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[TiGD] Player goals 2: Race games

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jwarrend
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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

Scurra
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[TiGD] Player goals 2: Race games

Most race-games have a clear objective and an open method of tracking progress towards it, often with pawns on a track (whether a "real" track or simply a scoring one - first to 100 wins, etc.)

[As I referenced in my previous post, I love "Careers" for the mechanic of allowing players to determine their own winning posts and then allowing them the freedom to pursue that target in a variety of ways (my mother will insist on going after 60 hearts and nothing else and keeps taking the luxury cruise to earn them...)]

One problem that race-games are prone to is ensuring that players don't get completely left behind. In a board racing game it is vitial to include ways of ensuring that this doesn't become a game-breaker.

One of my favourite race-games (dunno why, as I'm hopeless at it :-) is "Mississippi Queen". The approach taken here is to require players to stop during their race to pick up passengers, leading to some nifty manoevering as the boats try to time their acceleration/deceleration properly. However, because of this feature, players who spend time early on picking passengers up have a chance to catch up later. In addition, later boats have a better chance of steering an accurate course, given the semi-random board layout.
Another game with a slow-down mechanic is "Ave Caeser!" in which the chariots must stop on one of their first two laps to pay tribute to Caesar, but it is possible to take a risk to try and make up some ground.

Neither of these truly allow the back-markers to make a proper challenge for the lead since they too have to follow the same delaying procedures, but they certainly help.

Another method of "fixing" direct race games is to inject a healthy dose of chaos into the proceedings. The classic example of this is "Robo-Rally", and the way it does so is to remove the whole concept of tracks and allowing players to go where they like (within reason.)

And yet another method is to give the player more than one piece to move at any time. This is what makes Ludo/Parcheesi a game (albeit a relatively unsophisticated one.)

In general, all of these approaches are intended to widen the player's goal from simply "get to the end first" to "is it better for me to impede another player now if that will help me later on? (or even, simply, "can I impede another player?"!)

In passing, I note that I have got a race-game design in which the end condition is determined in a random fashion (rolling 2 dice), but where the players have a bit of control over how "random" they want that condition to be when they get there (by affecting the dice roll.) So there is a trade-off between making a mad dash for the goal but probably failing, or taking a more considered approach and risking being beaten to it. The difficulty has been in balancing the end condition such that it is sometimes achieved through the mad dash but not often enough to make that the best approach. This has probably been the aspect that has taken the most time to get right.

zaiga
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[TiGD] Player goals 2: Race games

One of the good things about true race games (ie. be the first to accomplish objective X) is that the goal is very clear and intuitive which makes it easy for new players to get into the game. Compare this to a VP/time based game; with several ways to score VP's it can sometimes be hard to formulate a "plan" and this may leave a player clueless about "what to do".

Examples of true race games are, of course, "Formula De" and "Mississippi Queen", but also games such as "Pachisi", "Game of Goose", "Backgammon", "Clue" and "Maharaja" belong in this category.

An interesting case is "Attika", which has two different race goals, which interact in various ways. You can either try to be the first to connect two shrines, or try to be the first to build or your buildings.

"Settlers" is what I call a VP/race game. The object is to be the first player to obtain a fixed number of VP's, but these VP's can be scored in various ways. This makes the goal a little less clear than with true race games, but it makes it a bit easier to implement different roads to victory. Other examples of VP/race games are "Vinci" and "Anno 1503".

"Domaine" is an peculiar hybrid of a VP/time based game and a VP/race game. You can either win if you are the first to reach a certain number of points, but it is also possible that the game ends before that point and in that case the player with the most points wins.

Because the scoring in race games are almost always public, these games tend to have a lot of issues when it comes to things such as kingmaking, leader bashing and loss of tension during the end game if it is apparent who is going to win. It is possible to prevent these things in a design, but race games are more prone to such problems than VP/time based games.

One of the reasons why I don't like "Attika" that much is because you are often forced to make a move to block a specific player from a shrine connection without improving your own position.

Finally, in some games (such as Attika) it is tricky to determine who comes in second and third, because you win, or you don't. This makes them less suitbale for tournament play. This is of course a very minor point and not something I would worry too much about as a designer.

- René Wiersma

DarkDream
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[TiGD] Player goals 2: Race games

I think race games are probably among the oldest forms of gaming in the history of man.

I believe most race games started up as rolling dice, and through cumulative rolls to obrain a certain number to be a winner. Then there was a transition where physical pawns were used to effectively represent the player's score by moving them a number of spaces on the board.

The simplicity of race games and its universal appeal makes them probably one of the most popular genre of games out there.

I think some of the most common problems with race games is the runaway leader and the lack of interesting decisions inherent in the simple premise of finishing first by going the fastest you can go.

I think Scurra outlined some techniques to add an extra dimension to race games to make them more interesting. A lot of the methods are designed to limit the possibility of the runaway leader and/or add interesting decisions to the game.

Another problem I have encountered with the more realistic racing games: Formula De, RASC, Motorchamp and so on is how to deal with the simultaneous movement aspect if desired. In other words, how to you handle the order of movement, and if you want to make it realisistic how do you handle players making choices at the same time.

This is one area in my chariot racing game that I'm trying to make a break through in. If I could come up with a neat way to handle this, then blocking, passing and ramming maneuvers would work great.

--DarkDream

FastLearner
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[TiGD] Player goals 2: Race games

My VelociRacers game has simultaneous movement and it seems to work well. Once it gets through some more playtesting I'll discuss how it works here.

Zzzzz
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Re: [TiGD] Player goals 2: Race games

Interesting topic....

Based on the statement

Quote:
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.

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.

jwarrend wrote:
What makes such games fun to play?

As with almost any game, people enjoy beating another player. People like to compete and win. I feel this is the foundation upon which race games are fun.

jwarrend wrote:
What problems are they prone to?

From a player angle, there is always Runaway Leader but what about lack of game variation (the same game over and over and over again). What makes this play of game Z different then the next playing of game Z?

When targetting "true" race games, get from point A to point B first, I think designers will have their biggest problem, being original. There are so many race style games around, so besides theme, what can a designer do to be different with their own race game... new mechanics might be the way, but I am not sure.

DarkDream
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[TiGD] Player goals 2: Race games

As z said:

Quote:
When targetting "true" race games, get from point A to point B first, I think designers will have their biggest problem, being original. There are so many race style games around, so besides theme, what can a designer do to be different with their own race game... new mechanics
might be the way, but I am not sure.

I could not agree more with you. There are literally hundreds if not thousands of "true" racing games out there. I have looked and read the rules of a *lot* of race games.

I've tried to make a somewhat original chariot racing game, but to no real avail. Because of the plethora of race games, I think one is pressed maybe more than other gaming genres to be original.

--DarkDream

zaiga
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[TiGD] Player goals 2: Race games

Why do so many true racing games have a runaway leader? Because they often mimic real life races, which also often feature a runaway leader.

If you are in the lead in a race you have an empty road ahead of you, making it easier to navigate the "perfect" course. Competitors behind you have at least one extra obstacle to deal with (you), making it harder for them to take the lead.

So, in an abstract sense, the leader of a race has more, or better, resources at his disposal than followers, making it easier for him to keep his lead and this leads to a runaway leader syndrome.

It can be fixed, of course. For example, in "Turf Master" the leader may move less spaces forward than players who are a bit behind in the pack. This leads to a situation where you actually often don't want to be in the lead until the final turn, when you try to win the game with a sprint. I'm not sure if this is such a great solution, though.

Perhaps a nicer solution is to seperate the resources from the winning condition. For example, moving ahead costs resources, but to gain resources you have to move backwards, or skip a turn, or simply move a bit more slowly. This means the players have to find a balance between accumulating resources and spending them to move ahead. A player who is behind on the track may have more resources to try and make an overtaking move later in the game. This tones down the runaway leader syndrome a bit.

Just some thoughts.

- René Wiersma

Scurra
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[TiGD] Player goals 2: Race games

zaiga wrote:
It can be fixed, of course. For example, in "Turf Master" the leader may move less spaces forward than players who are a bit behind in the pack. This leads to a situation where you actually often don't want to be in the lead until the final turn, when you try to win the game with a sprint. I'm not sure if this is such a great solution, though.

It seems to work fine with Ave Caesar in which movement is driven by cards numbered 1 to 6 (well, I to VI really :-), but the leading chariot can't play a 6. This doesn't lead to a sprint finish (since if you mistime it, you can actually get stuck) but does lead to some interesting hand-management choices.

Anonymous
Re: [TiGD] Player goals 2: Race games

Zzzzz wrote:
Interesting topic....

Based on the statement

Quote:
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.

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.

Anonymous
Re: [TiGD] Player goals 2: Race games

Richard_Huzzey wrote:
I've often felt that almost every game was a race game, in essence.

I feel the same way. I mean when I heard about cooperative games It tought that might change, but I think it change but a spin on it. Games to the best of my understanding are about winning. In one way or an other, the goal is to be the player that wins...

I've noticed that games that include a scoring track tend to penalize players in the lead. Which of course helps from having a run-away leader. However this can also make the game completely "unfun" for the leader... it's a tough balence really.

phpbbadmin
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Re: [TiGD] Player goals 2: Race games

SimonWaltr wrote:
Richard_Huzzey wrote:
I've often felt that almost every game was a race game, in essence.

I feel the same way. I mean when I heard about cooperative games It tought that might change, but I think it change but a spin on it. Games to the best of my understanding are about winning. In one way or an other, the goal is to be the player that wins...

I think if we say this, we can get into the dangerous over analysis mindset. For example, I could say that all games have a random factor, even games like chess or go because you can never predict what you're opponent is going to do or someone's performance may be hindered by the events in their lives leading up to that point.

Of course, I think we tend to have an unfounded obsession with categorization, and it sometimes hinders our thinking, but that's just me.

-Darke

BTW, welcome aboard Simon, I've thoroughly enjoyed your insight and humor thus far.

Anonymous
Re: [TiGD] Player goals 2: Race games

Darkehorse wrote:

I think if we say this, we can get into the dangerous over analysis mindset. For example, I could say that all games have a random factor, even games like chess or go because you can never predict what you're opponent is going to do or someone's performance may be hindered by the events in their lives leading up to that point.

Granted. Grain of salt taken. But I think you got my point. :)

Darkehorse wrote:

Of course, I think we tend to have an unfounded obsession with categorization, and it sometimes hinders our thinking, but that's just me.

Maybe we need to refocus the goal of this discussion. Perhaps "Race Games" is too ambiguious for us to talk about with a reasonable fasion. And of course since I am making the suggestion i'll offer a token idea to be the first idea sacrafice:

Race games (in the context of this topic): Games that consist of victory conditions using obvious scoring mechanics. Mechanics like (but not limited to) Victory Points (Settlers of Catan), Scoring charts (Ticket to Ride), or pawns moving on a board (perhaps a car racing game, or trivia).

Just a thought. This isn't my topic, but I think we may have strayed a bit from jwarrend's origonal idea...

Darkehorse wrote:

BTW, welcome aboard Simon, I've thoroughly enjoyed your insight and humor thus far.

Thanks, I try. Feel free correct me as often as you guys feel the need... Some suggested methods are:

  • Baseball bats.
  • Send me a free really cool board game I can't live without, that will automagically disappear in 15 minutes.
  • Getting a girl to ask me out and dump me with a reason for the breakup being "You just don't know a darned thing about board games."

Okay, enough rambling. Sorry for digressing everyone! Back to out regularly scheduled program...

[/]
Scurra
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[TiGD] Player goals 2: Race games

This topic is about Player Goals, and what we're talking about are the mechanisms by which we (as designers) can get players involved in our games. And a "race game" is a very simple way to do this, since it is easy for the players to see what the aim of the game is: to get to the end first.

But, as stated elsewhere, I also think there is a distinction between a true "race game", in which there is a clearly defined finishing line that is not under the control of the players, and other sorts of games. Although it's true that any game with a scoring system can be considered a "race game", I don't think that what is driving the players is the desire to be first past the post, since in many games there isn't a real finishing line (for example, Puerto Rico has three different ones), and in other cases, there are mechanics that kick in only when that finishing post is reached that can cause positions to be reassessed (for example, Ticket to Ride has the tickets.)

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