Ridere, ludere, hoc est vivere.

Monday, August 1, 2011

What doesn't work - Monopoly as a case study

I've been reading a lot lately about what makes a game a hit.  While contemplating the factors of success in game design, the mathematician in me immediately wants to consider the counter-example:  What makes a game a disappointment?


Image courtesy of Hasbro
 One game that virtually never gets played in my house any more is Monopoly (designer Charles Darrow *, publisher Hasbro).  The over-riding reasons that Monopoly draws an inevitable veto in my house are that "it takes too long" and "it's just not fun."  These valid criticisms beg obvious follow-on questions:  What exactly is it about Monopoly's design that makes it take too long?  And what makes it "not fun" (at least to some)?  Perhaps investigating these questions can help sharpen the definition of what makes a game a disappointment, and therefore help to delineate the limits of a successful design.

[Now, we have to keep in mind that Monopoly is the best-selling boardgame of all time, a consideration that I will entertain in another post.]

What makes Monopoly take too long?  The game-ending condition is, frankly, merciless:  The game ends when all players but one have run out of money.  This characteristic brings to mind the original Risk, also lengthy because it demands conquest of the entire map to end the game.  In the case of Monopoly, there are other factors that serve to perpetuate the game as well.  The number of developed monopolies that players build will drive the pace of the game.  If there are too few monopolies, people end up moving around the board paying small amounts of rent and collecting $200 at every "Go."  In that case, the total amount of money in play can gradually increase for everybody, and nobody approaches bankruptcy.  By contrast, several high-rent monopolies on the board will drive people to bankruptcy quickly; so once players start building houses and hotels in earnest, sooner or later, somebody is going to go under.

Why isn't Monopoly fun (for some people)?  First, I have hinted several times that I am not fond of player-elimination games.  If the intent of playing a game is to have fun as a group, then excluding people one by one from the game leaves some individuals out of the action while others continue to play.  That works fine in a serious competition or tournament, but not for a social event.  We have a house rule - when I can con my family into playing Monopoly at all - that once the first player goes bankrupt, the game is over, and the person with the most money (cash+property) wins.  With this house rule in force, when the game is over for one person, it's over for everybody - which addresses both the game length and the player-elimination problems.

My father-in-law pointed out a second aspect of Monopoly that he doesn't like that can be summarized as "the runaway leader problem."  If one person is lucky enough to acquire and develop a monopoly long before anyone else, he can develop a commanding lead, to the point that no one can do any serious damage to him, and everyone else will be unable to develop their own monopolies or go bankrupt trying to do so.  The game becomes an exercise in inevitability - watching one real estate empire swallow up all the little guys.

A third reason that Monopoly can fail to be fun is that it often devolves into a long series of roll-and-move with no serious decision-making.  In the early game, players roll and move to acquire property with no real thought required.  In the mid-game, as players assemble monopolies, they face decisions regarding how many houses to build vs. how much cash to keep in reserve. But once everybody's property is fully developed, the game boils down to one of dice luck - I win if you land on my hotels before I land on yours. If most of the game is dice luck, it becomes a laborious version of Chutes and Ladders.

But I think there's more to the game than that.  I've come to realize that Monopoly is a game of property valuation.  Once players decide that obtaining a monopoly - and especially, being the first player to obtain a monopoly - is the key to winning, then trading becomes very important.  And therein lies the crux of the game.  If I offer you Boardwalk and you already have Park Place, what do I demand in return?  What should I be willing to give up for Mediterranean Avenue if I have Baltic Avenue?  Should I take my opponent's cash reserve into account if the deal gives him or her a monopoly on which to build houses?

Once these deals are made, then the real estate landscape is in place, and your rent-collection profile is a product of the way you valued the property you took vs. the property you gave up.  But again, at that point, once all the deals are done and everybody has reached an equilibrium point, we're back to dice luck.  Who lands on whose property first?

Settlers of Catan, the quick, fun
barter-economy game
That got me thinking about Settlers of Catan, a barter-economy development game that is eminently enjoyable and is certainly not a game that takes too long.  That game ends when one player has built up to a certain number of points.  Is there a way to translate that concept to Monopoly, so that I can declare a winner just based on who reaches a certain "tipping point" in development first?

Let's consider what that "tipping point" might look like:  If a player owned all the property on the board, the highest revenue configuration of 12 hotels and 32 houses would be hotels on the dark blue, green, yellow, and red monopolies and New York Avenue, and four houses each on Tennessee Avenue, St. James Avenue, the violet monopoly, and the light blue monopoly.  In that configuration, the total rent for all property on the board would be $20,802.  It might be reasonable to expect that if one player achieves half that revenue potential, then the game is close to a foregone conclusion. 

So perhaps a new game-ending victory condition would be if any player achieves a total rent of $10,400 across all owned property.  I haven't playtested this idea, but it might serve to make the end-game a little more merciful. 

What started this essay as a consideration of perceived design flaws led to an idea to tweak a time-tested popular game.  The fact that Hasbro managed to make fundamental improvements to Risk (discussed in a previous post) suggests that even the best-selling games might bear changes to fix the most compelling complaints.

*Although Hasbro lists Charles Darrow as the sole designer, there is significant research to suggest that Darrow based his submission to Parker Brothers on designs by several other people of a number of similar games, most notably The Landlord's Game by Elizabeth Magie Phillips.

Friday, July 29, 2011

What to pack for a vacation

We recently went on a vacation in the West Virginia mountains for some white-water rafting, horseback riding, paintball, and a zip line canopy tour.  (ACE Adventures, if you're interested.)  In the absence of internet and video games, we anticipated the need for some quality family downtime in the cabin.  So of course that means boardgames!

Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices.  This time we wanted more options without having to bring the entire game closet.  So we put together a packing list of games that most of us like.  Everybody got to pick at least one game.  We wanted to have at least three options each for two, three, four, or five players.  At least three of the games had to be accessible to the youngest of us (ten years old).  We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring.  Here's the list we came up with:
This turned out to be a great list for several reasons, not the least of which is nearly all the games fit in a small tote bag.  (At one point I had 7 Wonders on the list, but the box is a bit bulky, and we already had plenty of options.)  The nice thing about this selection of games is that it has variety, nobody has to play if they don't want to, but we can always find options for any subset of the five of us.

So what did we actually play?  Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia.  The brilliance in the design of this game is that there are no separate parts.  The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board.  Each space can be rotated to show a green blank, a white piece, or a black piece.  The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).

Whirlpool randomizer from
Uno H2O Splash
In the hot tub at our cabin, Uno H2O Splash got a lot of action.  Here is another clever production idea to solve the problem of a challenging game-playing venue.  The cards are clear plastic, printed in such a way that one side shows only the card face, the other only the card back.  The game plays like the familiar Uno with a water-themed twist:  Certain cards have a "splash" icon that, when played, require the next player to take a spin on the "whirlpool," a device rather like a small "Magic 8-ball" with an eight-sided die inside to yield a random outcome that the player must perform.

Sample page from Ace of Aces
Another brilliant game design that got some action was the old classic World War I dogfight game Ace of Aces.  This game requires neither board nor cards but is played with just a pair of books through which players flip from one cockpit view to another as they try to outmaneuver one another and get into firing position to inflict damage on each other's aircraft.  While I was in the Navy, I played this game many times with my chief engineer because it was so well suited to the tight confines of a submarine wardroom.  My sons each successfully chased me out of the skies, but in both cases I was able to escape with my badly damaged plane before being shot down.

We did play a few conventional games during our down-time in the cabin.  Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win.  Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later.  My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand.  My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.

And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.

Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.

Wednesday, July 27, 2011

Thoughts on approachability

[I'm still on vacation away from the internet, so today's is a re-post of an excerpt from an article from last October.]

Image courtesy of
Rio Grande Games
This week our friendly neighborhood Game Parlor in Woodbridge is having a 20%-off moving sale on nearly everything that's in stock, so the other day I picked up Race for the Galaxy (designed by Thomas Lehmann, published in the U.S. by Rio Grande).  I'd had this on my list since I'd solicited my friends for two-player game ideas to add to our afternoon game session library.  I'd had a lukewarm experience with it at Congress of Gamers a year or two ago, largely because the people I played with were very experienced players and not altogether patient or thorough in explaining the rules.  But I read so many good things on boardgamegeek about it - especially in light of our fondness for Puerto Rico (designed by Andreas Seyfarth, also Rio Grande), with which a number of reviewers compared it - that I thought it was worth a try.

I was very methodical in going through the rules myself and then reviewing them with Kathy.  I think as we played the first time through, we agreed that we understood the mechanics of the game, and the goals, and even how to devise a strategy.  The thing we found frustrating in our first play-through was the abundance and density of symbols on the cards and their varied significance.  I think we went around two or three times on how the "Contact Specialist" worked.  I'm sure veterans of this game are used to the conventions and know what to look for and how to apply the symbols to the game mechanics, but we were each struggling to understand what we were looking at as we played along.  Both of us are confident, though, that's a game that we can learn and come to appreciate.  I'm looking forward to trying again.

There's a lesson here somewhere for me as a game designer, I think.  It's one thing to have a game that is complete in its rules integrity and components, that is a beautiful construct in both form and function, that aficionados come to appreciate for subtlety, nuance, and replayability.  But what about a game's approachability to the novice?  The analogy I think of is a mansion on a mountaintop.  It can be a marvelous engineering construction, stunning in appearance, awe-inspiring in surroundings, luxurious in furnishings ... but if visitors have to climb a rock face to get there and appreciate it, not many people will try.  So I'm coming to appreciate that even an intriciate, complex game needs to have a welcome mat, an entrance ramp, some way of introducing the novice to the game.

Agricola family board
RftG does this to a certain degree, with pre-selected starting hands for the players.  Settlers of Catan has its beginner's board layout; Agricola has its family game.  I remember Avalon Hill developed a rules construct called "Programmed Instruction," in which rules were divided into sections that built on one another.  The new player could read the first section, then play a scenario that depended only on the  rules in that first section.  A second section would introduce more rules, components, and options and would be followed in turn by more scenarios.  Starship Troopers and Tobruk, among others, had this kind of graduated rules approach. 

I don't know; am I asking too much?  Is it reasonable that a gamer should struggle with a game the first time through, until they say, "oh, that's how that rule works," or "that's what that card does"?  Every first-time player of Agricola goes through this, surely.  It's not that I want to play simple games; I just don't want learning a new game to be a struggle.

Monday, July 25, 2011

The mystery of play balance

[I'm on vacation someplace where I don't have internet access, so today's is a re-post from September 2010 when I explored the topic of play balance in game design.]

I mentioned when recounting my game of Stonewall Jackson's Way with Paul R. that we started to wonder whether there was a bias in the game toward the Confederates.  Sure enough, we weren't the first people to think so.  A user on boardgamegeek directed me to Multi-man Publishing's Great Campaigns of the American Civil War "New Scenarios" page, which includes modifications to scenarios from the original Avalon Hill edition.  That page includes a link to proposed modifications to the victory conditions to the Cedar Mountain scenario that Paul and I played.  If those victory conditions had been in effect, I would have played much more aggressively on the third day of the battle, and perhaps much more realistically from the standpoint of how we might have expected Stonewall Jackson to behave in that historical situation.

Friday, July 22, 2011

Arrival of Trains Planes and Automobiles

Trains Planes and Automobiles box art
Wednesday my publisher's shipment of Trains Planes and Automobiles arrived.  I could not have been more happy to have a production version of my game design in my hands, complete with professional art by Sean Cooke.

Trains Planes and Automobiles is a family game for two to six players, age eight and up, who play as news correspondents attempting to race each other to cover the most stories.  The game is set in mid-twentieth century North America, when airlines connected the largest cities, and newly built interstates allowed convenient long-distance travel by car, while trains still served as the workhorses of American transportation.  The board renders a map of most of North America in an old-fashioned post-card style, with Alaska and Hawaii as insets.  Faintly rendered hexagons divide the board into 100-mile-wide spaces for movement.  

Assignment card
The map includes 56 Canadian, American, Mexican, and Carribean cities (including Havana, accessible to the American traveler in the years prior to the Cuban Revolution).  Of the cities on the map, approximately a third have airports for travel by plane, about two-thirds are connected by railroads for travel by train, and the remainder can be reached only by automobile.  A number of island cities can only be reached by plane.  

Travel card
The game includes a deck of 57 "Assignment" cards, one for each city on the map.  The winner of the game is the first player to complete seven Assignments by traveling to assigned cities and claiming the corresponding Assignment Cards.  The game also includes a deck of "Travel" cards that govern movement on the board - by plane (the fastest means, but only between cities that have airports), by train (only along rail lines), or by automobile (anywhere on the mainland, but the slowest method).  The Travel deck also includes ways to slow opponents down (Bad Weather, Train Delays, and Car Breakdowns) as well as bonus abilities for faster travel.  

I have to say that I am really pleased with the feel of the game that Sean Cooke created in the art for this game.  It has a nostalgic atmosphere, with Travel cards showing paper plane tickets and folded road maps.  Assignment cards depict push-pins on destination cities (a subtle nod to a certain well-known earth map computer application).   

That evening my family sat around the dining room table and played my game with a real production copy for the first time.  They had participated in a number of playtests with early home-made prototypes, but it became a whole new experience to enjoy the game as a professionally made, artistically finished product.  My wife jumped to an early head start as she completed three assignments in her first three turns.  The kids of course ganged up on Mom to keep her from running away with the lead, but in the end it was Dad the Designer that won the maiden session of Trains Planes and Automobiles.

Both my sons (ten and 15 years old) said several times that they really had fun playing the game.  I think the gameplay is a nice balance of hand management, racing for goals while disrupting your opponent, and a little card luck as well.  There's no run-away leader, as there are some balancing mechanisms for trailing players to take action to stay in the game.  All in all, I have to say that I am pleased at how much fun TPA turned out to be, and the kids think so to.  I think this can be a real "family game night" hit.  

Worthington Games has published TPA under their new Blue Square label.  The marketing campaign is in work, so the game is not yet available online as the outlets for purchase are still being developed.  They offered TPA for sale for the first time at Origins Game Fair and will be selling it at the Boardgame Players Association's World Boardgaming Championships the first weekend in August. 
I plan to demonstrate Trains Planes and Automobiles in the Juniors Room at WBC starting Thursday 4 August.  

Wednesday, July 20, 2011

World Boardgaming Championships coming in August

The Boardgame Players Association will be holding their annual World Boardgaming Championships convention in Lancaster, PA the week of 1-7 August (with some pre-convention activity in the last days of July).  I'm looking forward to the opportunity to immerse myself in a fun, competitive boardgaming atmosphere.

Even more than playing, though, I anticipate meeting people in the game design and publishing business.  I'm fascinated by different philosophies that govern how people approach game design, and I look forward to engaging designers and developers in the industry to find out how the bring new titles from concept to market.  Clearly the various categories and types of games require different emphases and approaches, but I'm curious to explore differences among the way people design and develop games even within the same genre.  It would be particularly illuminating to find what distinguishes the makers of some of my favorite games (Z-man for example).  I suppose I'd like to learn how best to design the kind of game I like to play.

Britannia, designed by
Dr. Lewis Pulsipher
One designer I specifically intend to meet is Dr. Lewis Pulsipher, whose blog I've followed for quite some time now.  His series of instructional presentations discuss his thoughts on game design.  A good convention provides the opportunity to engage names in the industry and exchange ideas, and this is an opportunity not to be missed.

I am already making long-range plans for WBC 2012.  My intention for next year is two-fold:  To run Trains Planes and Automobiles as an official Juniors Event at WBC, and to bring a playable prototype of my space-mining game for playtesting or perhaps even demonstration to a potential publisher.

It's good to have a focus.

Monday, July 18, 2011

Maybe Werewolf beats Resistance after all

I'd earlier blogged about my recent discovery of The Resistance and my initial impression that it must be better than Are You a Werewolf?  Well, now I'm not so sure, based on two days of family reunion gaming in which I introduced siblings, nieces, and nephews to both games and got some very unexpected reactions.

Image used by permission
of Indie Boards and Cards
First we tried two games of The Resistance (designer Don Eskridge, publisher Indie Boards and Cards), a social deduction game that I'd never played before but which I was convinced would be better than the more familiar Werewolf, particularly for the new crowd.  We found that the secret ballot process was a little clumsy, since we'd be constantly turning in votes, then turning in the unused vote cards, then redistributing them again, once or twice for every mission assignment.  But more to the point, in two games, the Resistance never successfully completed a mission.  In both games, the spies successfully sabotaged three consecutive missions.  Now, I don't know if that's a function of the experience of the players, in which we were invariably approving mission teams with spies in them, or a function of the play balance of the game itself.  So my intention later this week is to research what others have written about play balance in Resistance.

So then at my 15-year-old son's insistence, we switched to Werewolf (derived from the Dimitri Davidov designed Mafia, publisher Looney Labs).  I was worried about how the younger kids would react to the elimination aspect of the game, the killing theme, etc.  Oh, but that was not a problem.  Everybody jumped right into the spirit of the game.  My brother Pete was particularly enthusiastic.  I lost count of how many games of Werewolf we played over the two days.  The games were quite varied, too.  Sometimes we would leap right on the werewolves and eliminate them quickly.  Sometimes the wolves would make short work of the village.  And sometimes there would be long, convoluted debates over who was a wolf, or a seer, and why.  But I think everybody who played had a great time and kept asking to play again.  We even drew something of an audience at the picnic ground at one point.

(c) Looney Labs
Used by permission
So this experience begs the question:  Why did Werewolf turn out to be so much more popular with the family than Resistance?  Frankly, I think that there are two reasons: (1) We had an unfortunate early experience with Resistance appearing to be so lopsided after just two games, and (2) Werewolf really is an engaging, exciting game in its own right.  First, I do want to make sure we got the rules right; if so, I should revisit the play balance in Resistance, because that just seems so unlikely to be a common experience with a game that was so well-reviewed the first time I researched it.

How popular was this game with the family?  Well, my brother Brenden wants me to order a copy for him, and my brother Pete plans to order two copies - one for himself and one for his girlfriend, whose family apparently enjoys playing games.  I feel as though I should get some kind of discount from Looney Labs on my next order from them for all the business we generated...

Friday, July 15, 2011

Social media

My wife the writer has introduced me to the wide world of Facebook as Paul Owen and Twitter as PaulOwenGames.  You can find me there - wading at first, plunging a bit later, I expect.