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