The term "multiplayer solitaire" is often used (mostly by people who don't like them) to describe games where there is no direct player interaction - you can't steal my food cubes or blow up my tanks, because we are each working on our own grand master plan for our own area of the world.
Coincidentally, the games the term is often applied to include most of my favourite games.
What these games typically offer, is ample opportunity for indirect player interaction. Often, this comes through competing with other players - for goods, for resources, for actions, for control of an area.
The games reward planning - often long-term planning - but also the flexibility to respond and react to others' actions. While they are less dynamic than some other types of games, players can still have a significant effect on one another's success or failure.
In my experience, while the first few times with a new game often play out as essentially multiplayer solitaire, with experience and increased skill players will watch what other players are doing and respond/react/block/move appropriately. In other words, a game will become more interactive as you play it more and more. This can take time - and it's easy to write a game off after one or two plays without really exploring the strategies and tactics that underpin it.
Moving a game from multiplayer solitaire to a more interactive experience may have a long learning curve, but it is well worth it to someone who (like me) enjoys these types of games. The interactivity enriches the game experience and deepens the thinking involved in playing the game - or at least, in playing it well.
In bad news for designers, there doesn't seem to be a way to shortcut this process - although some seem to be having success by providing solo rules, or versions of the game with less complexity than the full game, to give players an opportunity to familiarise themselves with the game in stages.
I've looked at a handful of these games and have tried to rank them, starting with the most solitaire. Your experiences will likely vary - I'd bet, according to how often you have played the various games I list.
Crayon rails games
You could call them multiplayer solitaire because: The interaction is really only in where you build (taking the best routes into and out of a city) and in taking the goods that other players want.
Opportunities for interaction with other players: I've only played this 2-player so far, but I imagine with more players there could be more opportunity to block other players out of a particular city or to force other players to use your existing train lines.
Ingenious
You could call it multiplayer solitaire because: The game can be played almost co-operatively, with each player placing pieces without regard to their opponent's scores.
Opportunities for interaction with other players: Blocking!
Thurn und Taxis
You could call it multiplayer solitaire because: Each player plays their own hand, without restrictions on how many pieces may be played on a particular city. The high level of chance in the flow of cards (particularly if you choose the 'replace the 6 cards' option) makes it hard to block, especially in a multiplayer game.
Opportunities for interaction with other players: Card hogs! If I have all the cards for Lodz or Sigmaringen, you don't have much of a chance. Also, the need to keep up with other players' carriage cards means that you are under some pressure to play cards and not just to wait for the next card to come along.
Pillars of the Earth - reduced by the random draw of master builders but still very competitive. Has the feel of an auction game in many ways
You could call it multiplayer solitaire because: Each player is working to make the most of their own set of cards.
Opportunities for interaction with other players: Card selection/choice of actions - it is possible to take the action that another player wants. Watch how many workers they have left and make sure you take the only stone they can afford. Block their access to key resources like metal. Watch whether they have enough money to place their master builders.
Notre Dame
You could call it multiplayer solitaire because: Each player plays their own hand of cards on their own section of the board. There is no restriction on several players choosing the same action.
Opportunities for interaction with other players: Card drafting phase. If the next player is out of money, it might be safe for me to pass her a Notre Dame card if it means I can keep a money card out of her hands. Also, the carriages.
Carcassonne
You could call it multiplayer solitaire because: Each player builds their own structures on the board - there's no trade or opportunity to influence your opponent's tile draw.
Opportunities for interaction with other players: Blocking! Stealing cities, pointing roads at cities - there are ample opportunities for evil play.
Princes of Florence
You could call it multiplayer solitaire because: Each player is building his/her own buildings and playing cards.
Opportunities for interaction with other players: The Auction phase (and the restricted supply of some cards for the Action phase) allows you to take choices away from other players. The Recruiter card also offers an interactive element.
Agricola
You could call it multiplayer solitaire because: Each player is building their own farmyard. Unless you are using the I deck, you have little to no direct interaction with other players.
Opportunities for interaction with other players: Taking resources and actions that other players need. Early complaints about cards being overpowered seem to stem from this problem - if one player has a card that makes clay super-valuable for them then the other players should adapt their strategy to ensure that the first player doesn't get the chance to get a lot of clay. That's hard to do while you're still learning the ropes, which is where the family game should get solid play from gamers who are just starting out with this game.
Tigris & Euphrates
You could call it multiplayer solitaire because: It is possible to play this game without ever entering into any direct conflict with another player.
Opportunities for interaction with other players: War! Two different types, even. It doesn't get much more direct than that - yet the first few times you play you will almost always stick to building up your own civilisation.
What other games attract this label? And does the experience = interactivity rule hold true?
Melissa
Showing posts with label interaction. Show all posts
Showing posts with label interaction. Show all posts
Sunday, November 25, 2007
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