Showing posts with label Puerto Rico. Show all posts
Showing posts with label Puerto Rico. Show all posts

Saturday, 9 May 2015

A Quick Change of Plans

Last week I got sick. I lost my voice at the end of my work week, and it came back just before my next shift. It was a lovely weekend of miming and being reduced to a whisper. Unfortunately, with my new work schedule, plus getting ill, my post last week went up late. I'm still trying to get used to this new schedule, so the post is also late. This was not my plan when I started this blog.

I've certainly played many games where my initial plan was ruined. Sometimes it was just the luck of the dice, while sometimes it was my opponents shutting me down. Regardless of how it happened, the question always became whether or not I could change strategies in time to catch up. I usually couldn't.

It's not an easy thing to do, especially when my strategy early on does well. Getting an early lead is great, but often that rush style needs to be followed up with preparations for a longer game, just in case the quick win falls flat. Otherwise, a loss is all but guaranteed. Games of Magic: the Gathering are particularly indicative of this, where rush strategies are often compared to a flip of a coin: either those decks win early, or they lose horribly. There is no middle ground, and a good aggro deck doesn't usually have the tools required to survive a late game; it's all-in, and every card is there for the quick win. If their opponent survives to find their an answer, the rush deck has basically lost.

I've certainly struggled with trying to change strategies in other games, too. In games like Eclipse, Planet Steam, and a lot of resource management games, I so often focus on one strategy, and when it falters I don't usually know what to do. I've spent too many resources, committed too heavily on a particular plan, and, like the rush deck, I no longer have the ability to do anything different. Collecting a diversity of resources and leaving yourself open to that change in tactics is clearly the way to go in these longer games; I just have a bad habit of tunnelling in one plan. I will aggressively collect one resource, which will become devalued as the game goes on. My economic bubble will burst, and then what can I do?

This isn't really a problem with these games, though. It's just my approach to them that is the problem. I do have a lot of fun gobbling up sheep, or minerals, or water, or whatever resource I have (over)valued in a game, but I know from experience that unless I can trade these resources away for moderate value, it will end badly. Some games leave this option very open; Settlers of Catan has its ports, Ad Astra has cheap trading with the bank, and Lords of Waterdeep have quests for each resource. Each of these games makes it easy to adapt and change your strategies by making each resource roughly of equal value, and somewhat interchangeable, throughout the game.

Meanwhile, games like Puerto Rico and, to a lesser extent, City necessitate specific resources at specific times in the game, and if you find yourself unable to get the resources in the correct order, you will struggle. In games where resources are best collected in a certain order each time you play, I have to question granting access to these resources to players randomly throughout the game, especially if there is no way to swap what you have for what you need.

At least for the player who built the aggro Magic deck he chose what cards to include. Without any sort of agency over what resources you can collect, or at least some ability to get what you need when you need it, you can be shoehorned into a bad strategy for the whole game. Some variation is welcome in these games, making resources occasionally harder to get early on helps to prevent a game from getting stale. But this is best when balanced with some way to adapt strategies and to change plans on the fly.

13/13

Wednesday, 8 April 2015

A Bad Start

Have you ever played a game where it felt like you had no chance of winning? Have you ever played one that gave you that feeling on the first turn? I have, and it's not fun.

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