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[TiGD] Player Goals 4 -- Cash acquisition games

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jwarrend
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Joined: 08/03/2008

I’d like to return to our series on “Player goals”, and discuss a category of games that I’m referring to as “Cash acquisition” games. A few weeks back, we discussed “VP Acquisition” games. Cash acquisition games are similar in that players make incremental progress throughout the game towards victory, but the main difference is that in Cash Acquisition games, the resources used to win the game are also instrumental in playing the game. So, this could include “money” games like Monopoly or Acquire, where you use money to buy things but you also need to have the most money to win the game; but it also includes games like Settlers, where settlements and cities are worth VPs, but you also use them to acquire more resources.

So with this in mind, what are some of the strengths/weaknesses of these kinds of games? What else can be said about them?

-Jeff

zaiga
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Joined: 12/31/1969
[TiGD] Player Goals 4 -- Cash acquisition games

Cash acquisition games. The first thing that comes to mind is: runaway leader problem. If money is both the primary resource and the way to win, it often means that a player who takes an early lead is in the best position to win. This is different from a game where VP's and resources are seperated, because in such a game a player who takes an early lead in VP's might be taken over later in the game by a player who had more resources earlier in the game.

"Settlers" is a very good example of a game that sometimes features a runaway leader. You build villages to gather resources, so you can build cities, so you can gather even more resources, until you eventually win. I think "Settlers" would have been a more interesting game if the way to win was a little more seperated from the primary way to gather resources (do I hear multi-millionaire Klaus Teuber laughing somewhere out there?).

For example, villages don't score any points and cities score only one point, but you can also build churches which score 2 points, but don't have any other use. You'd probably have to lower the total number of VP's to win the game in this case, and there would still technically be a runaway leader, but at least there would be a little more tension as to when to convert your resources to pure VP's rather than more resources.

The reverse of runaway leader may also be a problem. Sometimes in cash acquisition games, if you spend too much money early on and it doesn't pay off, you may dig a hole for yourself that is impossible to get out of. Examples of these are "Age of Steam" and also "Monopoly".

Actually, I don't think teh possibility of going bankrupt is necessarily always a problem, as it can also be a great source of tension in a game, if properly balanced. However, a way to prevent this possibility is to ensure that there is always a steady stream of money into the game so that players never really can go bankrupt, or simply to give the players enough starting money so they will never really run out of it. Now that I think of it, perhaps this is a design challenge for games with an economic system in general, not just cash acquisiton games.

Another potential problem for pure cash acquisition games is that sometimes the value of an item in the game becomes too easily calculable. For example, suppose I'm at the beginning of a game with three scoring rounds (or payout rounds) and I have the choice to buy one of two items. Item A costs 2 gold and will yield 3 gold at every scoring round. Item B costs 4 gold and will yield 4 gold at every scoring round. This means that Item B is the better purchase, because B=(3x4-4)=8 and A=(3x3-2)=7.

To make such a system work, you need to obscure the value of an item by adding a multi-layered scoring system and adding various uncertainties into the mix. Changing the game to a cash/vp system makes this a lot easier because then players have to ask themselves how much gold one VP is worth. This can be a tough question all by itself.

A final problem may be that sometimes in cash acquisition games a "do nothing" strategy can actually be the best strategy if you have to pay more for an item than it is worth.

There are positive sides to cash acquisition games as well, of course. I already mentioned "Age of Steam", which is a highly regarded game. Other examples of cash acquisition games are "Merchants of Amsterdam", "Modern Art" and "Medici". Interestingly these are all Knizia games, they are all auction games and they all start with an "M".

Auction games lend themselves well for a cash acquisition, because other players can drive up the price a bit to make sure you everything goes for a "fair" price, migitating the runaway leader problem somewhat.

"Merchants of Amsterdam" and "Medici" (to a lesser extent) also have a complex, multi-layered scoring system to obscure the "right" value of things. "Modern Art" confuses things by letting players pay other players for the items they buy.

"Merchants of Amsterdam" is a game where the "do nothing" strategy sometimes work, and this often has to do with the fact that a nerve wrecking (for some people) "Dutch" auction is used, where prices go down instead of up and the item goes to the one who bids first, rather than the player who bids last.

Enough for now ;)

- René Wiersma

Anonymous
money to get money...

The rich get richer, and the poor get poorer... Unless the game is designed so that even if you are poor you have that "long shot" gamble of winning. Which I think is really the problem with most games that have the goal of most money at the end. There are only so many ways of getting the money and usually since some luck or outside influence is involved, everyone does the "best they can" and someone ends at the bottom of the heap with no chance of catching up. So I think the solution is to incorporate a means of getting more money that isn't as attractive in the beginning, but becomes more attractive as a game wears on for those at the bottom. But then again, the person who made all the "right choices" from the beginning might feel cheated by someone who made all the mistakes and then took a long shot and won...

On another note about getting money...

I have a problem with most auction games because of the money issues. Mostly, that the first few times one plays there is no sense of worth to the money or what you are bidding on. And usually in these cases unless everyone is playing for the first time, the ones who have experience have a huge advantage. (this has happened to me when Medici and High Society were played in a group where the person who owned the games, and had played before beat the rest of us newbies) There seems to be the initial problem of not knowing how far one should/can stretch their dollar. Even in monopoly the first time you played you would have been hard pressed to know which properties are worth buying if everyone was new. The more expensive ones must be better? The cheap ones are the way to go? And by the time you figure out a stategy the game is pretty much decided.

Now that I think about it, it seems that this is pretty normal for most games and goes beyond a mere learning curve of how to play but into the learning curve of how to play best...

Sorry, no more rambling.

Chad_Ellis
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Joined: 12/31/1969
Money vs. victory points

The distinction between money and victory points blurs further when you consider games in which victory points can be spent. Evo is a natural example -- you score victory points throughout the game but spend some of them each round in an auction for new genes.

The runaway leader problem has already been cited, and unfortunately the solutions to it aren't very satisfying. Allowing players to "gang up" on a leader can eliminate the problem but at the cost of turning the game into a political one and thus appealing to a different group. Settlers tries to find a happy medium here -- players can refuse to trade with the leader or use the Robber exclusively on the leader, but their combined power to bring the leader down is often insufficient.

Ultimately I think pure money games, in which the victory condition can be effectively invested, need a great deal of thought as to how the early leader won't have an insurmountable advantage.

Hugs,
Chad

RookieDesign
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Joined: 12/31/1969
[TiGD] Player Goals 4 -- Cash acquisition games

Thanks Zaiga for the game suggestion on the auction game. I'll look them up, I need to refresh my game mechanic and maybe I could get inspired by these games.

To return to the topics, I think it would be hard to greate a modern game without any notion of cash. Money drive the world and it should reflect on the game. Ok, Maybe not that hard but I think it should be considered.

When I design my game, I found it hard to correctly balance the starting cash, the price of goods and the selling price. I played with the chart so many times now. I tryed to avoid cash shortage by a sell back process. I minimize the lost when you sell too low. So far with my recent playtest, I could not say I had a runaway leader situation. Everybody were able to finish the game within 2 turns of the winner. That in my opinion is very good.

Another downside to the cash as I realize it, is that you need quite an amount of material to make it work. Monopoly money, coins or beads it is quite expansive to put in a box. My next idea for a game use a system of pay now or lose the money. In that case, player never have real money in there hands.

On the good side, you can almost put a price on any item that you want. Car, Boat, Kidneys, babies (kidding here ok). That make a very convinient way to level different piece of your game. To add realism you can think of your game in term of money and simplify the mechanics to remove it later.

That is just my opinion from a guy who could not sleep at this late time, and must work tomorrow.

Good night.

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