Wednesday, December 7, 2011
Sekigahara
What has diluted the idea for me is our propensity, as gamers, to focus on mechanism rather than something that actually matters. Cards, activation points, and events are mechanisms, but if that's all you know, you really know next to nothing about a game. Adding in the topic – say, the First World War – doesn't help much. We're now at the point where "a CDG on the First World War" would be an essentially vacuous description.
What made Hannibal great and distinct was not that it used cards, although clearly that was a powerful design choice. It was that it was a combination of a game that consistently managed tension well, keeping the players in constant, high-stakes conflict, combined with card design as an effective means of portraying the flavor of the period in several dimensions. In the 2nd Punic War, the loyalty of many Italian allies was fluid and having this cleanly abstracted in the card deck is great. The players know Syracuse sympathizes with the Carthaginian cause in a way that neither Roman nor Carthaginian leaders had much control over, and the cards provide an abstract way to play that out. The cards provide reasonable trade-offs between (say) using your limited political capital to get a reluctant general to seriously campaign, and reaching out to Macedon or raising auxiliaries. The system also portrays the Romans, with their rancorous and still-vaguely-Republican Senate, as having more inherent political friction than their less-representative Carthaginian foes, at least until Rome goes all-in as represented by the arrival of Scipio Africanus. All this is easy for me to say, but it requires a lot of attention to detail to get right, especially in a game of the size and scope of Hannibal.
Sekigahara is the first game to come along in a long time that manages, like Hannibal, to deliver the whole package: an elegant, playable, high-stakes game combined with highly evocative player decision-making. It's a game where risky, high-stakes battles produce great tension, and where hidden blocks give a lot of opportunity for bluffing and hoping. It plays in 90-120 minutes of high-speed action with a ruleset that can be easily taught at the game table. But what makes it a great game for me is that at the core of the design, the cards that drive the action, is an abstraction that makes sense and is historically flavorful.
In Sekigahara, you command an uneasy alliance of factions in the quest for control of Japan. Each player controls blocks of various strengths and types from four different factions. The shifting loyalties are controlled by a deck of cards (one for each player), with each card having a symbol for one of the factions. Once battle is joined, to get a block from a given clan to actually fight you need to play a matching card. Card-play alternates back and forth, with whoever is weaker needing to commit enough strength to close the gap. Large armies can be paper tigers due to the lack of sufficient political leverage to control them, while small armies that consist of dependable troops can be potent.
Of course, this being the period that it is, we have to have treachery. Each player has Loyalty Challenge cards which can cause blocks to switch sides if a clan's loyalty is borderline (i.e., if after committing it to battle you can't play an additional matching card to resist the challenge). While these challenges seem to be hard to time and rarely successful, they do make you nervous every time you commit a block with your last card for that clan and are dramatic when blocks actually defect.
Another interesting dynamic is the way cards are cycled. After battle, you replace all the cards you spent. So there isn't a net cost in cards to fight a battle, but the overall loyalty picture of the various clans tends to significantly change. Who knows what happened during the battle to cause the shift – it's below the level of the game – but nonetheless a battle where reach deep into your hand to call on the loyalty of your Samurai is a significant event with hard-to-predict consequences for loyalty amongst your factions. You may lose influence with some of your allies while another becomes more committed.
The thing about Sekigahara is that this relatively simple system creates a lot of the subtle nuance that is the hallmark of a great game. The strongest army is usually a hard core of good blocks from a single one of your factions which you can back up with matching loyalty cards, but this can be risky as a battle that uses up your cards and doesn't bring good replacements can leave that army completely ineffective. Armies of diverse clans don't pack as much punch but there is usually someone in there you can rely on if your opponent seizes the initiative. Battles can be fought for the secondary purposes of determining clan loyalty. You need to know when to press your luck because in the last battle your opponent cycled a bunch of cards and may be looking at a weak hand. And you have to know when to take a deep breath, give up significant tempo, and repair alliances by using the discard and draw action.
The last important thing that makes Sekigahara tick is the geographical layout. The game revolves around 9 castles on the board; Tokugawa starts with 5, Ishida with 4. Both players start with strong bases on opposite sides of the board, and isolated castles strung out in enemy territory. Both sides need to be super-aggressive about taking out the opponent's armies that start in their territory and consolidating control over castles. Both sides face tough choices about how to balance aggression between marching on their opponent's core areas (and relieving pressure on their far-flung outposts) against leaving enough troops behind to clean up their own backfield. Both sides face a huge amount of pressure to take the battle to the enemy, which is great and keeps the game dynamic and moving.
The designer's notes to the game – which are recommended reading if you want to understand what Matthew Calkins has done here – talks about how important personal loyalty was to this conflict, and how the game was designed with that idea at the core. I think Sekigahara does a great job of both capturing something important and interesting about the period and conflict, and bringing it to the tabletop in an elegant, highly-playable, compelling package.
Sunday, November 27, 2011
Communication Design in Boardgames
Now, take a look at Quarriors. By the (admittedly sub-basement) standards of these games, it's not so bad: the font size is over 1mm (just; about 1.2mm), and the font is strong, making it somewhat more readable than Dominion but not as good as Ascension, although the total choice is still obviously bad given the amount of wasted space. But, it's worse than that. Unlike Ascension, Quarrriors cards must be read across the table, not just in your hand. At those distances, more than say 50cm, the text is simply not readable. You have to go over everything at the beginning and then remember what the dice do, or lean over and peer every time you need a refresher. You can argue persuasively that in order to be able to enjoy Quarriors, you need to remember what the dice do, so if you can't remember, you're not going to enjoy the game anyway. OK, but this still misses the fact that there is no reason for the cards to be as unreadable as they are. There is plenty of space on most of the cards. And many powers could have been clearly explained with large friendly icons, although as Pret a Porter and 51st State demonstrate, incomprehensible and/or misleading icons may be worse than borderline-readable text.
The crippling problem with Start Trek: Expeditions is one of how the components are used. These are not cards sitting in your hand, where they would be acceptable. These are cards that have to lie on the board and be read by everyone at a distance of 60+ cm. And at that range, the small font sizes and low contrast with their black background is hugely problematic. It's like flying in the dark. You can see the challenge, you just can't read the consequences or benefits. While it's true that there isn't a ton of wasted space on the cards, nonetheless the choices here make the game much too hard play, solely because the presentation is bad.
This is not rocket science. People get it right, and oddly some small publishers seem to do better than larger ones. CGE's Space Alert uses a good card design with strong 3mm high-contrast text which is readable across the table. The aforementioned Glory to Rome from Cambridge Games Factory uses a very sensible card layout.
Perhaps I'm getting older, but I still win the "youngest player" starting condition in some of the groups I play with. My corrected eyesight is still good and I don't need near-vision correction yet. But I will at some point, probably soon – and don't kid yourself, once you get into your 40s you will most likely either need them or be happy to live in denial. Whichever way you go, many games being published these days will become problematic. Here's hoping that game publishers can figure this out and fix it before it's too late for us.
Monday, November 7, 2011
Eminent Domain, Kickstarter, and You
So what about Eminent Domain? Is it any good? And what does it say about Kickstarter?
When to borrow, when to steal
I took a wait-and-see attitude to Eminent Domain (I didn't back it). GMT has been using a Kickstarter-like publishing process for their games for over a decade, and history says that the single most important thing to take into account is the track record of the designer. This designer’s last game, Terra Prime, was a dog's breakfast: lots of ideas liberally lifted almost directly from classic games (Starship Catan, Starfarers of Catan, with maybe a touch of Merchant of Venus), but re-assembled in an only minimally coherent way. As is often the case, the re-assembly lost the less tangible aspects that made the originals great: tight pacing, good tension, and a working narrative arc. Terra Prime took forever to play and large chunks of it had no pulse.
The origins of Eminent Domain are clearly similar. It’s a role-selection deck-building game. The designer is obviously a fan of Race for the Galaxy and Glory to Rome, from which he has lifted quite heavily. And deck-building games are hot, hot, hot.
The object of Eminent Domain is to build up your interstellar empire and score lots of victory points. You do this first by surveying the galaxy for planets, and then adding them to your empire either through conquest or colonization. You can then use those planets either as a springboard to acquiring technology (which gives you game advantages as well as points) or producing and trading goods. You do all these things each turn by selecting a role: survey, warfare, colonization, produce, trade, and research. Sound familiar?
You start with a deck with 2 cards of each role (except warfare, for which you get 1). The new idea in Eminent Domain is that when you select a role, you claim a card from the reserve supply of that role and add it to your deck. When performing a role during your turn, you can then add cards from your hand to "juice up" the role and get bonuses (one ship per Warfare card played, for example). Then, other players can "follow" your role by playing their own matching role cards from their hands to gain the advantages of that role, sometimes in a reduced form, sometimes not.
Having written these last two paragraphs, I realize Eminent Domain is a lot harder to explain without just saying "it works just like produce/trade in Race", or "colonizing planets is a lot like building buildings in Glory to Rome", "dissenting is just thinking", or "planets with icons are just clients". In fairness, Eminent Domain is less of a straight microwave job than it first appears. Various aspects of the source material have been mixed up a bit, and none of the mechanics are straight copies of the originals. Still, the overall sense is that if you took the basic planet and role structures of Race for the Galaxy, implemented them with a Glory to Rome-like lead/follow card mechanic, and made it a deck building game, you'd end up at Eminent Domain.
This is only an overview of the systems, there is actually a bunch of stuff I'm glossing over here. The rules are available for download via BoardGameGeek, so check them out if you want more details. Read them closely before playing – the mechanics are all familiar but there are a couple pointy nuances (acquired research cards go directly to your hand, for example, and colonize icons on planets don't work the same as all the other icons) that are important.
The problem is …
Fundamentally, the problem with Eminent Domain is just that it’s really boring. What exactly has gone wrong is a little murky, but I think there are a number of things, all interrelated..
Firstly, I believe that there is some basic mis-calibration at work in the engine. For the game to end, the players need to exhaust the supply of one or two different roles, depending on the number of players. Remember every time you choose a role, you are adding one from the supply to your deck whether you want to or not, so that puts a cap on the number of times that role can be done before triggering the end. The problem is that to do anything, you need to acquire planets. You can't meaningfully research without two matching planets. You can't interestingly do produce/trade until you've got 2-3 planets. So if you've got 4 players, that's maybe 15 of those actions before you can do anything else interesting. There are only 16 Warfare and 20 Colonize role cards in the middle – a number which doesn't scale with the number of players – so you've draining a significant chunk of those roles before you've started, especially if players chose a preponderance of one or the other, as is likely to happen since there is an advantage to "drafting" off of other players role choices. So by the time you've gotten to the point of being able to start thinking about a research or produce engine, the game is well on its way to being done. A player who is going heavily into warfare just runs out the clock while you struggle to get something going. A meaningful mid-game or late-game phase to the game doesn't occur; you build the foundation, then you're done. Meanwhile, there are 16 Produce/Trade role cards, more than you could possibly ever need, and 20 survey cards, similarly more than you are ever likely to need. If a bunch of those cards had been moved to the Warfare or Colonization supplies, it's possible it might have extended the game enough to give trade and research a chance; but no. As it is, players doing Warfare or Colonize have all the control over how long the games goes while Produce/Trade have no leverage at all.
Secondly, due to the first problem, there is just no way for the players to differentiate themselves. You're going to have to settle or conquer a few planets to do anything at all. So you need to get a bunch of those cards into your deck. Then you can choose to do a little research, or maybe some produce/trade, but by the time you start into this there just isn't much time left, so you can never build an engine that might allow you to put some distance between you and your fellow-players. I kid you not, my last three games of Eminent Domain the scores were 20-20-20-19, 16-16-14, and 17-16-15. The players do lots of stuff – because settling or conquering most plants is likely to involve 3-4 steps of building colonies or fighters – but they never get traction with the game system.
Thirdly, because you add a new role card to your deck each time you take that role, it becomes too hard to pivot strategically. Which is doubly problematic, since the game forces you to start out doing warfare or colonization, since you have to add a couple planets before you can do anything else. After you've built up this core of planets, you need to decide whether you should pivot to doing produce/trade or research, or if you just keep going after more planets. It's true that getting points through colonization and conquest is harder than making and selling resources, but the problem is that your deck is full of warfare and colonization at this point and you have only your starting produce/trade cards. To pivot, you need to both get more Produce/Trade cards and cull your deck of all the excess Survey, Colonize, and/or Warfare cards. This inertial effect is quite damaging. It is additionally problematic if you're using the Kickstarter promo cards, which include several high-value prestige worlds which offer large rewards for colonization and conquest and so further skew the game in that direction.
Lastly, perhaps the most fatal problem with Eminent Domain is the lack of interesting card differentiation. What made Race for the Galaxy and Glory to Rome so much fun was not the mechanics of building buildings or colonizing planets, but all the interesting things built on top of those mechanics: the endless search for killer combos or mixes of capabilities that produced useful engines; the tension over whether you’ll complete your engine in time; the fear that you opponents are going to beat you the punch. All this is missing from Eminent Domain. Planets' special traits are very coarse (an occasional icon to boost a specific role – even the type of good they produce is immaterial unless you have one of two specific high level technology cards). All the individual role cards are the same. The first-tier research cards are just dual-icon cards. The second tier research cards offer some potential, but since they just go into your deck like everything else they are too hard to wield, and the game is simply not long enough for them to be interesting. You will likely only be able to acquire 2 second-tier research cards, or one third-tier card, typically just as the game ends.
All this means the game has no arc, no narrative. It's just a minimally interesting tactical exercise that is never allowed to develop.
Back to Kickstarter
So, Eminent Domain is what I fear about Kickstarter. It's a concept that is viscerally appealing to gamers: Deckbuilding! Space conquest! Mechanics “borrowed” from Race for the Galaxy and Glory to Rome! And we've got some great graphics! All these things are true, and if you take it direct to the traditional game consumer you can sell it. But this is a game the traditional gatekeepers – established publishers – hopefully would either have rejected, or would have forced more development work onto. They would have been fulfilling an important function, and by allowing someone with a seductive idea to bypass them and get a game published with greatly reduced financial risk, Kickstarter allows a game that is at best mediocre to suck up resources that would have been better allocated elsewhere.
But at the end of the day, that all sounds a little snotty. Traditional gatekeepers are dying in every corner of the economy where they are not protected by statute. Those gatekeepers, whether they were professional journalists, travel agents, radio DJs, or stock brokers, provided useful services but also controlled access in ways that weren't exactly problem-free either. As consumers, whether we are Kickstarter backers or not, we should expect to have access to more choices, which is good. It also means that we have to take a lot more responsibility for our choices, whether we want to or not.
Sunday, September 18, 2011
Blast from the Past: Downtown
Friday, September 16, 2011
Nightfighter
Nightfighter is a new game from GMT Games and Lee Brimmicombe-Wood, the folks who brought us the entertaining but rather over-complicated The Burning Blue and Downtown. It covers primarily Bomber Command's night campaign against German cities, although scenarios from many different campaigns (including the Pacific) are included. For players who were intrigued by Brimmicombe-Wood's previous games but daunted by the complexity, the good news here is that Nightfighter is highly playable with only a dozen pages of well-presented and intuitive rules to get started. I realize that even 12 pages may sounds daunting in some contexts, but it's not – I can generally teach players and have them up in running in just a few minutes.
Nightfighter is unusual in that it is a game for one and a half players. One player plays the night fighters, trying to find and shoot down the bombers in the dark. The other half a player plays the bombers. The game is single-blind, in that the bomber player has a map behind a screen with all the pieces on it and makes information available to the night fighter player as his radar and searchlight searches do their thing. While the night fighter player decides on his search strategy, the bomber player has essentially no meaningful game decisions. He is there so that the night fighter player can experience a thematic game, and will have fun in proportion to how much he enjoys his privileged position of watching the night fighter player struggle with the problem he knows the answer to.
The good news here is that the game plays very quickly – a single match can be done in 20 minutes even for new players. The bomber player enters bombers. The fighter tries to track them with a rather clever and fast-playing system for radar searches, and then vector the night fighter to shoot them down. It's nicely evocative and plays quickly. The bomber player then gets to turn it around and play the fighters. If it helps, think of it as a two-player I go-you go wargame where the turns take about 20 minutes. Or you can just accept that it is what it is, and that it works.
The thing about Nightfighter that may trip people up, and which I think the game could do more to help make clear, is that what I've just described is not actually where the game is. A single scenario of night fighters vs. bombers is not really going to be all that satisfying – not even if you play twice and switch sides, and especially not for many of the earlier scenarios. After the brief initial thrill of discovery, the search techniques are clever but just not all that complicated, and once you've seen a given configuration of radar, searchlights, and bomber and fighter tactics, the replay value of any given game configuration is likely to be basically zero. It also doesn't help that scenario difficulty is not always well-calibrated. My favorite scenario to introduce new players with is #3, The Kammhuber Line, because it's the first to contain a minimally sophisticated defense network of a fighter, radar, and searchlights and so have a little bit of texture. But even though it's rated as "normal" difficulty, it's almost impossible for the night fighter player to lose unless he gets outrageously unlucky and gets shot down by bomber defensive fire.
The game here is in the evolution of night fighter tactics and technology. The first scenario has the fighter pilot looking out the window, trying to see stuff in the dark. The second adds some ground-based radar. The third adds more and better radar, as well as searchlights. The fourth takes away the searchlights but adds airborne radar. The fifth gives the defender some high-performance day fighters but the only detection equipment you have is searchlights and eyeballs. And so on, as electronic warfare evolves (tail warning radars for bombers and interception of navigation radars for fighters, for example) and tactics change (increasing density of bomber streams, evolving fighter tactics, and eventually intruder night fighters). This is where the game is going to hook you, or not – playing a series of scenarios which depict the changing nature of the air war. To use the language of Hamlet's Hit Points, playing a single scenario of Nightfighter isn't going to give you much in the way of arrows. There just isn't enough going on. But play three different scenarios in a row that follow the narrative of the historical progression, and you've got something. Hope that a new set of equipment and tactics will be more effective than before, followed by the anxiety of facing an empty night sky with unproven techniques. And Nightfighter gives you a lot of different scenarios and variants to try out.
To that end, I think the satisfying way to play this game is to focus on Bomber Command's night campaign against German cities and treat the various Pacific and other scenarios as sidelines that it was nice of them to include but that are just not the main event. The satisfaction here is going to be found over multiple scenarios that have some narrative cohesion, which the other theaters don't really have. Play each scenario or configuration only once as the night fighter player (unless there are real rules problems, which there shouldn't be). Keep moving through the historical narrative.
I like Nightfighter – it's a clean, fast-playing game that nicely evokes the feel of the night air war over Germany. But I think you really need to treat it not as a 20-minute quick-playing game, but as a 90-minute game of 4-5 short episodes. If you play just one scenario and then put the game away, it may or may not come back off the shelf. If you give yourself a chance to experience the different environments, the game will have a chance to exert its narrative and emotional pull even when you're playing the bombers.