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Scott Tepper: Close To You
On his whirlwind bookwriting tour, Rick Thornquist (remember him?) was passing through Chicago last week and ended up staying with me for a few days. It was rather brave of him, knowing in advance, as he did, that my abilities as a host are severly limited; my culinary repoitoire consists of boiling water for pasta, putting a pizza in the oven, making French toast, ordering take-out Chinese food, and microwaving a frozen dinner. Rick stayed long (or short) enough to experience all but the latter. In exchange, Rick taught me how to play In the Year of the Dragon and Agricola.
I know. It wasn’t really fair…………for Rick.
So the unthinkable has finally happened. I have at last played Agricola. Not only that, I enjoyed it so much that I have four games under my belt, and have pasted up all six million of the small improvement and occupation cards. (There’s a little mark on my right thumb where the scissors have now made a permanent indentation.) I won’t go into detail about the game. Enough people have done that. But in that first game, when Rick was teaching me, I remarked that Agricola felt a tiny bit similar to Caylus, and that started me thinking.
For me, the similarities between Agricola and Caylus aren’t extreme. The game mechanism that triggered my comment was that when a player chooses one of a limited set of actions, that action is removed from the pool of available actions for the round. Both games have a similar mechanism.
Of late, I have noticed that more and more people comment about new games being similar to other games. One game in particular where I’ve heard that sort of opinion is Cuba. More than once, when I’ve taught Cuba to someone, they have said it felt like Puerto Rico. This has happened enough that I decided to make a comparision about the two games:
| Puerto Rico | Cuba | |
| Made for # of players | 3-5 | 2-5 |
| Plantation owner theme | yes | yes |
| Common & player boards | yes | yes |
| Cylindrial wooden resources | yes | yes |
| Colonists | yes | no |
| Cardboard money | yes | yes |
| Rule breaking buildings | yes | yes |
| Player role actions affect | everyone | the player |
| Actions have a secondary value(votes) | no | yes |
| Actions have an optional action | no | yes |
| Buildings reduce resource production | no | yes |
| Location of buildings important | no | yes |
| Shipping goods produces victory points | yes | yes |
| Randomizing feature | plantation tiles | statutes, ships, buildings |
| Game end conditions | variable(3 ways) | fixed(6 rounds) |
For me, that’s enough to call them two different games. There are certainly some similarities between the games, but so what? Eclairs and chocolate chip cookies are both desserts made with butter, flour, chocolate and eggs, but the way they’re put together give you completely different results. A Honda Civic and Lexus LS are both four-door vehicles, but car enthusiasts would not confuse the two cars. How dissimilar do two games have to be for gamers so that one doesn’t fall under the shadow of another?
At Randycon I played Bausack Sac Noir, which is very similar to a game I already own, Bandu. The games play very similarly, but I am now very tempted to acquire Sac Noir after having played it because the additional shapes add a bit more of a bite to the game.
With the increasing number of new games being introduced each year, there will no doubt be a little overlap on some games. We couldn’t expect that every new game is going to be utterly unique. We don’t expect that from restaurants, do we? Do you require every meal to be different from a previous meal? And yet, if you watch shows like Top Chef, you’ll see that culinary artists can indeed come up with new blends of ingredients that have been around for thousands of years.
So is it that gamers have lofty expectations for new games, or is it simply that they’re not very discriminating? Personally, I can tell the difference between Ben & Jerry’s Chocolate Fudge Brownie and their Chocolate Chip Cookie Dough ice creams, but some people might just dismiss them as simply variations of chocolate ice cream. Is it the same way with gamers? I have lost count of the number of people who said “I don’t like blind auction games,” but then they try and enjoy Fiji. Before playing Fiji, all blind auction games are the same to these gamers, but then they realize that even though they may have similar mechanisms, games can vary significantly.
Years ago, a friend of mine who was a teacher at a culinary school let me sit in on one of the classes he was teaching. The subject was learning to recognize and work with different oils. Previously I thought all cooking oils were the same. After the class, and tasting several different kinds of oils side by side, however, I realized that different oils varied far much more than I had realized.
To a perfume maker, even the most subtly different scents seem unique. How then should he address the fact that the day laborer cannot differentiate between different colognes? Should the perfumer only make fragrances that are grossly different, or should he help the common man to improve his senses and appreciate refined variations.
So what makes similar games different enough for you? Do the mechanisms and/or the themes have to differ? If so, how much do they have to differ? Whatever the answer, ask yourself, “What am I missing by my characterization of this game?”
Comments:
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I feel that Cuba has similarities with a lot of games. I think the Puerto Rico comparison happens more often because more people have experienced Puerto Rico. On the other hand, I think the dauntless duo have added plenty of their own flair and spice.
So, if you’ll forgive the plug, here’s my strange, comparative review of Cuba:
Posted by Nathan Morse on Mar 24, 2008 at 07:59 AM | #
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Nathan, really nice job on your review. I come away from it, though, with the feeling that you think Cuba is derivative of many games. I think if you hold a magnifying glass up to just about any game, you’ll find it could be declared related to hundreds of games. Posted by Scott Tepper on Mar 24, 2008 at 11:34 AM | #
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Thanks, Scott. I can understand how you could get that impression; however, that wasn’t my intent. Very few games have much truly innovative about them - those that do tend to fail miserably. We crazy humans need a big fat anchor in the familiar in order to be able to appreciate anything new. What fascinated me about Cuba was just how many mechanisms were at work. I think I wrote my review as a response to early reports that it was derivative, and didn’t really provide anything new. Even if that were the case, those components are assembled so brilliantly that you end up with a rather good game. Rather than try to argue whether Cuba was derivative, in my review I merely compared its features to other games I knew, where applicable. I was very careful in my wording not to say, “Cuba got this from X,” because I’d have no way of knowing if such a brash assertion were true. Not like Sébastien Pauchon’s declaration of Oklahoma -> Parys -> Metropolys being inspired by his initial misinterpretation while reading the rules to Goa. Hence, we end up with a core mechanism that is a rather interesting twist on Rüdiger Dorn’s trademark trail-leaving mechanism. Thanks for taking the time to look at my silly “review”, Scott! (and anyone else who does) Posted by Nathan Morse on Mar 24, 2008 at 12:24 PM | #
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At the risk of sounding like a broken record, I think doing a mechanic-by-mechanic comparison of Cuba vs. Puerto Rico is missing the point. They key thing is how they actually play. And in that department, there are huge differences between Cuba and Puerto Rico. The most notable being that in Puerto Rico, everything you do has some impact on everyone else, and frequently a rather large one. In Cuba, most decisions you make have comparatively little impact on the other players. In Cuba you can snag a building someone else really wanted, or maybe take a spot on a ship that someone else was angling for, but in Puerto Rico those things can happen plus a ton of other stuff. While I wouldn’t dispute that Cuba borrowed pieces from Puerto Rico, sometimes perhaps a bit shamelessly, at the end of the day they produced a quite different game. And that’s what matters, right? Posted by Chris Farrell on Mar 24, 2008 at 04:03 PM | #
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Chris, I agree with most everything you say. The first few time someone commented about how they felt Cuba was similar to PR, I was surprised. It hadn’t even occured to me. Now I can see some similarities, but for me, the games are very different. The whole “voting on laws” thing alone makes it a unique (and enjoyable!) game for me. I am going to disagree with you on one comment you made, “In Cuba, most decisions you make have comparatively little impact on the other players.” I think it’s very important to watch your opponents in Cuba as there are many ways their actions can affect you: As most of the buildings are unique, a player can snatch a building you need out from under you. A player can buy or sell into the marketplace before you and thus affect prices for your turn. A player can choose an action’s secondary power which will can affect you (not such a big deal on, for example, the mayer, but it could be a big deal if you needed a particular resource from the marketplace’s secondary action), a player winning the bid to set law in parliament can affect other players’ abilities to score victory points that round(and in subsequent rounds), a player can load goods on a ship which will limit the amount that you could load on the same ship, not to mention that there are buildings that can change the board(i.e. boats) that can affect the other players. But ultimately, I do agree with you that it is quite a different game than PR, and that IS what matters. Posted by Scott Tepper on Mar 24, 2008 at 04:29 PM | #
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Nice point, Chris--the same could be said for Agricola and Caylus, and how different these two games play, even though they have this same central mechanic in common. In Caylus, all buildings built are “community buildings” that can be used by all players in future rounds, whereas all things built/grown in Agricola are for that player only. It is interesting that in both of these comparisons, the newer variations (Cuba and Agricola) have less player interaction. By the way, am I the only one who now can’t that song by “The Cure” out of my head? Thanks, Scott:) Posted by Jeff Allers on Mar 24, 2008 at 04:39 PM | #
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I talked about the differences between Cuba and the other games it’s often compared to in my column today (must have been something in the blue cubes--I mean the water), but I think there’s even greater differences than you’re talking about, Scott. For example, the method of activating buildings (although you touch on this with your “Location of buildings important” category) and, most critically, voting on the laws. These are fundamental differences between the two games. Really, I think the similarities are mostly cosmetic. Agricola and Caylus have more in common; at least Rosenberg’s game is based on the same core mechanic as Caylus (and the Ystari game was its direct inspiration). However, it’s a deep seated human need to draw comparisons between something new and things we already know. So a new game will always be greeted with an “it’s just like Game X” or maybe “it’s Game Y crossed with Game Z”. It has ever been thus and ever it shall be. But I agree with you, Scott, that your actions can affect your opponents quite a bit. If you wanted to play Puerto Rico and Cuba with your nose buried in your own position, you’d probably do better in Cuba than in the Alea classic. But I suspect against experienced Cubans that you’d still lose pretty soundly. Posted by Larry Levy on Mar 24, 2008 at 05:44 PM | #
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Jeff: “By the way, am I the only one who now can’t that song by “The Cure” out of my head?” I have no idea who The Cure is, but I’m still humming to The Carpenters! Posted by Larry Levy on Mar 24, 2008 at 05:45 PM | #
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Agricola and Caylus have more in common; at least Rosenberg’s game is based on the same core mechanic as Caylus (and the Ystari game was its direct inspiration). Hey, what happened to Alladin’s Dragons? It’s still my favorite. I actually think Caylus and Agricola are fundamentally different games that just happen to share one (not particularly interesting) superficial mechanic, a superficial mechanic that isn’t that uncommon. The big difference for me is that in Caylus, the rewards of the game are un- or non-thematic. You’re trying to produce victory points that ultimately have no meaning. In Agricola, the engine you build is its own reward - the victory points you get are for your success in playing the role, in building up the farm that the game is about. To me, that’s a huge difference, one that can transform a game from an abstract exercise to something thematically interesting and fun. Posted by Chris Farrell on Mar 24, 2008 at 08:44 PM | #
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You can’t underestimate the importance of Agricola’s excellent fidelity to theme, Chris. However, if you look at what makes the games tick, i.e., their mechanics, they’re clearly members of the same family. And while a lot of newer titles are using the worker placement system--no doubt, inspired by the tremendous success of Caylus--it’s still not a huge group of games. Rosenberg himself has said that Agricola was directly inspired by Caylus. He loved the base system, but wanted a game where the number of workers could increase. Family growth was his thematic way of doing that and the design took off from there. Many (including Rosenberg) view Aladdin’s Dragons (or, rather, it’s progenitor, 1998’s Keydom) as the first worker placement game. I see the similarity, but I still feel the central mechanic in that design is more of a series of extended auctions than a true worker placement. But there’s no question that it’s proven to be an influential game and AD is a fine design to boot. Still, it was Caylus that got so many people excited about the system and was the inspiration for Agricola. Posted by Larry Levy on Mar 24, 2008 at 11:03 PM | #
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I dunno, is worker placement that different from area control? Or role selection? Or tile placement? I mean OK, it’s a different thing, there are only maybe a dozen games that use this precise mechanism, but I don’t see the process itself as being all that compelling or inspiring on its own. It’s just another tool in the old toolbox, and for the most part, my observation is that players don’t care about mechanisms. For me, Ystari is living proof that you can glue together different game mechanisms in abstract format, paste on a random theme, and call it a game. Even a game that apparently many people end up liking. But games like Agricola demonstrate the difference between that and real game design. Posted by Chris Farrell on Mar 25, 2008 at 02:33 AM | #
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Your point about Ystari is an interesting one, Chris, but you have to keep in mind that several of their titles were publications of games that had won design competitions. So, yes, perhaps they “pasted on a theme” that got Y and S into the title, but Ystari weren’t the ones who glued together different game mechanisms. Try building a car without using tires, a steering wheel, a battery, a transmission… It can be done, but now try marketing it. On the other hand, Car A may have a GPS navigation system with an internal combustion engine, while Car B is an all-electric dune buggy, nothing more than a naked frame with the essentials. Both designs strive to transport people, but their intended uses are otherwise quite different. As a particular game designer once said, “That’s what we [game designers] do: We steal each other’s ideas, then make them our own.” Expressed a little differently, game mechanisms are parts lying in Frankenstein’s game lab, and he can cobble them together however he likes; however, it probably needs to end up humanoid, and functionally integrated in order for people to accept it. Some of us just prefer more gruesome, complex monsters - I mean creations - than others. Your observation that players don’t care about mechanisms is a very interesting one. My observation is that more casual gamers (and “non-gamers") don’t care about the taxonomy of game mechanisms - they need to know the mechanisms in order to play the game, but they don’t need to dissect the game and identify the different mechanisms; but more frequent or “serious” gamers care greatly about mechanisms. I’ve played and rated over six hundred different games over the last five years. Sometimes learning a new game can be as easy as being told, “This is your basic area majority game, except the way you play your pieces into the areas is....” No need to explain to me that this is a game about building X, and the areas represent resources A, B, and C, and so forth. All that makes the game a much more interesting thing to play, but I don’t need to know it in order to get started. So, in defense of your observation, Chris, the question is, “What percentage of the game-playing populace comprises casual gamers?” I think that the answer is, “the vast majority.” What percentage of BGN readers comprises casual gamers? I’d guess virtually nil. So, here we are, connoisseurs, discussing the nuttiness, hint of chocolate and raspberry, and tannin of various wines, while a large portion of the rest of the world ends their trek into such matters at “I don’t like wine,” when all they’ve had are what the connoisseurs would consider the worst on the market. So, just what are the merits of these exclusive, very-high-end sports cars that only the tiniest sliver of the world population will ever drive? We can talk about how obvious and trite a choice that particular style of steering wheel was, but for most people, a steering wheel is that thingy that steers the car. Aren’t we geeks funny? Posted by Nathan Morse on Mar 25, 2008 at 06:56 AM | #
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Chris wrote: >>I dunno, is worker placement that different from area control? Or role selection? Or tile placement? I mean OK, it’s a different thing, there are only maybe a dozen games that use this precise mechanism, but I don’t see the process itself as being all that compelling or inspiring on its own. It’s just another tool in the old toolbox, and for the most part, my observation is that players don’t care about mechanisms. Lately I’ve been on an economics kick and have been reading up on Barrier of Entry economic concepts (which in turn has helped my game decomposition skills) These mechanisms Chris names all do exactly that. They don’t reduce the return on the actions as much as create a narrow pipe (or barrier) into the victory points or economic return. Likewise games without such mechanisms (and it doesn’t matter if its an abstract mechanism or not) seem less real to me. I’m hoping the designs of the future will look at the different barrier properties and incorporate such mechanisms to to capture such behavior. So to answer Chris’s question they can be different but it is in how they restrict entry not in the mechanism themselves. Posted by Ray Petersen on Mar 25, 2008 at 01:38 PM | #
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Your observation that players don’t care about mechanisms is a very interesting one. My observation is that more casual gamers (and “non-gamers") don’t care about the taxonomy of game mechanisms - they need to know the mechanisms in order to play the game, but they don’t need to dissect the game and identify the different mechanisms; but more frequent or “serious” gamers care greatly about mechanisms. I think this is a simplification. Of course casual players don’t care about mechanisms, because they don’t know what the heck we’re talking about. In my experience many hobby gamers are interested in mechanisms, and how they work, but that’s not why they like or don’t like games. To further abuse the wine metaphor, I would wager that most people who like wine can talk intelligently about the taste, but don’t care how exactly it was made - you have to be seriously hard core to go that far. Likewise, what even hobbyist gamers care about is the flavor of the game - the types of choices, the player interaction, the theme - and not the mechanisms that go into producing it. That’s what I’m arguing - that we should worry about the choices players make in playing a game, not how the results of those choices are played out in the physical activities of the game. To make this somewhat relevant, this is how you want to talk about Cuba vs. Puerto Rico - how the choices the players make and the results of those choices are different. This is what people care about - not just the mythical casual gamer, but the hobbyist gamer too. Not even the most hard-core care more about how pieces are moved around on the board than they do about how they make the choices that result in the movement of those pieces. Posted by Chris Farrell on Mar 26, 2008 at 11:42 AM | #
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Fair enough, Chris. I’m not sure I totally agree with you, but I think I better see your point and mostly concur. Certainly I believe you are correct about the levels - or at least overlapping areas - of geekiness. There are those who know the process for wine/game X, but that is not required in order to savor the flavor; however, even as barely, casually familiar I am with the whole realm of wines, I have more familiarity with the process of making them in general, and even some specific ones. So, as with most things, I don’t think rigid taxonomy can classify everything - nor does it need to. By your very valid argument (and further analogy), if Coke tastes the same as Pepsi to most people, then we don’t really need to have both. It is that distinction in how it strikes the consumer that determines the individuality of product identity. On the other hand, I think it’s totally fine for game mechanism geeks to talk about which cams and cogs drive the engines of different games. ...as long as we remember that we’re talking at a level that the average consumer - even a knowledgeable consumer - may find superfluous. I suspect this difference in audience is why a typical GAMES Magazine game review reads rather differently from most Boardgame News game reviews. ...and much of the reason that I am more likely to read a BGN review than a GAMES review of the same game. Thanks for elucidating your intent, Chris! Posted by Nathan Morse on Mar 26, 2008 at 02:58 PM | #
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