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Just after the holiday shopping season, a good friend asked why all the games she had seen in Borders while she was gift-shopping seemed so underwhelming.

Can you diagnose the difference between game-store games and big-box-bookstore games? I don’t think it was just a matter of prejudice on my part.

It took me a while to come to a satisfying expression of the answer, but I think in the end that the it goes to one of the major premises of Chris Anderson’s The Long Tail, which amounts to the idea that modern abundance makes it possible for niche products tailored to a very specific audience to nevertheless find modest profits.

In games, the niche-tailored products are obviously the ones you find in your FLGS. I don’t think it’s particularly controversial to suggest that Ars Magica and Supremacy aren’t likely to find many fans among soccer moms and other mainstream types.

“Modest profits” is the problem for Borders. Borders can’t survive on modest profits. They’ve got gargantuan square footage parked on prime real estate to pay for, not to mention a national network of spendy infrastructure. They need to maximize the amount of money they can make off of every square foot in the store. (Amazon, of course, is the opposite. It costs them next to nothing to stock a given title, which is why you can buy all kinds of crazy niche games from them that you’d never see in Borders in a million years.)

So Borders has to stock games that will appeal to the broadest possible cross-section of humanity. “Lowest common denominator” isn’t the right way to put it; that makes it seem like they’re making a cynical appeal to the culturally ignorant, which isn’t quite true. “Greatest common denominator,” more like. They need to stock Dungeons & Dragons instead of Ars Magica and Scene It instead of Supremacy because that maximizes the spread of people who might make a love connection and buy the product.

That’s where the line of reasoning falls apart for lots of hard-core gamers, though. There’s a compelling argument to be made that lots of boutique games are simply better games than their mass-market counterparts. And sometimes, it’s true.

But even given that, the purchasing equation for your average Borders customer isn’t always — maybe isn’t even often — about which game is the best game qua game.

World of Warcraft MMO players will be more interested in a licensed game about WoW than in a superior game based on no property at all). Grandparents buying gifts for their grandchildren might just want to get back home as soon as possible with something that doesn’t offend their sensibilities. Lots of people play games only to pass the time; they want something with literally no rules-reading start-up time.

It’s like the gulf between your average blockbuster and your average art-house flick. Or like the CD recommendation you get from that one friend (everybody’s got one) who knows some genre of music to death. He was blown away, but you’re left scratching your head. It’s niche music for a very small class of the interested. If you’re not in the niche, it’s difficult to arrive at even an intellectual appreciation, no matter how brilliant scholars and reviewers say it is.

Of course, that’s not the whole story (although it’s a lot of it). There are market factors, too. Some games make it into Borders because they’re published by established companies with an entrenched sales pipeline. Even if those guys publish a few clunkers from time to time, Borders doesn’t have a great deal of motivation to cut them off and try new or different suppliers, since a lot of the time, the clunkers just go back to the manufacturer for a refund.

Some games make it into Borders because it’s the right theme for the right price. Borders would never pick up Pieces of Eight; it simply costs too much. Even if Pirates of the Caribbean makes buccaneer merchandise hot, hot, hot some Christmas, they need an item that costs $7.42 — or whatever — because that’s what research tells them is the optimum price to extort from an impulse buyer.

And sometimes, there’s no reason at all that one game finds itself in Borders in the place of another game that’s better by every measure. That’s a hard lesson for a creator, but a critical one for avoiding, you know, soul-crushing despair. (Super-good related reading: Josh BishopRoby on The Pride and Pain of Publishing.)

But mostly, the Borders game section is the way it is because of Long Tail forces. If you haven’t read The Long Tail, and you have any interest at all in how and why the pop cultural landscape is the way it is, you should pick up a copy. Some chapters are also available for free on the web, on the About page of the Long Tail blog.

Here’s a one sentence boil-down, then: The games in Borders underwhelm us, as hardcore gamers, because we’re too enlightened!