In this episode of Stuff You Should Know, Josh Clark and Chuck Bryant explore the creation and meteoric rise of the iconic board game Trivial Pursuit. First conceived in 1979 by journalists Chris Haney and Scott Abbott, the game became a cultural phenomenon after its release, sparking a widespread resurgence of interest in trivia.
The hosts shed light on Trivial Pursuit's unique design elements, like its circular board and category cards, that catapulted it to success. They also discuss the brand's evolution over the years, legal disputes surrounding its origins, and its enduring legacy in the world of board games and trivia entertainment.
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In December 1979, journalists Chris Haney and Scott Abbott conceived the idea for Trivial Pursuit, inspired by the popularity of pub quizzes and trivia, according to Josh Clark and Chuck Bryant. Forming Horn-Abbott, they developed Trivial Pursuit's design, including the circular board, category cards, and pie-slice pieces. Unable to interest toy companies, they resorted to self-producing and marketing the game, selling 1,100 copies in Canada for Christmas 1981.
Clark recounts how Trivial Pursuit rapidly became a massive hit, selling 100,000 copies in Canada by Christmas 1982 and 1.3 million in the U.S. through licensee Selchow and Righter in 1983, making it a cultural phenomenon. Bryant attributes its success to its quality materials, high price positioning it as an adult luxury game, and ingenious marketing to adults rather than children.
Clark and Bryant highlight Trivial Pursuit reviving widespread interest in trivia, inspiring trivia books, TV shows, and competing products. Its nostalgic, intellectual appeal for adults demonstrated the broad appeal of such gameplay. The game became a fixture at social gatherings, with its unique design mechanics like the circular board leaving an iconic legacy widely imitated.
Several individuals claimed originating Trivial Pursuit's idea but lost lawsuits against creators Haney and Abbott. Trivia expert Fred L. Worth unsuccessfully sued for $300 million, alleging Trivial Pursuit copied questions from his books, but the court ruled facts cannot be copyrighted.
Following initial success, the brand expanded into themed editions like Baby Boomers and movie tie-ins, criticized by some like Slate as overly niche. Yet new editions, digital versions, and TV shows demonstrate Trivial Pursuit's enduring relevance and legacy cementing trivia as beloved entertainment.
1-Page Summary
Josh Clark and Chuck Bryant discuss the history of Trivial Pursuit, highlighting the game as one of the greatest board games ever and explaining its creation by two Canadian journalists.
In December of 1979, Chris Haney and Scott Abbott were struck with the inspiration to create what would become Trivial Pursuit. The idea for the game came during a conversation when they recognized the financial potential within the board game industry, a realization that hit when Haney purchased a Scrabble set. Their ambition was further influenced by the popularity of trivia and pub quizzes, a trend that had risen in England during the 1960s and mid-1970s.
The game's design came together quickly, with Haney and Abbott developing the circular board, the six question categories, and the card format that players would become familiar with.
Chuck describes the game’s pieces as 'pies,' although officially, they are known as ‘wedges.’ Meanwhile, Josh Clark recalls having seen the guys who invented the game.
Understanding the potential of their idea, Haney, who was a photo editor at the Montreal Gazette, and Abbott, a sports reporter for the Canadian press focusing on hockey, went on to form a company called Horn-Abbott. They sought the financial backing necessary to bring their vision to life by selling equity shares to friends and family.
They also hired an 18-year-old graphic designer named Michael Wurstlin, who was tasked with creating the elegant and high-quali ...
The origins and creation of Trivial Pursuit
Trivial Pursuit, created in Canada, surged into an international sensation in the early 1980s, shaping up as a must-have game and a social trendsetter of the decade.
Chuck Bryant, sharing a childhood memory, recalls how Trivial Pursuit was a family entertainment staple. Clark explains that Trivial Pursuit sold out of their initial 1,100 units swiftly, achieving the milestone of 100,000 copies sold in Canada by the next Christmas. This success was staggering considering that a bestseller board game at that time typically sold around 10,000 copies.
The game made a mark not only through its intellectual appeal but also through its production quality; each Trivial Pursuit game weighed six pounds owing to the use of premium materials in its components. Additionally, the game's elegant design, devoid of cartoonish elements, and its highbrow appearance—underscored by a quote from poet Alexander Pope—distinguished it from the contemporary board games marketed towards children. Bryant points out that with a price tag double that of an average board game, ranging from $25 to $40 (equivalent to up to $90 today), Trivial Pursuit positioned itself as a luxury adult pastime.
Bryant mentions that in 1983, Trivial Pursuit was licensed by Selchow and Righter, which, with substantial marketing resources, managed to sell an astonishing 1.3 million games in the U.S. alone, cementing its status as a cultura ...
The initial and explosive success of Trivial Pursuit in the 1980s
Josh Clark and Chuck Bryant deeply explore how Trivial Pursuit not only became a beloved staple at social gatherings but also how it influenced the resurgence of trivia in pop culture and redefined adult board gaming.
Clark and Bryant reveal that Trivial Pursuit was more than just a game for their families; it played an important role in cultural exchange between generations. The experience they had with the game during the 1980s provided them with a plethora of trivia that reflected the interests of the Baby Boomer generation.
This emphasis on knowledge-based content synced with the rising popularity of pub quizzes in England, suggesting trivia's burgeoning position in culture. The launch and success of Trivial Pursuit coincided with and perhaps bolstered the trivia trend in the U.S., particularly alongside the contemporary revival of the TV show Jeopardy!
The game was intentionally marketed to adults, a strategy that was seen as a stroke of genius. It captivated the adult audience with its nostalgic and intellectually challenging nature. For kids, playing Trivial Pursuit with adults was a way to contribute to conversations typically reserved for older folks, positioning the game as an intersection between generational pastimes and knowledge.
Clark and Bryant suggest that trivia games like Trivial Pursuit resonate with adults because they evoke a sense of nostalgia for the pop culture of their youth. The game's careful curation of questions that reflected the collective memory of a generation, combined with a clear designation as being "for adults," was a key reason for its success.
The conversational element that Trivial Pursuit encouraged was a significant factor in its widespread adoption in social settings. ...
The impact of Trivial Pursuit on trivia and board game culture
In the world of board games, few have reached the iconic status of Trivial Pursuit. However, the game's success has not been without its share of legal challenges and controversies, involving claims of stolen ideas and copyright disputes.
David Wall, an Australian, filed a lawsuit against Chris Haney in 1994, asserting that he had shared the concept for Trivial Pursuit with Haney in 1979 while hitchhiking in Nova Scotia. Wall claimed that after he refused an offer of shares in the game from Haney, he had documents and witnesses to back up his story. Unfortunately for Wall, he was unable to provide the promised documentation, and his witnesses did not support his claims in court. The court ruled in favor of Haney and ordered Wall to pay $1.2 million in court costs, a sum that was later reduced to $1 million. The reduction occurred due to judiciary findings that Haney's attorneys had intimidated two of Wall's witnesses. However, Wall didn't have the funds to pay the $1 million and faced garnished wages as a result.
In a separate case, trivia expert Fred L. Worth brought a $300 million lawsuit against the creators of Trivial Pursuit. Worth claimed that nearly 1,700 questions from the game were taken directly from his published trivia books. However, the court did not rule in his favor. The judge concluded that since the ...
The legal disputes and controversies surrounding Trivial Pursuit
Trivial Pursuit has experienced a significant evolution since its creation. From being a staple in game nights to expanding into an array of themed editions, the brand has seen both diversification and criticism.
Following its initial success, Trivial Pursuit expanded into a range of themed and specialized editions. These included titles like the genius edition, silver screen edition, baby boomers edition, and a sports edition, showcasing the brand's efforts to cater to various interests and demographics. In 1985, Disney became the first tie-in edition, marking the beginning of leveraging popular cultural content. By 1993, even the TV show and movie "Fame" had its own Trivial Pursuit edition.
Despite reaching out to niche markets, these specialized editions have faced criticism. A Slate article pointed out that the narrower focus of editions such as those dedicated to Harry Potter or Lord of the Rings may have caused Trivial Pursuit to lose its way, as it deviated from offering broad general knowledge challenges. The article suggested that such specificity could potentially alienate general audiences by requiring a larger number of editions to cover the diverse interests of players.
Notwithstanding the debates over the game's direction, Trivial Pursuit has maintained its status as a popular board game franchise. New editions continue to be produced, along with digital and online versions that meet the demands of modern gaming habits. Beyond the board, Trivial Pursuit has even transitioned into television with game show adaptations, a ...
The evolution of the Trivial Pursuit brand over the years
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