So you've gotten your friends into proper board games using Settlers of Catan, but are looking to get them into something with a little more depth and a lot less luck? Welcome to Puerto Rico. Players compete to be the best developer of their own city and countryside of Puerto Rico (I guess? I'm still a little fuzzy on this part). The object of the game is to get the most victory points by producing a variety of goods (corn, indigo, sugar, tobacco, and coffee) and shipping them back to the Old World. You can also sell these goods to make money to buy buildings that help you produce more, ship more, sell more, or get more victory points.
Each round, each player will pick a role that not only determines what game phases happen that round, but also what bonus they get in those phases. For example, if you choose to be a builder, then everyone will get to buy a building and you will get to buy at a lower price. My favorite part about this game is that the only aspect of luck in the entire game is that the plantation tiles are shuffled and unveiled randomly. Everything else is purely determined by player choices, so as long as you can out-think your friends, victory is assured! At least that's what I like to think...
The game has three different conditions that can end it and if you're not paying attention one of those can sneak up on you and end the game earlier than you think. 3-5 people can play the game and games generally last between 2-3 hours in my experience. This game is definitely meant for players who can focus and enjoy strategy and thinking ten steps ahead of your friends. It's also a game that could end friendships since it's pretty easy to screw people over with your choices, so be careful.
Friday, March 29, 2013
Wednesday, March 27, 2013
Games I Grew Up On: Dragon Warrior
As I've alluded to before, Dragon Warrior is the game I attribute much of my education for saving money. My parents making me keep a balanced account of my savings helped, too, of course, but Dragon Warrior helped teach me that sometimes it's smarter to save your money for the higher quality things in life. The general flow of the game is: find a town, see equipment better than yours, fight monsters to get gold, use gold to buy equipment, be strong enough to go to next town. At some point I realized it was faster to just save enough money to buy the most expensive item at each town rather than buy my way up the equipment ladder as it were.
This game is also where I've gotten the fantasy name I use for my main character, Erdrick - the original Dragon Warrior. Yeah, basically it's just my name with a slight fantasy spelling to it, but I've never been good at naming. Most of my Pokemon are named after the first attribute I see in them or what animal they resemble. This is especially since that's pretty much their name anyway (e.g. Zubat = Batty).
There are enough game design issues with the game, that I don't think I could play through it again nowadays (I would not look forward to spending hours walking up and down those three squares fighting werewolves to try to kill a metal slime before it runs away). However, there are designers out there that still have the right touch, as evidenced by the time I sunk 100 hours into Dragon Quest IX without realizing it (you get an accolade for playing the game that long and I was utterly surprised when I got it).
This game is also where I've gotten the fantasy name I use for my main character, Erdrick - the original Dragon Warrior. Yeah, basically it's just my name with a slight fantasy spelling to it, but I've never been good at naming. Most of my Pokemon are named after the first attribute I see in them or what animal they resemble. This is especially since that's pretty much their name anyway (e.g. Zubat = Batty).
There are enough game design issues with the game, that I don't think I could play through it again nowadays (I would not look forward to spending hours walking up and down those three squares fighting werewolves to try to kill a metal slime before it runs away). However, there are designers out there that still have the right touch, as evidenced by the time I sunk 100 hours into Dragon Quest IX without realizing it (you get an accolade for playing the game that long and I was utterly surprised when I got it).
Labels:
Blank I Grew Up On,
education,
psychology,
video games
Monday, March 25, 2013
Random Loot Drops
I've started to get really annoyed lately with the random loot drop model of rewarding players in games like Borderlands, Darksiders 2, and Diablo. This reward model feels exactly like a slot machine to me except instead of pulling a lever, I'm killing a monster or opening a chest somewhere. It means that instead of any skill I have being rewarded, it's a random die roll determining if that activity I just partook in was a waste of my time or not. Not to mention that if you do get that natural 6/20/100/whatever that gets you the most awesome loot, then that pretty much solidifies that the loot you get for the next hour if not the rest of the game is a complete waste of time. It also makes gold in a game completely pointless since killing enemies potentially gives you better equipment and experience, whereas gold could potentially buy you yet another random chance at something better than what you have. In a game where rewards are determined based on hidden items, important kills (i.e. bosses), and expensive items, players are rewarded for their hard work, skill, and ability to work towards a goal.
One way to mitigate the ill effects of the random loot drop reward system is to still put in those hidden chests, those bosses that reward you with guaranteed superior items, or expensive items that you can't find randomly, but the random loot drop still isn't adding anything worthwhile to the game. This whole system is kind of like how rolling character stats in older games based on D&D worked. You roll to determine your starting stats and then tweak them how you see fit. The problem is, I'll just sit there re-rolling until I get the best numbers, which not just wastes my time pointlessly, but I can't use my stats to help roleplay my characters since they are all the same (e.g. I won't have a dumb fighter, or a wizard incapable of hand to hand combat). But I've already talked about this, so getting back to the topic at hand, another problem with the random loot drop is that moment when you do get that totally amazing item with super high stats, but it's for a different play style than yours. So, the chances of another super rare and awesome item are rare and since it's not your play style, you either have to change how you play the game, which can be difficult to do, or it's just a waste of a great item, which is really depressing. Who knows, maybe years from now I'll start liking this model again...
One way to mitigate the ill effects of the random loot drop reward system is to still put in those hidden chests, those bosses that reward you with guaranteed superior items, or expensive items that you can't find randomly, but the random loot drop still isn't adding anything worthwhile to the game. This whole system is kind of like how rolling character stats in older games based on D&D worked. You roll to determine your starting stats and then tweak them how you see fit. The problem is, I'll just sit there re-rolling until I get the best numbers, which not just wastes my time pointlessly, but I can't use my stats to help roleplay my characters since they are all the same (e.g. I won't have a dumb fighter, or a wizard incapable of hand to hand combat). But I've already talked about this, so getting back to the topic at hand, another problem with the random loot drop is that moment when you do get that totally amazing item with super high stats, but it's for a different play style than yours. So, the chances of another super rare and awesome item are rare and since it's not your play style, you either have to change how you play the game, which can be difficult to do, or it's just a waste of a great item, which is really depressing. Who knows, maybe years from now I'll start liking this model again...
Friday, March 22, 2013
Collectible Maps
I love to explore in video games. Enter every hidden nook and cranny. Find every hidden goody. However, I don't have the infinite time I had growing up to spend hundreds of hours to find everything anymore. My backlog of games is also growing instead of shrinking. This is one reason I'm very appreciate of well-designed games with collectibles that give me ways to be efficient about exploring everywhere and finding everything. One of the tools a game designer can use for this respect is the collectible map.
If you tell me there are 100 whatsits to collect in a given area and it's a fairly large area and that's all the information you give me, I have two choices: wander aimlessly for that 100th item when I have 99 of them found and hope I stumble upon it or play along with a map from the beginning to make sure I collect them all as I go. Neither of those prospects are good. One is horribly inefficient, time-wasting, and generally not fun. The other makes me feel like a miserable, no good, terrible cheater (because I am). On the other hand, I also understand that wandering around aimlessly to find whatsits can be fun on its own for a little while. This is why my favorite way this is handled is how most of the Assassin's Creed games handle it - at some point in a game I can buy or am given a map showing the locations of all the collectibles I haven't found yet. This means that I can try to find them all on my own, but I don't have to beat my head against a wall for that last item.
The absolute best way I've seen this handled is that the map is automatically unlocked once you've found roughly 75% of the items. That way, you've proven that you want to find all the whoosits, but you probably have only the really hard ones to find left. The absolute best game designer will have put those items in places where it's easy to see where the item is, but it's a clever puzzle to figure out how to get there yourself. So put an item up on the edge of a cliff with a narrow path winding around to where the player can't see. That way, even though you have a map showing you exactly where the item is, it's still fun to try to get all the items.
If you tell me there are 100 whatsits to collect in a given area and it's a fairly large area and that's all the information you give me, I have two choices: wander aimlessly for that 100th item when I have 99 of them found and hope I stumble upon it or play along with a map from the beginning to make sure I collect them all as I go. Neither of those prospects are good. One is horribly inefficient, time-wasting, and generally not fun. The other makes me feel like a miserable, no good, terrible cheater (because I am). On the other hand, I also understand that wandering around aimlessly to find whatsits can be fun on its own for a little while. This is why my favorite way this is handled is how most of the Assassin's Creed games handle it - at some point in a game I can buy or am given a map showing the locations of all the collectibles I haven't found yet. This means that I can try to find them all on my own, but I don't have to beat my head against a wall for that last item.
The absolute best way I've seen this handled is that the map is automatically unlocked once you've found roughly 75% of the items. That way, you've proven that you want to find all the whoosits, but you probably have only the really hard ones to find left. The absolute best game designer will have put those items in places where it's easy to see where the item is, but it's a clever puzzle to figure out how to get there yourself. So put an item up on the edge of a cliff with a narrow path winding around to where the player can't see. That way, even though you have a map showing you exactly where the item is, it's still fun to try to get all the items.
Wednesday, March 20, 2013
Games I Grew Up On: Anticipation
The very first four player game I played on a console system was the game, Anticipation. The game itself is just Pictionary where the computer is drawing the picture for you. Since the NES only had two controllers, they had to be creative for four players. A player is assigned either the Control Pad or A/B buttons on a controller to buzz in with. So with two controllers, up to four players can play. That's assuming, of course, that once you buzz in, the other player assigned to your controller will let you have the controller to enter in your answer.
The game has multiple levels where players must answer each of four categories correctly to progress to the next level. The higher the level, the less hints there are to suggest what the drawing is (less dots, no category, no dashes to indicate how many letters). Higher levels also have gaps in the board so it's possible to fall back down to a previous level. The first player to complete all four categories on the highest level wins the game.
This game was definitely a lot of fun to play as a kid, but even back then I realized that my brothers (and eventually I) knew all the answers already since we had played it so much. Just like any game with a fixed set of questions/words/whatever, the game stops being fun at that point. I wonder how different things would be if there was DLC for games back then...
The game has multiple levels where players must answer each of four categories correctly to progress to the next level. The higher the level, the less hints there are to suggest what the drawing is (less dots, no category, no dashes to indicate how many letters). Higher levels also have gaps in the board so it's possible to fall back down to a previous level. The first player to complete all four categories on the highest level wins the game.
This game was definitely a lot of fun to play as a kid, but even back then I realized that my brothers (and eventually I) knew all the answers already since we had played it so much. Just like any game with a fixed set of questions/words/whatever, the game stops being fun at that point. I wonder how different things would be if there was DLC for games back then...
Labels:
Blank I Grew Up On,
competition,
multiplayer,
video games
Monday, March 18, 2013
Weregeek
A webcomic I discovered fairly recently was Weregeek. The whole webcomic is a celebration of nerdiness/geeky things in all its forms. The basic plot is about a (at first) normal guy, Mark, who stumbles into a group of geeks playing Vampire: The Masquerade and discovers the beauty of relishing in his inner geek. It's really awesome because each chapter of the story cycles through various different games. Sometimes they'll be playing D&D, sometimes Shadowrun, sometimes Vampire: The Masquerade, etc. The comic will alternate between showing the people playing the games and what it looks like in those peoples' imaginations. There's also a couple stories running throughout the entire series (some interpersonal drama, some strange fantastical mysteries, etc.) that are intriguing in their own right.
As with most webcomics, the art style has drastically improved since the beginning. The characters are all highly amusing and unique, the hilarious puns and punchlines are well-written, and the celebration of things geeky is a thing of beauty. It does make me a little sad that (as far as I know) I don't turn into an awesome were-beast when I really geek out, though.
As with most webcomics, the art style has drastically improved since the beginning. The characters are all highly amusing and unique, the hilarious puns and punchlines are well-written, and the celebration of things geeky is a thing of beauty. It does make me a little sad that (as far as I know) I don't turn into an awesome were-beast when I really geek out, though.
Friday, March 15, 2013
Trivia Games
My game night group has been playing a couple trivia games lately (namely The Logo Board Game and Star Wars Trivial Pursuit - The Classic Trilogy) and I've learned a few things: I have amazing knowledge about kid's cereals and am severely lacking in my Star Wars knowledge. This has taught me that trivia games are tremendous fun when you actually know the topic well and pretty torturous when you don't. Part of the problem is the incredible delay between chances at playing the game (especially if your friends are experts) and the other part is that if you don't know the trivia, you have no way to win the game. Obviously, the second makes perfect sense since that's the point of the game, but that doesn't make it any more fun to sit there playing knowing there's no way you can win the game. It's like being that player in Settlers who got blocked in and can no longer build anywhere.
I've thought of a few ways to fix these issues while keeping in mind that the purpose of a trivia game first and foremost is to show your friends how smart you are, so it should be very difficult for someone with no trivial knowledge to win, but the game should still make them feel that they can win. In a trivia game, this means that they need to be able to answer some questions even with minimal knowledge. This train of thought led me to think an ideal trivia board game should be more like Jeopardy where players get to choose a difficulty level for each question (a strategic choice!). The higher the difficulty, the higher the reward. But the easier questions should be answerable by anyone with a very basic knowledge of the content (e.g. "What are the fuzzy inhabitants of the forest moon of Endor?") so that players won't feel utterly defeated if they are sitting between people who know the names of all the relatives of the guy who held the boom mike in the fourth scene of the third movie.
That same issue also leads to a second important aspect to a good trivia game. Turns should be short. There should be some chance for players to answer multiple questions in a turn, but not to keep going until they get a wrong answer. The Logo Board Game does a good job of balancing this. Each card has four questions and no turn can last longer than four answers. This way, even if you're sitting next to a trivia genius, your pathetically short turn won't feel so depressing when compared to the geniuses' only mildly lengthy turns.
I've thought of a few ways to fix these issues while keeping in mind that the purpose of a trivia game first and foremost is to show your friends how smart you are, so it should be very difficult for someone with no trivial knowledge to win, but the game should still make them feel that they can win. In a trivia game, this means that they need to be able to answer some questions even with minimal knowledge. This train of thought led me to think an ideal trivia board game should be more like Jeopardy where players get to choose a difficulty level for each question (a strategic choice!). The higher the difficulty, the higher the reward. But the easier questions should be answerable by anyone with a very basic knowledge of the content (e.g. "What are the fuzzy inhabitants of the forest moon of Endor?") so that players won't feel utterly defeated if they are sitting between people who know the names of all the relatives of the guy who held the boom mike in the fourth scene of the third movie.
That same issue also leads to a second important aspect to a good trivia game. Turns should be short. There should be some chance for players to answer multiple questions in a turn, but not to keep going until they get a wrong answer. The Logo Board Game does a good job of balancing this. Each card has four questions and no turn can last longer than four answers. This way, even if you're sitting next to a trivia genius, your pathetically short turn won't feel so depressing when compared to the geniuses' only mildly lengthy turns.
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