Last week we talked a bit about different ways we can create a good set of goals in a game. For the next few weeks, I'd like to discuss some of the common goal structures that designers use, with an eye towards understanding how they work, what effect they have on player experience, and what problems they might be prone to.
This week, we're talking about race games, and by a race game, I have in mind any game that ends when a player accomplishes a specific objective. This can include "true" race games where a player is trying to be the first around a track, say. But it can also include a game like Settlers, where the first player to accumulate 10 points wins.
What are some other "race games"? What makes such games fun to play? What problems are they prone to? What else of interest can be said about such games? Are there new ways to implement this goal system that haven't been explored yet?
Looking forward to a good discussion!
-Jeff
Based on the statement
Would this mean that various card games such as Dominoes, Rummy, Phase 10 or Uno fit into the race area? Maybe, I guess so, be the first person to lay all tiles, be the first person to have no cards in your hand, be the first person to complete X different sequences, be the first person to acquire Y points. Hmmm.. never really thought about it this way.
I've often felt that almost every game was a race game, in essence. For example, even if the timer is the end of a card deck, your aim is still to be the farthest advanced along an imaginary and infintely-long track when the time elapses. in Tig & Euph, for example, you only judge your distance on one track of the four you are competing on.
I think Jeff's analysis of the problems and advantages of race games are spot on. The catch-up mechanics can be difficult. One nice one, of course, is Hare & Tortoise, where you get more fuel for certain actions if you are in a lower position in the race.
Cheers,
Richard.