Showing posts with label game length. Show all posts
Showing posts with label game length. Show all posts

Monday, September 10, 2007

Wrestling with Long games

How do you approach a complex game? Continuing my thoughts from two weeks ago, I'm debating how you can get games of a more rambling nature onto the table. Rambling in this case defined as games longer than 2 hours - which seems to be the point at which players start saying no.

The big question in my mind is if it is worth having the first session be a 'teaching' game. basically a game with a strict time or turn limit, with the stated purpose of teaching the rules.

Many people seem to espouse this approach, but it's never really felt right to me.

1) If the game is long by nature, then a shortened version doesn't capture the game.
A game like revolution is only 5 turns - at roughly 1 turn an hour. A two turn game has missed two-thirds of the game, and much of the benefit of a longer game (long-term strategy) is aborted. I'd argue that one of the key selling points of a longer game is the ability to choose to play for the long term. Taking short turn hits to position/income/whatever with the expectation to do better farther into the game.1

2) Bringing the same players together for a second game is hard.
I consider myself lucky to have a smaller game group that's been meeting weekly for years. There's 5 of us, but with life being what it is, it is not uncommon for the group to be four. Invariably, if we play a longer game, one player isn't there. And the next time the game is brought out, they are. I can only imagine how much worse this would be with a large/more infrequent group. So, if rules will always be taught, why play an aborted game?

There are plenty of reasons for running a shortened game, but I've rarely managed to convince myself it is a good idea. This cropped up because last week I ran a shortened game of American Megafauna at EndGame. I wanted to try out third edition/SOS style play and AM is a game that is going to be at least 3 hours the first time you play. I decided to call the game after 2 hours of play, and ultimately it worked. American Megafauna2 is a game that doesn't really call for a specific game length, so 'artificially' making a game timer trigger then endgame wasn't a problem. So a shorter game worked. Yay!

But I still don't think that it is the solution for all longer games. Mostly, I think the first play of longer games require players to commit to not worrying about victory. Yes, someone is going to win3, but the goal in the first play is to see what the game is like, and learn what tactics can survive through the mid-game into the end, and which ones are dead ends.

Unfortunately, giving up on victory is a hard thing to do - especially for a game that lasts two or three times as long as other available games. But the reward... well, that's for me to have more people who know how to play longer games.

aaron
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1Some shorter games manage this as well (usually the ones that last closer to 2 hours than one), but most shorter games are much more unforgiving of sacrificial ploys or delaying tactics. Some shorter games are good precisely because players must time everything 'just right' (ex. figuring out when to migrate from money to points in Puerto Rico) but don't permit players to play much beyond the current board position.

2Phil Eklund is the designer of American Megafauna. And the Lords of... series. His games are truly odd unweildy beasts, and I'll get back to you with my impressions of them eventually, but one interesting facet is that the games don't really have a specific endpoint. Sure, the rules tell you when to end the game, but then they also say "or when everyone agrees to stop".

3 And yes, the person who has read the rules/played the game has an advantage.

Monday, May 07, 2007

Current trends

I spent half of last night playing the 1830's PA map of age of steam. I solidered on to the end, but some early decisions left me clinging valiently to solvency, only to drop negative in the final turn. A crushing defeat, but the map was interesting enough to pique my interest in another go1. But certainly not right away.

This is in stark contrast to another recent game, Rutger Dorn's Arkadia, which we finished after a little over an hour and immediately jumped back in for a second game. This brings me around to what I wanted to point out - The current trend towards shorter heavy games. 2007 domestic2 releases have highlighted a number of strong 60 minuteish games that pack a fair amount of weight into their shorter game length. Compared directly to the heavier releases of the past couple of years, there are more options for heavy 60 minute games than there were last year at this time.

I'm not one to shy away from game length. I like 2-3 hour games. Caylus was only too long the first time played3. Age of steam remains a favorite, with a plethora of map options, most weighing in under 3 hours. But the fact remains that the majority of games that allow for strong development and long-term planning are 90+ minutes.

Arkadia, tasting somewhat reminiscent of Acquire, excited me because of the quick decision to "play it again". That hasn't happened for quite awhile in any of my gaming circles4, so it's nice to see a game that not only inspires immediate interest, but also *allows* for immediate replay without overstaying its welcome. Taluva and Ur are two other recent releases that have a similar time/strategy feel. Ticket to Ride5 can also sometimes muster up the challenge and enjoyment for "just one more game"...

I like the mighty awe that epic games6 inspire, but the fevered desire to try a game again - immediately - is also inspiring. Here's hoping that these games continue to crop up...

aaron

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1 Something that isn't as true for the other side of the map, Northern California, which is also a harsh tight map, which left me panting and not actually wanting to play the map again for a long long time. I appreciated it, especially since it represents my home environs, but it wasn't inspiring.


2 By domestic, I mean the US, in my very US-centric fashion. Sorry Australia.


3 Though Caylus quickly went from a 2-4 hour game to a 1-2 hour game, which makes a big difference.

4 Ah, years of gaming bring on the jaded gamers. We all remember early on, when we first found a game we really loved - be it Settlers, or Tigris, or Acquire, or Talisman, or Cosmic, or... and you just had to play it again, and again. It's been a reoccurring theme for me over the past 12 months - the lack of group drive to really dive deeply into a complex game, play it repeatedly, and make it give up all its secrets.

5 Which certainly doesn't qualify as an old game in my book. It's barely three years old. A newbie! But it established itself so completely and so strongly, that now it qualifies as a classic. But it's really still a youngster. Barely into it's twenties. er. fours.

6Whatever your definition of Epic. Choose one that fits.