and formal systems \u2013 the only more formulaic and straightforward texts are probably washing machine or printer instructions. The difference though is that everyone, and therefore AIs, know what is the point of a washing machine or a printer, when one can say that it works or doesn\u2019t when, aside from rules clarity, what makes a good, tense and exciting game is very difficult to formalize. So, I think we still have some time \u2013 but may be this is wishful thinking\u2026.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Anyway, since their designs are starting to hit the market, AIs are also game designers \u2013 we just don\u2019t know yet if they will soon become talented and innovative ones.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Gamers<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Surprisingly, shops, publishers and designers, whose jobs are becoming more competitive, are not the only ones to complain about \u201ctoo many games\u201d. Gamers are complaining as much, if not more, at least on my social networks, when one could think that having more choice thanks to more and better games were a good thing.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>The boardgame market is often compared to that of novels. This makes sense, but only to certain point. We usually read books alone, and rarely read the same one more than once. Reading the same book over and over, often in group, is a mental condition, usually associated with religion. On the contrary, most games are played in groups, and become more interesting when played several times (wild digressive idea: video games and rpgs are both in between boardgames and books, video games because they are mostly a solitary activity, but often a repetitive one, and rpgs because they are played in groups, but the same scenario is played only once).<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Let\u2019s get back to the meeples (untranslatable French pun, sorry). In the eighties and nineties, when I discovered boardgames, playing the same heavy game dozens of times, or the same small card game hundreds of times, was usual. The main reason was that we didn\u2019t have many games available. Nowadays, we are all and always curious to discover the exciting new stuff. As a result, more and more gamers groups play a game only two or three times, if not just once, before it is replaced by another new one, and so on. The excitation of discovering new games is unfortunately counterbalanced by the frustration of not having experienced the games in depth, of not really knowing them. Of course, we can decide to stop buying new games and play more older stuff, but we lose the fun of discovery and the sense of belonging to the gaming world given by the knowledge of new stuff, the online discussions, etc. I personally try to play a few games at least two or three times, and to just read the rules of most new ones, but this also can be frustrating \u2013 after all, games are meant to be played.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>Single use games<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>This change in the way we play games is probably the main reason there are more and more \u201csingle use\u201d \u00a0games, mostly deduction games like the Exit or Unlock series. or Legacy style games, played a few times with a new twist in every game. I\u2019ve never been very interested in these games, though I recently had great fun playing Paolo Mori and Silvano Sorrentino\u2019s Warden Keene. Twenty years ago, selling a game intended to be played only a few times was extremely difficult. Nowadays, when most games, or at least most heavier games, are played only two or three times anyway, it\u2019s not an issue for most players and, therefore, for most publishers. \u00a0<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><em>The crash which won\u2019t happen<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Twenty years of fast growth have proven wrong those who thought and said that video games, and then online gameing, would kill boxed cardboard games. On the contrary, they have actually helped, by promoting the idea that games are a social activity not specifically for children. After these twenty years, with the supply of new boardgames growing much faster the demand from gamers, should we expect a market crash?<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>I don\u2019t think so, mostly because the recent popularity of boardgames is not just a passing fad. As I often say, we live in a more and more complex and therefore stressful and uncomprehensible society. Games, as a small outside world with an obvious goal and explicit rules, give us a well needed respite, a rest. This will, unfortunately, not stop. The boardgame market will therefore not crash, but there might be adjustments \u2013 not necessarily fewer games sold, but very probably fewer new games published. I am not sure that boardgame publisher or designer is a good career choice for the coming years.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Il y a plus de 10 ans, en 2014, je discutais d\u00e9j\u00e0, sans trop insister il est vrai, de savoir s\u2019il y avait \u00ab&nbsp;trop de jeux&nbsp;\u00bb publi\u00e9s. C\u2019est une question qui revient r\u00e9guli\u00e8rement, pos\u00e9e par des boutiques, des \u00e9diteurs et &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2026\/06\/12\/trop-de-jeux-too-many-games\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[27],"tags":[],"class_list":["post-20271","post","type-post","status-publish","format-standard","hentry","category-le-monde-du-jeu-game-trends-and-styles"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-5gX","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/20271","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/comments?post=20271"}],"version-history":[{"count":4,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/20271\/revisions"}],"predecessor-version":[{"id":20284,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/20271\/revisions\/20284"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=20271"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=20271"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=20271"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}