I recently misread a post over on BoardGameNews on the game called Age of Discovery. I thought the writer was talking about Age of Empires III: The Age of Discovery, but it turns out Age of Discovery is a different game (although with enough similar terms to make me confused.)
In any case, the point of the article was about game balance and it got me thinking. There are clearly some games that have victory conditions that could have been better balanced. I can't believe this is a design choice when one of a few simple possibilities could have been added to the mix to better balance the game.
While that makes a fine discussion in itself, there are a few ways in which a game can be balanced but make me wonder if the game balancing mechanism is more of a cop-out rather than a well thought-out and thoroughly playtested mechanic. I'm talking here about Auctions, natural "pick on the leader" player balancing, and risk management. I'm sure everyone has their own opinion on these, as do I, but whether you like or dislike them I think an argument could be made that they are one of the simplest ways to balance a game that might otherwise have some problems in it. On the one hand, any of these could be added to a poorly balanced game to make it slightly better, but I wonder if some so-so games that incorporate these mechanisms might have made it to the "next level" had the designer found some additional ways to tune their game to rely less on these balancing options.
Lets take them in order. Auctions are found in so many games, and while I enjoy an auction game as much as the next guy I also think some are rather a cop-out when it comes to game balancing. As long as everyone gets a somewhat fair shot at whatever is being bid on it is difficult for an auction based game to become imbalanced. If there is a really juicy, powerful item to be bid on, players can simply bid it up high to make sure things balance out (can you say "Jester in Princes of Florence" - I knew you could....) The main drawback for this style of play balancing is that players simply must know and understand the value of what they're bidding on. Thus, a decent auction game is really only at its best after at least three or four games. Another example is the simple game No Thanks! I really enjoy the game as it is quick to teach and still has some decent decision-making going on. What players are really doing during the game is a sort of reverse auction by bidding on NOT taking cards. The first teaching game I play with people always acts quite strange as some players overvalue the chips and others undervalue the cards. But after two or three games most people settle quickly into a very similar valuation to cards and chips. The fun remains in the game due to its push your luck nature and the fact that it plays fast so taking a risk here or there doesn't doom a player to another hour of painful loss before the game can end.
Expanding upon the auction mechanism for game-balancing is when a designer leaves it up to the players to continue to balance the game as it plays out. Basically, requiring players to "bash the leader" or at least the perceived leader. While nearly every game has some mechanisms that allow players to interact some have very few and limited mechanisms while others have many and encourage lots of player interaction. One extreme might be Goa or other games of its ilk that are sometimes considered “multiplayer solitaire” (although I love Goa.) While the other extreme would be a wargame like Risk where nearly everyone can pick on one person exclusively if they so choose. In a poorly “balanced” game, player interactions can overcome a single player’s advantages but it always leaves a bad taste in my mouth to have to gang up on a person simply to take them out because they had a lucky draw or lucky starting position. Also, having players do your “dirty work” in balancing a game can make the game last a long time as each successive leader is beaten back into the pack until someone sneaks in a win. This can be fun, but since it often rewards the sneakiest or best fast-talker in the group, it can be annoying for others. (To keep my conscience clear I will admit I tend to be one of the better fast-talkers at most of my gaming tables… however, I like it best when I can claim superior play in addition to “good negotiation”.)
A final style of balancing a game (that I’ll be covering) is introducing an element of risk. (No, not the game.) While some players hate risk (and tend to call it “luck”) in their games, I am not adverse to at least some semblance of risk in my games. An example of this type of balancing could be done by comparing Puerto Rico to Age of Empires III. In both games, the end-game has upgrades (buildings in PR, capitol upgrades in AoE3) that help players score additional points in the endgame. In Puerto Rico the buildings are known from the game start and are available to the first player who can purchase them. While a couple of the buildings are usually slightly better than others, they are all quite comparable in the number of victory points they grant. In contrast, Age of Empires III has several capitol upgrades at the end of the game that add victory points but not all of those upgrades are going to be available in every game. Additionally, players have to vie for placement when trying to purchase them, they aren’t simply available to the first player who can afford them. They pop into existence (if at all) when the third age of the game begins. Thus, strategies that rely heavily on capitol upgrades (like most of the money-making strategies) may not always get the upgrades they need (or want). Just which upgrades become available may determine the game. So, while I think some of the money-making strategies are the strongest ones in the game, they also rely on getting good capitol upgrades and thus are more likely to suffer the whims of fate in the last few rounds. Thus, what some might call (me) “stronger” strategies are leveled out somewhat because they become slightly riskier. Push your luck types of games could be put in a similar category. Pursuing riskier strategies can provide larger payoffs, but are also more likely to fail in a big way. While I would have a hard time accepting a large effect of this type in a longer (an hour or two) game, it is perfectly acceptable in a shorter game.
How about you, are there ways you feel that games can be balanced (ie. The various strategies/cards/abilities) more than they are? Are there no-brainer styles of game balance (like just letting players take care of it themselves) that you find overused?
Showing posts with label Age of Empires. Show all posts
Showing posts with label Age of Empires. Show all posts
Tuesday, September 18, 2007
Tuesday, July 10, 2007
A couple of new ones...
Well, not much to say this week, I've got vacation hanging over my head so am rushing around to put that together.
I'll be seeing some nieces and nephews, they're all still fairly young so I think I'll just bring along Igloo Pop and No Thanks! as they can fit quite a range of players as well as a decent range of numbers of players.
I've manage to game quite a bit in the past two weeks, just a little above normal and that is mostly due to my recent aquisition of Age of Empires III: The Age of Discovery by Tropical Games. That is a long name, but the game deserves it. As I'm sure other people might have mentioned elsewhere, there aren't a lot of new mechanics to be seen here, but they are all well-oiled and work together to make a very nice game. My favorite style of game, in fact. Lots of agonizing choices where there are several good things you want to do but not enough resources to pull them all off. It seems like a fairly quick game but does tend to pull in at around two hours, and not the one hour I keep thinking it takes... To top it off, the game has a nice snowball (or engine building or "garden-tending") style to it so everyone's strategies tend to pay off in greater and greater amounts as the game goes on... I've played it 3 or 4 times in the past week and will be playing it some more in the future, I'm sure.
The other game I've been playing is the Stonehenge game anthology put out by Titanic Games. This is a set of pieces for five players consisting of a deck of cards, a circular track on a playing board, some round colored tokens, and some colored bar-shaped tokens. Then five "big-name" designers all developed a game for this set of pieces. Purchasers are, of course, also encouraged to try to design their own games - something I'm glad to see encouraged as I think it will help foster some nice creativity in younger minds and possibly swell the ranks of game designers in general. (More games for me to play, possibly.) In any case, I enjoyed most of the games I tried in Stonehenge. They all tended to take about 45 minutes to an hour to play and had a nice amount of gameplay contained in that short period of time. I wouldn't have wanted the games to go much longer as they weren't as deep as most games that aren't "anthologies", but for 60 minutes they were a very nice treat. In fact, in one evening I played five games of Stonehenge. Two games each of the first and third game in the instruction manual (each game takes up 2 pages of instructions so they aren't that complex) and then one game of the set.
We (the four, then five of us) all liked the first game a sort of area control game, and enjoyed the third - based around bidding for stones to collect sets of like colors. The last game we played, was supposed to be a wargame but was more like another area control. It was interesting but I think it was limited by the small deck size. I think that struck the heart of the limiting factor of this sort of anthology. Since all the parts are set out ahead of time, you can't customize things to "fix" problems as they arise. I wonder if the wargame would play better if it had just a bit more time to develop - thus needing slightly more cards. Then again, I guess our group could tinker with it ourselves, that's what the anthology is trying to promote in the first place.
Bottom line: I've got to finish vacation preparations so that's all for today. But if you're looking for a "bottom line" on the Stonehenge anthology, I give it a pretty big thumbs up. There are at least 2 if not 3 quality games there that can be played in a medium-short period of time and be quite enjoyable (strategic/not just a time waster). That is a somewhat rare category and with a couple varieties of game to choose from in one box, that's a pretty good deal.
I'll be seeing some nieces and nephews, they're all still fairly young so I think I'll just bring along Igloo Pop and No Thanks! as they can fit quite a range of players as well as a decent range of numbers of players.
I've manage to game quite a bit in the past two weeks, just a little above normal and that is mostly due to my recent aquisition of Age of Empires III: The Age of Discovery by Tropical Games. That is a long name, but the game deserves it. As I'm sure other people might have mentioned elsewhere, there aren't a lot of new mechanics to be seen here, but they are all well-oiled and work together to make a very nice game. My favorite style of game, in fact. Lots of agonizing choices where there are several good things you want to do but not enough resources to pull them all off. It seems like a fairly quick game but does tend to pull in at around two hours, and not the one hour I keep thinking it takes... To top it off, the game has a nice snowball (or engine building or "garden-tending") style to it so everyone's strategies tend to pay off in greater and greater amounts as the game goes on... I've played it 3 or 4 times in the past week and will be playing it some more in the future, I'm sure.
The other game I've been playing is the Stonehenge game anthology put out by Titanic Games. This is a set of pieces for five players consisting of a deck of cards, a circular track on a playing board, some round colored tokens, and some colored bar-shaped tokens. Then five "big-name" designers all developed a game for this set of pieces. Purchasers are, of course, also encouraged to try to design their own games - something I'm glad to see encouraged as I think it will help foster some nice creativity in younger minds and possibly swell the ranks of game designers in general. (More games for me to play, possibly.) In any case, I enjoyed most of the games I tried in Stonehenge. They all tended to take about 45 minutes to an hour to play and had a nice amount of gameplay contained in that short period of time. I wouldn't have wanted the games to go much longer as they weren't as deep as most games that aren't "anthologies", but for 60 minutes they were a very nice treat. In fact, in one evening I played five games of Stonehenge. Two games each of the first and third game in the instruction manual (each game takes up 2 pages of instructions so they aren't that complex) and then one game of the set.
We (the four, then five of us) all liked the first game a sort of area control game, and enjoyed the third - based around bidding for stones to collect sets of like colors. The last game we played, was supposed to be a wargame but was more like another area control. It was interesting but I think it was limited by the small deck size. I think that struck the heart of the limiting factor of this sort of anthology. Since all the parts are set out ahead of time, you can't customize things to "fix" problems as they arise. I wonder if the wargame would play better if it had just a bit more time to develop - thus needing slightly more cards. Then again, I guess our group could tinker with it ourselves, that's what the anthology is trying to promote in the first place.
Bottom line: I've got to finish vacation preparations so that's all for today. But if you're looking for a "bottom line" on the Stonehenge anthology, I give it a pretty big thumbs up. There are at least 2 if not 3 quality games there that can be played in a medium-short period of time and be quite enjoyable (strategic/not just a time waster). That is a somewhat rare category and with a couple varieties of game to choose from in one box, that's a pretty good deal.
Labels:
Age of Empires,
dr_matt,
review,
session report,
Stonehenge
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