Hello all! This is my first post so I'd like to introduce myself a bit....
Currently I am living in Guinea, West Africa after having relocated from London. (thought I’m originally from Detroit) Moving to West Africa to join my wife has left me:
1. Unemployed! (I’m a structural engineer and architect by trade, but not much work for that here…yet)
2. With a lot of internet time to ponder things and dig into the recesses of my childhood interests. One of which was…board games! |(I used to buy games when I was young, but unfortunately, I could rarely convince my friends or family to play them.)
I found this forum a month ago or so and have been addicted ever since. I want to thank all of you building a truly wonderful collection of thoughts. And I will try to fold myself into your community and offer what I can. I don’t have a lot of board gaming experience other than the typical games of childhood but I hope that my ‘innocence’ will offer a fresh perspective.
So my first topic that I offer for discussion is Luck, Limits, or the Limits of Luck?
Compare, if you will, two games: Scrabble and Monopoly (I told you I was a novice!). Both are driven by luck and player interaction. Scrabble though seems to offer a subtle difference, i.e., in Scrabble, one’s resources, letter tiles, imposes a Limit on the construction of one’s (word)choices, forcing (distracting?) a player to concentrate on those seven letters to construct their word.
In Scrabble, having the players make do with what resources they have (placing Limits by the random draw of seven tiles) seems to erase the feeling of Luck in the game. However, in Monopoly, there seems to be so much more attributed to Luck because the element of chance is so clearly visible: I have read in this forum and in many other places on the web over the last month on the role of randomizers in games, particularly, for some, the four letter word of gaming: dice. But clearly, Scrabble has much Luck involved, too.
So my question is this: What about games make them FEEL not so luck driven and what games successfully distract the players from feeling the effects of Luck in a game. What mechanics best offer this distraction from Luck in a game? For example, I have read about (never played) Settlers, but the game seems highly Luck driven, but seems to be very popular amongst many serious gamers. So I presume the feeling during the game of Settlers is one similar during the game of Scrabble, i.e., make do with my resources, capitalize on others mistakes, and maximize my points, all the while ignoring the overall cloud of Luck that hovers of the game table.
Thanks again for the great resource and I hope I have offered a somewhat interesting topic for us to discuss. I’m really trying to understand games and the engines that drive them as I am attempting to develop a few myself…more on that in future posts. (There aren’t too many game stores Guinea, so I figure I‘ll just have to make do with what I have and invent some games to play!)
Cheers
First let me apologize for my absence after I started this discussion. You all will have to have some patience with my replies from time to time as infrastructure here is not always reliable...so the internet is up again…weather and political unrest permitting…
(http://news.bbc.co.uk/2/hi/africa/5072552.stm)
Thank you all for your warm welcomes. I have thoroughly enjoyed reading all your responses.
It seems reasonable to say that there is a consensus that choice (decision making, negotiation, or problem solving) can trump luck or at least arrest the feeling of chance having a controlling factor over the game. But it is a careful balance of proportions of luck and the timing thereof.
I very much like the idea from sedjtroll about his game whereby a player can decide to confront chance if he so wishes, but may never have to. But there will always be a luck factor in the tiles chosen, which echoes the feelings here as well: luck is here to stay…we must deal with it!
In short, the presence of a random factor can often be used as a tool to be wielded to win the game.
I think that this is a great observation because, at least to me, it was not obvious. (And will probably comment on it more in depth once I have a chance to think it over a bit.)
So I offer now a Gedankenexperiment to try and remove some of the cloud of the luckplay from the world’s favorite game. I think that these rules might help to get the chance driven feel out of Monopoly.
Imagine a game of Monopoly with the following changes to the rules:
1. There are no set property values.
2. The person landing on the un-owned property becomes not the potential buyer, but rather, the auctioneer of the property and may sell the property for what ever the market may hold, getting a 20% cut.
3. Addition of a Squatter’s rule: A player gets two game markers. One is their car, or wheel barrow, etc. and is used as normal. The other is their Squatter. If a player has a squatter not already squatting on a property, and that player lands on an undeveloped property (i.e., no houses or hotels) that player may put down their squatter piece. The Squatter’s rule then proceeds thusly: a.) The owner of the ‘Squatted property’ can remove the Squatter on their next turn if he develops the property. b.) The owner of the property can remove the Squatter if he lands on his property before his opponent lands on his property. If his opponent lands on the property before the owner, he has the option of putting the property up for auction or taking ownership himself.
And I’m sorry for concentrating on Monopoly so much, but I am just seeing this as an intellectual exercise to get my understanding of game design going. And what better place to start than the nature of Luck in games. Thanks again for all the thoughtful tutelage.