{"id":1805,"date":"2025-09-11T06:48:30","date_gmt":"2025-09-11T06:48:30","guid":{"rendered":"https:\/\/www.solitaire-masters.com\/blog\/?p=1805"},"modified":"2025-09-11T06:48:30","modified_gmt":"2025-09-11T06:48:30","slug":"make-me-play-my-game-collection-whats-stopping-me","status":"publish","type":"post","link":"https:\/\/www.solitaire-masters.com\/blog\/make-me-play-my-game-collection-whats-stopping-me\/","title":{"rendered":"Make Me Play My Game Collection What\u2019s Stopping Me"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">There comes a point in every hobbyist\u2019s life when the excitement of buying something new completely outpaces the actual time and energy to enjoy it. For board gamers, that point is often staring at us from the shelf. Rows of colorful boxes, shrink wrap still tight, components unpunched, rulebooks unread\u2014or read once and quietly set aside with a \u201cmaybe later.\u201d The thrill of acquisition is real, but so is the guilt of neglect.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I call this phenomenon my \u201cMMPMG!\u201d ritual\u2014short for <\/span><i><span style=\"font-weight: 400;\">Make Me Play My Games!<\/span><\/i><span style=\"font-weight: 400;\"> Every so often, I look at my untouched collection and run a poll, half-serious and half-self-deprecating, asking others to help me decide which title finally gets its day on the table. It\u2019s a way of both laughing at myself and actually getting some of these things played. This latest round features five titles, all of which I genuinely wanted at some point, all of which remain tragically ignored. Let\u2019s dig into them, because each comes with its own little story of enthusiasm, hesitation, and procrastination.<\/span><\/p>\n<h4><b>The Collector\u2019s Paradox<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Before diving into the individual games, it\u2019s worth reflecting on why so many of us end up with piles of unplayed titles in the first place. The psychology behind it isn\u2019t hard to understand. There\u2019s the anticipation of novelty\u2014every new game promises fresh mechanics, exciting themes, and experiences unlike what you\u2019ve already played. That excitement can be so powerful that clicking \u201cback this project\u201d or \u201cadd to cart\u201d scratches the itch before the box even arrives.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Then there\u2019s the illusion of abundance. When you buy a game, it doesn\u2019t demand anything right away. It just sits quietly, patiently, waiting for you to open it. Unlike a subscription service that nags with monthly charges or an event ticket that forces a date on your calendar, board games allow indefinite postponement. You own it, therefore you can play it <\/span><i><span style=\"font-weight: 400;\">whenever<\/span><\/i><span style=\"font-weight: 400;\">. And that \u201cwhenever\u201d has a habit of becoming <\/span><i><span style=\"font-weight: 400;\">never<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Layer onto that the reality of life. Work, family, social obligations\u2014sometimes even when you\u2019re in the mood to play, the sheer effort of setup, rules explanation, and teardown can feel daunting. Compared to flipping on a movie or opening a video game, the barrier to entry for tabletop experiences can be surprisingly high.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">All of that combines into the collector\u2019s paradox: the more you love the hobby, the more likely you are to amass a backlog that only grows with time.<\/span><\/p>\n<h4><b>Chants for the Old Ones \u2013 Lovecraft in Cardboard<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The first game up for potential rescue from shelf oblivion is <\/span><i><span style=\"font-weight: 400;\">Chants for the Old Ones<\/span><\/i><span style=\"font-weight: 400;\">. It\u2019s a deckbuilding and worker-placement hybrid rooted in the Cthulhu Mythos. On paper, it checks a lot of appealing boxes: strategic depth, a thematic tie-in to one of the most well-trodden fictional universes in gaming, and the promise of tension as cultists race to summon ancient horrors while investigators meddle in their affairs.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So why hasn\u2019t it been played? Timing, mostly. When the Kickstarter delivery arrived, life was chaotic. My son had just been born, and suddenly, spending an evening punching cardboard and parsing complex rules didn\u2019t seem like the best use of my energy. The box was opened, glanced at, and quietly set aside. Months later, it\u2019s still sitting there\u2014unpunched, untested, quietly waiting.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There\u2019s also the broader question of theme. Lovecraft\u2019s works have saturated tabletop design over the last two decades. From <\/span><i><span style=\"font-weight: 400;\">Arkham Horror<\/span><\/i><span style=\"font-weight: 400;\"> to <\/span><i><span style=\"font-weight: 400;\">Eldritch Horror<\/span><\/i><span style=\"font-weight: 400;\"> to countless spin-offs, the mythos is everywhere. At a certain point, \u201csummon tentacled monsters\u201d becomes more of a genre clich\u00e9 than a selling point. Add to that the uncomfortable history of Lovecraft\u2019s personal views, and it becomes harder to celebrate the aesthetic without second-guessing what you\u2019re endorsing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Still, early impressions from others suggest the game has merit. Some players complain that the recall mechanic\u2014the moment when you have to pull workers back and reset\u2014is a bit tedious. Others point out balance issues. Yet there\u2019s a consistent thread of it being atmospheric, even fun, in the right group. Maybe all it needs is for me to finally punch those tokens and give it a fair chance.<\/span><\/p>\n<h4><b>Dead Reckoning \u2013 The Weight of Too Much Content<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Next up is <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\">, a sprawling pirate-themed adventure that combines card crafting with area control. If <\/span><i><span style=\"font-weight: 400;\">Chants for the Old Ones<\/span><\/i><span style=\"font-weight: 400;\"> suffered from bad timing, this one fell victim to excess. I didn\u2019t just back the core game\u2014I backed expansions, stretch goals, add-ons, the whole treasure chest. When the avalanche of cardboard arrived, the sheer volume was overwhelming.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Rather than being excited to dive in, I looked at the pile and thought, \u201cToo much.\u201d The setup seemed intimidating, the rulebook long, and the teardown notorious. The box was massive, almost untransportable. Each time I considered bringing it to game night, I imagined the groans of my friends as we spent an hour just getting pieces in place. So instead, it stayed on the shelf.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To be fair, I\u2019ve made some progress. Recently, I separated expansion content from the base game, packed it away, and punched the core box. The first hurdle has been cleared. But even so, the hesitation remains: will it take too long? Will it be worth the effort?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The irony here is that everything I\u2019ve read suggests it\u2019s a solid game, full of clever mechanics and dramatic moments. Card crafting, in particular, allows players to build unique abilities into their crew, which is thematically perfect for the idea of pirates growing in power over a campaign. The exploration aspect sounds adventurous, and the potential for conflict is high. If I can just get over the mental barrier, <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\"> could easily become a centerpiece of my collection. But first, I have to play it.<\/span><\/p>\n<h4><b>Veiled Fate \u2013 Mystery on the Shelf<\/b><\/h4>\n<p><i><span style=\"font-weight: 400;\">Veiled Fate<\/span><\/i><span style=\"font-weight: 400;\"> occupies a different corner of the backlog story. Unlike the others, I honestly don\u2019t remember why I bought it in the first place. One day it was on my want list, the next day I saw a copy online, and a few impulsive bids later, it was mine. It\u2019s a social deduction game of hidden identities and manipulation, where players try to influence the outcome of quests without revealing who they really support.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The problem? When I read the rules, my first reaction was, \u201cThis sounds dumb.\u201d That may be unfair\u2014sometimes rules text doesn\u2019t convey the excitement of actual play\u2014but it was enough to stop me from pursuing it further. The game went back on the shelf, unopened since.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Yet there\u2019s reason to believe it could surprise me. Social deduction games often read flat but thrive in practice, fueled by group dynamics and bluffing. It\u2019s also reportedly short and easy to teach, which could make it a great option for larger gatherings where heavier titles feel impractical. If anything, this might be the perfect \u201cbackup plan\u201d game: quick, accessible, and a potential crowd-pleaser. All it takes is giving it a fair trial.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Each of these games tells a different story of why a title might end up unplayed. Sometimes it\u2019s timing, sometimes it\u2019s volume, sometimes it\u2019s a lack of initial spark. But in each case, the result is the same: a box sitting quietly, waiting for attention it may never get. Running polls and asking others to vote is partly a joke, but it\u2019s also a genuine way to break the deadlock.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There\u2019s something powerful about community accountability. Left to my own devices, I might keep procrastinating forever. But if enough people say, \u201cPlay this one,\u201d it creates momentum. Suddenly, it feels like a small responsibility to follow through, if only to report back. And once a game actually gets played, it often breaks the spell. Setup seems easier, the rules clearer, and the fun more accessible than I imagined.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The backlog shrinks not because I stop buying games, but because I finally start playing them.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the previous installment, I dug into the collector\u2019s paradox and looked closely at three of the neglected titles on my shelf: <\/span><i><span style=\"font-weight: 400;\">Chants for the Old Ones<\/span><\/i><span style=\"font-weight: 400;\">, <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\">, and <\/span><i><span style=\"font-weight: 400;\">Veiled Fate<\/span><\/i><span style=\"font-weight: 400;\">. Each one had its own peculiar story of how it ended up unplayed\u2014life interruptions, over-ambitious purchases, or just plain impulse. Now it\u2019s time to continue with the other two candidates from the current round of my \u201cMake Me Play My Games!\u201d poll: <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">These two stand out because they represent something slightly different from the first three. Whereas <\/span><i><span style=\"font-weight: 400;\">Chants<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\"> carried the burden of complexity and <\/span><i><span style=\"font-weight: 400;\">Veiled Fate<\/span><\/i><span style=\"font-weight: 400;\"> suffered from lack of excitement, these two were bought for their theme and aesthetics. They looked fun. They looked exciting. They looked like the kind of games that would make people say, \u201cWow, what\u2019s that?\u201d at the table. And yet, both have been left untouched for reasons that are at once mundane and deeply relatable to anyone who collects board games.<\/span><\/p>\n<h4><b>Starship Captains \u2013 The Lure of Theme and the Weight of Hesitation<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">If I had to point to a single title in this backlog that screams \u201cfun,\u201d it would be <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\">. Everything about it exudes playful energy: the box cover with its colorful cast of characters, the miniatures that look like they belong in a Saturday morning cartoon, and the vibrant board layout that makes you want to jump into space adventures. It\u2019s produced with the kind of polish that instantly attracts attention, especially for those of us who grew up loving science fiction.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So why hasn\u2019t it been played? The answer lies in that uncomfortable space between <\/span><i><span style=\"font-weight: 400;\">looking fun<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">being fun to learn<\/span><\/i><span style=\"font-weight: 400;\">. I vividly remember unboxing it, admiring the components, and then sitting down with the rulebook. And that\u2019s when the enthusiasm hit a wall. Not because the rules were particularly complex, but because they didn\u2019t quite gel with my brain at the time. The mechanics felt a little disjointed when read in isolation, and instead of the effortless sense of adventure I expected, I found myself puzzling over worker rotations, efficiency puzzles, and timing issues.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That moment of friction was enough for me to quietly slide the game back into its box and put it on the shelf with a mental note: \u201cTry again later.\u201d Of course, \u201clater\u201d never came.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">It\u2019s interesting how often this happens in gaming. A rulebook that doesn\u2019t flow smoothly can make a game feel harder than it actually is. Later, when explained by someone else at a table, the same game might seem intuitive and breezy. But the solitary experience of reading through examples and exceptions can sap all momentum. That\u2019s what happened here. The game might very well be straightforward in practice, but my first impression set a mental barrier I haven\u2019t crossed since.<\/span><\/p>\n<h4><b>The Reputation Factor<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Adding to the hesitation are the mixed opinions I\u2019ve read and heard. Many players describe <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> as decent but underwhelming. \u201cPedestrian\u201d is the word that keeps popping up\u2014suggesting that beneath the flashy presentation lies a fairly ordinary pick-up-and-deliver or efficiency-style game. In other words, it looks like \u201cStar Trek meets fun adventure,\u201d but actually plays like \u201coptimize your worker actions in a fairly standard way.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Now, there\u2019s nothing wrong with that in principle. Not every game needs to reinvent the wheel. But when your shelf is already full of titles competing for precious playtime, a reputation for being merely \u201cfine\u201d can keep a game sidelined indefinitely. Why pull out something that\u2019s okay when you could reach for something proven to be great?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Still, the only way to know for sure is to play it myself. Reviews and impressions are useful, but they\u2019re not definitive. Taste is subjective, and I\u2019ve had plenty of experiences where I enjoyed a game that others dismissed\u2014or disliked a game that was universally praised. <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> might turn out to be exactly the kind of lighthearted romp I\u2019ve been craving without realizing it. Or it might confirm the suspicion that the fun is mostly surface-level. Either way, it deserves to be tested.<\/span><\/p>\n<h4><b>Galaxy Hunters \u2013 Big Box, Bigger Excuses<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">If <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> stalled because of a hesitant rulebook read, <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\"> languishes for a different reason: sheer physical bulk. This is a game that doesn\u2019t just arrive\u2014it invades. I bought the core game, the expansion, and the stretch goal box, which means that instead of one manageable package, I have three oversized boxes filled with components. Even before playing, the first task is sorting through all of it, deciding what belongs in the base setup, and maybe finding a way to condense it into a single container.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That task alone has been enough to keep me from starting. Each time I think about diving into <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\">, I imagine hours spent bagging, labeling, and arranging. By the time that mental picture finishes, I\u2019ve already talked myself out of it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Yet the game itself sounds exciting. At its core, it\u2019s about piloting customizable mechs to battle genetically engineered monstrosities across the galaxy. That premise alone is enough to spark interest. Add in the Euro-style mechanics\u2014resource management, worker placement, strategic upgrading\u2014and it seems like a compelling hybrid. Reports from players suggest it shines most at two players, offering tense duels and efficient pacing. At higher counts, it can drag, but with the right setup, it\u2019s supposed to be rewarding.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So once again, the barrier isn\u2019t the game\u2014it\u2019s me. My reluctance to deal with the logistics has overshadowed the potential fun.<\/span><\/p>\n<h4><b>The Curse of the Big Box<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\"> situation highlights another common issue in modern board gaming: the proliferation of oversized games. In the Kickstarter era, bigger often means better in terms of marketing. Stretch goals add content, expansions launch alongside core sets, and deluxe components balloon the size of packages. For backers, it feels like getting more value. For players, it can quickly become a burden.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Large boxes demand storage space, are difficult to transport, and often require sprawling tables just to set up. The very features that make them look impressive in a campaign video can make them intimidating in real life. Unless you have a dedicated gaming room and a group willing to commit to lengthy sessions, these behemoths risk gathering dust.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\"> is a prime example. I don\u2019t doubt that the gameplay is solid. But between sorting three boxes, learning the rules, and arranging a suitable table, it requires an investment of time and energy that\u2019s hard to summon on a regular weeknight. Until I carve out a specific plan\u2014maybe condense the components, maybe schedule a weekend afternoon\u2014it\u2019s likely to remain untouched.<\/span><\/p>\n<h4><b>Comparing the Two<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">While <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\"> are very different in theme and mechanics, their fate on my shelf is strikingly similar. Both were purchased with enthusiasm, both looked fantastic upon arrival, and both have sat idle due to relatively small but persistent barriers.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\">, the hurdle is conceptual: the rules didn\u2019t click on first read, and lukewarm reputation dampened excitement. For <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\">, the hurdle is physical: too many boxes, too much setup, too little time. Neither problem is insurmountable. Both are solvable with a bit of planning and commitment. Yet in practice, they\u2019ve kept the games from being played for months.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This contrast also highlights an important truth: backlog guilt doesn\u2019t come from laziness alone. It comes from the clash between limited resources (time, energy, table space) and unlimited desire (new themes, mechanics, experiences). Choosing which game to play isn\u2019t just about preference\u2014it\u2019s about logistics, mood, and opportunity.<\/span><\/p>\n<h4><b>The Role of Community in Breaking the Cycle<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">This is why I run polls for my backlog. Left to my own devices, I can rationalize endlessly. One game feels too long, another too fiddly, another too lightweight. Each excuse seems reasonable in the moment, but collectively they form a wall that no game can climb. By asking others to weigh in, I introduce accountability and external perspective.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Someone might look at <\/span><i><span style=\"font-weight: 400;\">Starship Captains<\/span><\/i><span style=\"font-weight: 400;\"> and say, \u201cThat sounds like the perfect light filler between heavier games.\u201d Someone else might vouch for <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\">, describing it as a hidden gem worth the setup effort. Their enthusiasm helps cut through my hesitation. Suddenly, it\u2019s not just me talking myself out of it\u2014it\u2019s a community encouraging me to give it a shot.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The added benefit is that playing becomes part of a story. Instead of silently shelving a title, I get to say, \u201cHey, you all voted for this, and here\u2019s how it went.\u201d That narrative gives the playthrough extra weight, turning it into a shared experience even if others aren\u2019t physically at the table.<\/span><\/p>\n<h4><b>Toward a Healthier Backlog<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The larger question is how to manage a backlog in a way that doesn\u2019t feel overwhelming. One approach is to stop buying new games until the old ones are played. That\u2019s simple in theory and nearly impossible in practice. The hobby thrives on novelty, and resisting the allure of shiny new releases is harder than it sounds.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Another approach is intentional rotation: deliberately setting aside a few games each month to focus on, regardless of whether they\u2019re new, old, or unplayed. By giving yourself a smaller pool, you reduce decision fatigue and increase the chance that neglected titles finally see the table.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For me, the poll system has become a playful but effective strategy. By narrowing down to five candidates and letting others choose, I create both a manageable focus and a sense of obligation. It\u2019s not perfect, but it moves the needle\u2014and that\u2019s often enough.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Owning games is not the same as playing them. That simple truth lies at the heart of many hobbyist experiences. Whether it\u2019s rows of untouched novels on a shelf, a queue of unwatched films, or a Steam library filled with unplayed downloads, the human tendency to collect far more than we consume is well established. Board gaming, with its tactile boxes and alluring artwork, is particularly prone to this phenomenon.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the first two parts of this series, I explored specific cases from my own collection: games purchased with excitement but never played, for reasons ranging from overwhelming content to inconvenient size to simple timing. But beneath those personal anecdotes lies a universal pattern, shared by hobbyists across the world. This part looks at why backlogs exist, how they grow, and what they reveal about us\u2014not just as gamers, but as people.<\/span><\/p>\n<h4><b>The Allure of Acquisition<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The first and most obvious reason for backlogs is acquisition itself. Buying something new feels good. Neuroscience confirms it: when we anticipate a reward, dopamine levels rise, giving us a hit of excitement and pleasure. That surge often peaks not at the moment of consumption, but at the moment of purchase. In other words, clicking \u201cbuy\u201d can feel more satisfying than actually playing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This explains why the backlog builds so easily. Once the brain has gotten its reward from acquisition, the urgency to follow through with play diminishes. The game sits on the shelf, untouched, while attention shifts to the next shiny release. It\u2019s a cycle powered not by failure of willpower, but by the natural quirks of human motivation.<\/span><\/p>\n<h4><b>Fear of Missing Out<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Layered onto the thrill of buying is a cultural force: fear of missing out (FOMO). In the age of crowdfunding campaigns and limited editions, this is particularly acute. A Kickstarter promises exclusive stretch goals, deluxe components, or early access. Retail availability may be uncertain, and secondary market prices often skyrocket. Faced with the possibility of missing out, many hobbyists pledge impulsively, reasoning that it\u2019s better to have the game now\u2014even if it isn\u2019t played for years\u2014than regret it later.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This creates a paradox. People buy games to avoid missing an experience, but in doing so, they create shelves full of experiences that still go unplayed. The fear of future scarcity overwhelms the reality of present abundance.<\/span><\/p>\n<h4><b>The Collector Identity<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">For some, collecting is not just a side effect of gaming\u2014it\u2019s a core part of the hobby. There\u2019s pleasure in curating a library, in arranging boxes, in displaying colorful spines. A shelf of games becomes a visual statement of interests and personality, much like a bookshelf filled with novels or a rack of vinyl records.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this sense, unplayed games aren\u2019t necessarily failures. They\u2019re part of a collection, a representation of potential experiences rather than actual ones. Just as someone might own dozens of cookbooks but only use a handful, a gamer might own dozens of boxes and only regularly play a few. The rest still hold meaning, even if untouched.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Of course, this perspective can clash with practical realities. Space is limited, money isn\u2019t infinite, and lugging around guilt-inducing piles of unplayed titles can sour the joy of collecting. But it helps explain why backlogs persist even among people who recognize the problem.<\/span><\/p>\n<h4><b>Decision Fatigue and Choice Paralysis<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Another subtle but powerful factor is decision fatigue. The more options we have, the harder it is to choose. A gamer with two or three titles might easily decide what to play. A gamer with fifty or more might spend half an evening debating, ultimately defaulting to something familiar.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Backlogs thrive in this environment. Faced with too many options, players gravitate toward comfort choices rather than risk something new. Ironically, the games most in need of attention\u2014the unplayed ones\u2014are often the least likely to be picked, because they require extra effort to learn and explain.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This is one reason why polls and challenges work. By narrowing the field to a handful of candidates, they reduce paralysis and create a sense of direction. Instead of fifty possible games, the choice becomes five\u2014or even just one. That makes it easier to take the plunge.<\/span><\/p>\n<h4><b>The Weight of Setup<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Practical barriers also play a role. Many modern games are ambitious productions with hundreds of pieces, sprawling boards, and thick rulebooks. They look spectacular on the table, but the setup and teardown can consume as much time as actual play.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">When deciding how to spend an evening, the mental picture of sorting tokens, shuffling decks, and explaining complex rules can be enough to steer players toward simpler options. This is especially true for people with busy lives, limited free time, or family obligations. A two-hour movie or a quick card game feels manageable. A four-hour epic with twenty minutes of setup feels exhausting before it even begins.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Games like <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\"> or <\/span><i><span style=\"font-weight: 400;\">Galaxy Hunters<\/span><\/i><span style=\"font-weight: 400;\"> suffer from this perception. Their size and complexity, while impressive, create barriers that push them deeper into the backlog.<\/span><\/p>\n<h4><b>Backlog Guilt and Humor<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Owning unplayed games often brings with it a peculiar form of guilt. Hobbyists joke about \u201cshelves of shame,\u201d piles of untouched boxes silently accusing their owners. But the guilt is usually mixed with humor. There\u2019s camaraderie in admitting, \u201cI have too many games and not enough time.\u201d<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This blend of guilt and humor has become a cultural staple. Online forums and social media groups regularly feature photos of massive collections with captions like, \u201cWill I ever play all these? Probably not.\u201d Instead of hiding backlogs, many gamers celebrate them as a shared quirk of the hobby.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That\u2019s where initiatives like \u201cMake Me Play My Games!\u201d come in. They transform backlog guilt into community entertainment. By turning indecision into a poll, by writing playful posts about neglected titles, hobbyists reframe the problem. Instead of shame, there\u2019s laughter; instead of paralysis, there\u2019s participation.<\/span><\/p>\n<h4><b>The Role of Community in Play<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Community doesn\u2019t just help with decision-making\u2014it also sustains the hobby. Board games are inherently social, and many titles can\u2019t be played solo. That means a backlog is often tied not just to personal hesitation, but to group dynamics.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Maybe the local group isn\u2019t interested in a certain theme. Maybe schedules don\u2019t align. Maybe someone else already owns the game, and people would rather play their copy. All of these external factors can push a game deeper into the backlog, even when the owner is eager to try it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">On the flip side, community enthusiasm can revive neglected titles. A friend suggesting, \u201cHey, can you bring that pirate game next time?\u201d might be the nudge needed to finally punch and play <\/span><i><span style=\"font-weight: 400;\">Dead Reckoning<\/span><\/i><span style=\"font-weight: 400;\">. Online comments like, \u201cGalaxy Hunters is amazing, give it a shot,\u201d provide encouragement that counters procrastination. The shared nature of gaming makes backlog management a collective process, not just an individual one.<\/span><\/p>\n<h4><b>Lessons from Other Hobbies<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The phenomenon of the backlog isn\u2019t unique to board gaming. In fact, comparing across hobbies reveals interesting parallels.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Books: The Japanese term <\/span><i><span style=\"font-weight: 400;\">tsundoku<\/span><\/i><span style=\"font-weight: 400;\"> describes the practice of buying books and letting them pile up unread. Like games, books promise knowledge and adventure, but ownership often replaces the urgency of consumption.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Video Games: Digital storefronts make acquisition effortless, leading to massive libraries of unplayed titles. Sales events like \u201cSteam Summer Sale\u201d encourage bulk buying, further expanding backlogs.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Movies and TV: Streaming services create endless queues. People spend more time scrolling through options than actually watching, mirroring decision fatigue in board gaming.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">What these examples show is that the backlog is not a failure\u2014it\u2019s a cultural byproduct of abundance. In a world where entertainment is plentiful and accessible, backlogs are almost inevitable.<\/span><\/p>\n<h4><b>Reframing the Backlog<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Instead of viewing backlogs purely as problems, it may help to reframe them as opportunities. Each unplayed game is not a burden but a potential adventure waiting for the right moment. The fact that they\u2019re unplayed doesn\u2019t erase their value\u2014it just shifts it into the future.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Backlogs also offer flexibility. They provide options for different moods, groups, and occasions. Having a diverse library means always being prepared, whether the evening calls for a quick filler, a heavy strategy game, or a thematic romp.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Of course, this doesn\u2019t mean neglecting the backlog entirely. It simply means recognizing that owning more than you can play is not inherently bad. The key is to find balance\u2014enjoying the collection without being consumed by guilt.<\/span><\/p>\n<h4><b>Turning the Backlog into a Game<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">One of the cleverest ways to manage a backlog is to gamify it. Instead of seeing it as a pile of neglected titles, treat it as a challenge. Polls, random draws, and personal goals can all turn backlog reduction into a playful process.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Some hobbyists create \u201c10&#215;10 challenges,\u201d aiming to play ten selected games ten times each within a year. Others commit to playing every unplayed title in their collection before buying new ones. Some roll dice to decide what to play next. Each of these methods adds structure, reduces choice paralysis, and creates a sense of achievement.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For me, \u201cMake Me Play My Games!\u201d is my chosen method. By writing about unplayed titles and letting others vote, I transform backlog guilt into a narrative. It becomes less about failure and more about storytelling\u2014a journey through the quirks of ownership, procrastination, and eventual play.<\/span><\/p>\n<h4><b>The Joy Beyond the Shelf<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Ultimately, the point of all this isn\u2019t just to shrink the backlog. It\u2019s to reconnect with the joy of play. A game on a shelf is potential. A game on the table is reality. The laughter, tension, and shared experience of play are what make the hobby worthwhile.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That\u2019s why it matters to occasionally push past hesitation, sort through the big boxes, and wrestle with the rulebooks. Every time a neglected game finally sees the table, it redeems itself. Even if it turns out mediocre, the act of playing releases it from limbo. It stops being an accusation and becomes a memory.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">By the time I launched \u201cMake Me Play My Games!\u201d as a kind of playful cry for help, I thought I was just making a joke. A wink at myself, a confession dressed up as a challenge. Yet the more I wrote about it, the more I realized this wasn\u2019t only about a pile of cardboard sitting untouched on my shelf. It was about the psychology of owning, collecting, avoiding, and eventually\u2014finally\u2014playing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this last part, I want to slow down, take a breath, and reflect. What lessons emerge from this backlog journey? What practical steps can hobbyists take to turn guilt into joy, paralysis into action, and ownership into memory? And what does this whole experience say about gaming as a practice, not just a pastime?<\/span><\/p>\n<h4><b>The Nature of the Backlog: From Shame to Story<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">One of the most surprising outcomes of this project has been the way people resonate with the very idea of a backlog. When I first admitted to having dozens of unplayed games, I half-expected judgment. Instead, I found camaraderie. Nearly every hobbyist I talked to said some version of, <\/span><i><span style=\"font-weight: 400;\">\u201cOh, me too. Let me tell you about the giant Kickstarter pile in my closet.\u201d<\/span><\/i><\/p>\n<p><span style=\"font-weight: 400;\">What once felt like \u201cshelf of shame\u201d language quickly turned into \u201cshelf of opportunity.\u201d The backlog wasn\u2019t proof of failure. It was proof of enthusiasm, proof of curiosity. Every unplayed box represented a future story waiting for the right time.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Reframing the backlog in this way changes everything. It stops being a guilty weight and becomes a narrative thread. Each unplayed game isn\u2019t an accusation\u2014it\u2019s a character waiting to join the tale of my hobby life.<\/span><\/p>\n<h4><b>Lessons From the Polls: Choice, Community, and Play<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">The biggest shift came when I handed control to others. Posting a poll and saying, \u201cMake me play my games!\u201d flipped the whole problem inside out. Instead of agonizing over my choices, I let friends, followers, or fellow hobbyists decide. The poll wasn\u2019t just a tool for narrowing options; it was a communal ritual.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Choice became lighter. Instead of staring at twenty boxes in indecision, I was given one clear answer.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Community became part of the fun. People didn\u2019t just vote; they rooted for their picks, argued passionately, and shared their own experiences with the games.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Play became inevitable. When the results came in, it felt like an obligation\u2014but a joyful one. Someone had handed me a mission, and I couldn\u2019t help but follow through.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">The poll transformed backlog guilt into backlog play. And more importantly, it reminded me that this hobby is not solitary. Even when games sit unopened, they\u2019re part of a shared culture, a collective enthusiasm that binds us together.<\/span><\/p>\n<h4><b>Barriers Broken: Setup, Rules, and Fear<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Of course, polls alone can\u2019t magically remove the barriers that keep games from the table. What they do is force me to confront them.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Setup stops being an excuse. When the group has spoken, I stop seeing the 200 tokens as a burden and start seeing them as part of the ritual of play. Punching, sorting, and shuffling becomes an act of preparation, not procrastination.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Rules stop being intimidating. Instead of endlessly putting off learning a complex rulebook, I sit down and actually read. And once I start, I remember why I love rules in the first place\u2014they\u2019re the blueprint of experiences.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Fear of disappointment shrinks. Every unopened box carries an aura of \u201cWhat if it\u2019s not as good as I hoped?\u201d But the only way to answer that question is to play. Polls push me to break that seal and find out.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">In every case, the act of finally playing has been worth it. Sometimes the game is brilliant. Sometimes it\u2019s average. Sometimes it\u2019s even disappointing. But in every case, it transforms from potential into reality\u2014and that\u2019s infinitely better than being stuck in limbo.<\/span><\/p>\n<h4><b>The Strategies That Work<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">After months of experimenting with backlog management, I\u2019ve started to identify strategies that actually work\u2014not just for me, but for anyone struggling with shelves of unplayed games.<\/span><\/p>\n<ol>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Gamify the backlog. Polls, dice rolls, challenges\u2014whatever turns the process into a game itself. Structure creates momentum.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Lower the barrier. Pre-punch the cardboard. Bag the tokens. Watch a playthrough video before reading the rules. Anything that reduces the initial friction makes it more likely the game will hit the table.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Invite others in. Make backlog-busting a social experience. Announce \u201cTonight we\u2019re playing something unplayed!\u201d and let the group share in the discovery.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Celebrate progress. Each game played deserves acknowledgment. Post a photo, write a reflection, or mark it off a list. The sense of achievement fuels motivation.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Forgive the rest. Some games may never get played. That\u2019s okay. Selling, trading, or even just admiring them on the shelf can be part of the hobby, too.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">None of these strategies are revolutionary. But when applied consistently, they transform the backlog from a nagging source of guilt into a cycle of exploration and joy.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Looking back, I\u2019ve realized this journey wasn\u2019t just about games\u2014it was about me. Each reason for avoiding a game reflected something in my own habits, fears, or tendencies.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">My hesitation with big-box games mirrored my anxiety about time and energy.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">My avoidance of complex rulebooks reflected a fear of failure or of \u201cwasting\u201d other people\u2019s time.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">My tendency to buy games faster than I play them exposed a craving for novelty, for the dopamine hit of acquisition.<\/span><span style=\"font-weight: 400;\">\n<p><\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Confronting the backlog meant confronting these habits. It meant recognizing that I often chase potential rather than presence. That I sometimes treat the hobby like collecting promises instead of living experiences. And that I can choose, at any time, to slow down and embrace what I already have.<\/span><\/p>\n<h4><b>The Bigger Picture: Why We Play<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">Ultimately, all this loops back to a simple question: why do we play games at all? Not why we buy them, not why we collect them\u2014but why we sit down at the table, shuffle the cards, and roll the dice.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We play because games give us stories. They create laughter, tension, triumph, and defeat. They offer puzzles to solve, worlds to explore, and connections to strengthen. They remind us that joy is not found on a shelf but around a table, not in ownership but in experience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The backlog, then, is not the enemy. It\u2019s a library of possible futures, a catalog of joys waiting to happen. The trick is simply to open the box and start.<\/span><\/p>\n<h4><b>Toward a Healthier Hobby<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">If I had to sum up the biggest takeaway from \u201cMake Me Play My Games!\u201d, it would be this: the health of the hobby doesn\u2019t come from how many games you own, but from how much joy you create with them.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Owning a hundred games but rarely playing is no more fulfilling than owning ten games and playing them constantly. In fact, the latter often produces deeper, richer experiences. The value isn\u2019t in scale\u2014it\u2019s in presence.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">That doesn\u2019t mean we should stop collecting, or that owning unplayed games is bad. It means we should strive for balance. To collect without guilt, but also to play with intention. To remember that the heart of gaming is not the backlog\u2014it\u2019s the people, the stories, and the memories we build.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">By the time I launched \u201cMake Me Play My Games!\u201d as a kind of playful cry for help, I thought I was just making a joke. A wink at myself, a confession dressed up as a challenge. Yet the more I wrote about it, the more I realized this wasn\u2019t only about a pile of cardboard sitting untouched on my shelf. It was about the psychology of owning, collecting, avoiding, and eventually\u2014finally\u2014playing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this last part, I want to slow down, take a breath, and reflect. What lessons emerge from this backlog journey? What practical steps can hobbyists take to turn guilt into joy, paralysis into action, and ownership into memory? And what does this whole experience say about gaming as a practice, not just a pastime?<\/span><\/p>\n<h4><b>Final Thoughts<\/b><\/h4>\n<p><span style=\"font-weight: 400;\">\u201cMake Me Play My Games!\u201d began as a lighthearted experiment, but it ended up being something more. What started as a playful attempt to tackle a backlog revealed deeper truths about how we engage with hobbies, how we make choices, and how we connect with others through play.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The unopened boxes on a shelf aren\u2019t failures\u2014they\u2019re reminders of possibility. Each one represents a future evening of laughter, challenge, or discovery. The trick is not to see them as burdens but as opportunities, waiting for the right moment. That shift in perspective turns guilt into anticipation.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The polls taught me that gaming is rarely a solo act, even when the box sits untouched at home. Inviting others to help decide what I should play reminded me that this hobby thrives on community. People love to share their opinions, cheer for their favorites, and celebrate the results. In a way, the act of choosing became as enjoyable as the act of playing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">More importantly, I learned that joy doesn\u2019t come from ownership\u2014it comes from experience. Collecting games may feed curiosity, but playing them feeds connection. The memories built at the table last longer than the shrink wrap ever will.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Going forward, I want to embrace a simple mantra: play the game. Don\u2019t wait for the perfect moment, don\u2019t overthink the setup, don\u2019t let hesitation win. Open the box, invite others in, and see what unfolds. Sometimes the game will shine, sometimes it won\u2019t\u2014but the act of playing will always be worth it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In the end, that\u2019s what this whole journey has been about. Not reducing a backlog, not fixing a \u201cproblem,\u201d but rediscovering why I fell in love with games in the first place. The stories, the tension, the laughter, the shared moments\u2014those are what matter.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So the next time I glance at my shelf, I won\u2019t see shame or pressure. I\u2019ll see potential. And instead of asking <\/span><i><span style=\"font-weight: 400;\">\u201cWhy haven\u2019t I played this yet?\u201d<\/span><\/i><span style=\"font-weight: 400;\"> I\u2019ll remind myself: <\/span><i><span style=\"font-weight: 400;\">\u201cToday\u2019s a good day to start.\u201d<\/span><\/i><\/p>\n","protected":false},"excerpt":{"rendered":"<p>There comes a point in every hobbyist\u2019s life when the excitement of buying something new completely outpaces the actual time and energy to enjoy it. 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