Play to Win Revisited
Posted by Rob Herman at June 8th, 2006
I got the chance to talk to reader Shruti in person yesterday about her comments on Play to Win. Some points I thought of:
It is not necessary to play to win in a multiplayer game if the goal you set for yourself is not disruptive to the rest of the game. For example, in Settlers of Catan, “acquire as much sheep-producing capacity as possible” is a goal which is very compatible with others playing to win, because acquiring these sheep means building roads, settlements, and so on, probably playing with something resembling an ordinary sheep-port strategy. (Evidently the sheep are fed to stuffed lions.) In the best case, it would be good to announce this intention to the other players beforehand, but let’s face it: even hardcore gamers have done way sillier things at the spur of the moment, whether intentionally or due to momentary lapses of reason.
Secondary goals can even be downright beneficial in multiplayer games if there is an element of kingmaking. For instance, I (and, I imagine, many others) play with the unstated secondary goal of “all other things being equal, assist the player who has harmed me the least.” This can happen in a game like Power Grid. Players A and B are vying for the win, and one will win this turn; Player C won’t be able to power enough cities to win, but can block a critical build point for either A or B, making the other player win. If, earlier in the game, A had happened to buy resources for no other reason than to drive C’s price up, or had inflated the price of an important auction, C is certainly justified in handing the win to B, even if A would have won had C acted passively. In the end, this causes less hostility over the outcome, because C’s actions look justified.
Playing with house rules is something like playing a different game. Therefore, house rules have a very different role in board games than in video games. Board games are often played with friends, in a small social circle; so introducing a set of rules tuned to the preferences of your group makes sense. On the other hand, video games are more likely to be played with a wider group of people, people who you don’t necessarily know, and why would they want to play your game? They want to play the game you both know, the one without the house rules.
More to follow.
I thought it was interesting to read Shruti’s comments about “Playing to Win” not always being the goal. I have a circle of friends with whom I play RISK and sometimes Monopoly. Try to tell them that!
We have known each other since grade school and the games are absolutely cutthroat. For this reason, I am unable to play these games with people outside this group anymore, as my ability to behave according to social norms have been destroyed.
The house rules (in no particular order)
1. Personal attacks. Try to break the spirit of your opponents using any means necessary. This could include bringing up stories from the past, unfortunate life choices made, or any other deeply personal attack.
2. Drink lots of Scotch, especially stolen from Chad’s Dad’s liquor cabinet (Yes, we’re 30 years old but we still have to steal a bottle in order to be true to our roots.)
3. Cheat, but don’t get caught. In RISK, this includes secretly trading cards, then denying it, or forgetting to remove armies after defeat. In Monopoly, this might mean anything except stealing money is discouraged. Cheating actually makes the games much more interesting because you can never leave the room safely.
4. Argue the rules to death. We once had a RISK game in which almost 2 hours were spent determining how to proceed after a mistake was made. We have also argued about whether the land bridge connecting the Middle East and East Africa should be used or not for roughly 1 hour before starting a RISK game. This is all very normal for us.
5. Ruthlessly disparage anyone who is cut out early. The first person to get eliminated at RISK or the first person to go bankrupt playing Monopoly. Once, playing RISK with our friend Rich, he was the first out. Now we call it pulling a Rich. He was extremely bitter about it at the time. It never gets old for the rest of us.
6. Sow seeds of discontent and mistrust. Create partnerships and make pacts, and then break them with impunity. Say one thing, do another. Repeat.
Tom D. have you tried playing Diplomacy? It’s the perfect game for you and your friends :)))