Monday 18 May 2015

What is Normal

It's springtime, and I'm looking out my window at a snowy ground on a cold, dreary day. I thought we were past snow by this point in the season, but apparently not. This whole spring has been very odd; we've been alternating between nice summer-like weather and this. My new job is largely dependant on the weather; when it's cold and unpleasant, my shift is usually cancelled. This, like our current weather, takes some getting used to, but like any new job it takes a bit of time to adjust to what is 'normal' for that business. Mostly, it's the little things that take the most time to learn; things are done in a certain way, and it isn't always explained to new employees. The basics, like running the till or how to request time off are covered, but the minor things that are just done a certain way, the minor specifics, need to be learned as you go. Working at a new business, especially when it's in an industry that you haven't worked in before, really helps to highlight those minor differences groups have.

It's the same when learning a new game, or when playing with a new gaming group. Learning the mechanics of a game is comparatively simple to learning what the common tactics and play styles (the 'metagame') is for that game and that group. That is to say, you can easily be taught what moves are legal, but learning what moves are good takes time and experience. The varied metagames for groups is particularly apparent in board games that use an auction mechanic. In most other games the metagame is confined to deciding on the best moves on a given turn and prioritizing resources. The importance of certain resources at different stages of a game can be explained to new players, as can the optimal moves, but providing new players with specific values for auctioned items can be difficult.

If it is an item that can be sold for a profit later in the game, you can gauge its worth by how much it will sell for (i.e. don't pay more than what you will sell it for), but you can't do that when the item being auctioned is more abstract, like turn order. How valuable is going first? It varies so much that pinning down a specific value is next to impossible. Mercante and Masterpiece auction off items that are then sold for a profit; the games provide values associated with the auctioned items, such as the 'true' value of a painting or the price of goods at the market, and these values can help new players estimate what a good bid would be. Meanwhile, Planet Steam has players bidding on turn order and platforms, the value of which is highly subjective.

This subjectivity is especially obvious when a new player joins the group; after playing a game a number of times, a group establishes its own 'market value' for abstract game elements, but a new player, who is unfamiliar with their metagame, can shake things up considerably by over-valuing and over-bidding compared to what the group is used to. When one or two players consistently bid higher than what was considered 'normal' it can completely change things; suddenly auctions become much more expensive, and even when a 'true' value is provided, if a player is willing to have smaller profit margins the entire table has to adjust to compensate. It is difficult for the values to go down, however; consistently underbidding might have players second guessing their high bids, or the low bidders will simply have to make their own adjustments if they want to collect anything.

Many game reviewers look down on auction mechanics, finding them tedious. I find them to be a useful tool, and many games have added interesting restrictions to keep the game flowing, such as minimum bids, or blind auctions. Mercante, for instance, has a once-around-the-table bidding system, which eliminates drawn out bidding wars; either you out-bid the last bid, or you pass, but you never get to up your bid. The auction mechanic is especially interesting when played with a variety of groups; is this group a bunch of penny-pinchers, or are they willing to break the bank to go first?

13/13

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