Games like Puerto Rico and Settlers of
Catan heavily punish players for bad choices or unlucky draws at the
beginning of the game. In Puerto Rico, getting saddled with an
unfavourable patch of farmland on the first turn will set you so far
back that you may as well stop playing. In Settlers of Catan, if you
place your settlements on the wrong numbers during setup you'll spend
the entire game watching everyone else surge ahead while you wait.
These games are praised so highly, and
yet they seem so unforgiving. Now, I will grant you that for years I
enjoyed playing Settlers of Catan regularly, and I will still play it
every now and again. However, the few times that I have played Puerto
Rico, I had a miserable time. I have to wonder why I can find
enjoyment in one of these games when they both can be such a
punishing experience. It may be that my personal history with
Settlers of Catan has granted my a bias: I learned how to play
Settlers of Catan with my friends in high school, and I have good
memories of playing it with them. Though my bias may be more shallow:
I typically did well in games of Settlers of Catan, so I was
infrequently the player lagging behind waiting for the dice to roll
in my favour. Still, I feel that my ability to enjoy Settlers of
Catan and not Puerto Rico may have more to do with the way the games
play.
In an essay called “Stealing the Fun”
Dave Howell suggests that “a game is not fun unless a player
believes they have some reasonable chance to win until the moment the
game ends” (p.84, The Kobold's Guide to Board Game Design. Open
Design, 2011. ed. Mike Selinker). He notes that it is the mere belief
that is important, not the probability. It can be extremely unlikely
that the player in last place will win, but if that player *believes*
it can reasonably happen, it is enough for them to have fun.
My experience would suggest that Howell
is on to something; when I have been woefully behind in a game like
Settlers of Catan, I know that the dice could eventually roll in my
favour, and if it happens enough I could recover from a bad start.
I've had the same experience with other dice-based games, like Blood
Bowl and Warhammer. I have seen enough 1s rolled in a row (and enough
6s) to know that these statistical outliers do happen. If all I need
to get back into a game is for someone to roll a 12 three turns in a
row, I can hold on hope until the dice stop moving. It's very
unlikely, buy it is reasonable!
Puerto Rico doesn't have that random
element, though. The only randomness is drawing farm tiles to
determine what resources you can collect, and it's that precise
element that can make or break a game so early. Unlike Settlers of
Catan, where each turn the game introduces a random element, the
overall deterministic nature of Puerto Rico removes that 'reasonable
chance' that Howell mentioned. It arguably makes the game more
strategic, but I just find it unpleasant. Don't get me wrong, I like
games with heavy strategy that require careful planning and
forethought, but I like them best when you can make a mistake and
still find a way to dig yourself out of the hole you have made for
yourself. A single error early on should not completely ruin your
chances at victory in any game.
My girlfriend dislikes strategy games,
and it seems it is for this same reason; she does not feel that she
ever has a chance at winning. I think she's wrong (she has the
ability to win!), but it's this belief that keeps her from enjoying
those games. It is important to note that actually winning doesn't
factor in here; feeling that you can win is enough to enjoy the game.
Actually winning is just a bonus.
13/13
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