Scott Tepper: This Android Is Lost

During a recent episode of This American Life on NPR, they had a short story about a guy who, while at a party where he was less than 100% sober, came up with an exceptional conversational game: the object was to figure out which tv show was the closest philosophical analogy to a specific rock and roll band.  All sorts of metrics come in to play such as the longevity of the band, the era, the type of music they put out, how popular they were, the importance of their music, etc… For example, it turns out that The Rolling Stones would be Gunsmoke, Devo corresponds to Fernwood Tonight and Hall & Oates equals Bosom Buddies.

Though able to appreciate some of the comparisons made in the radio episode, I lack the worldliness of most rock music connoisseurs, so I wouldn’t be able to contribute much to a rock band = tv show conversation.  Although I have seen more than my fair share of movies and tv shows, my area of expertise is naturally boardgames, which brings me to a newly released game I played this past week: Android, designed by Daniel Clark and Kevin Wilson, and produced by Fantasy Flight Games.

Usually after playing a new game, my sentiments generally gel into a pretty specific feeling: either I like or dislike the mechanisms or themes and how they work together. After playing Android, however, I found myself in the rare predicament of trying to figure out what I thought about the game.  It was then that it came to me that Android was very much like the tv show, Lost. 

Foremost in Android, just as in Lost, you are presented with a grand underlying plot: A mystery where the individual investigators trying to determine which of 6 suspects is the murderer.  Also like Lost, each minor character(played by the gamers) in the drama has its own strengths, weaknesses, and subplot.  Some characters can move farther on a turn, or start with more resources, and they all have their own stories.  One of the characters, for example, is trying to reconcile with his wife, another is dealing with their descent into madness.  At certain points in the game, depending on whether a character has acquired good or bad baggage(positive or negative tokens depending on certain actions taken), their personal stories develop and their abilities, as well as their strengths and weaknesses, change.  Eventually, based on how their individual stories turn out, the players will gain a certain number of victory points at game end.

The gameplay in Android is turn based, similar to the episodic nature of Lost. On a player’s turn they use up time (a certain number of actions) by either moving their character on their board to other locations limited by the distance their car can move, or draw or play cards that either can help themselves or hurt other players.  They can also use an action to uncover a piece of the conspiracy; puzzle pieces with paths on them that, when connected, by the end of the game, give various bonus victory points.

The meat of Android is exploration.  As the characters move around the board they acquire positive and negative evidence that they assign secretly to the different suspects, or visit locations where they can acquire tokens that can be traded for a variety of purposes.  At the end of the game the evidence is revealed and the suspect with the most evidence against them is found to be the perpetrator.  At the beginning of the game each player is secretly assigned one of the suspects.  If your suspect has the most evidence against them, then you receive victory points.  All victory points are added up at the end of the game and the player with the most wins.

The thing that makes Android the most like Lost for me is the sense of confusion.  There are so many little things to think of and/or keep track of, many of them hidden from general knowledge, that you really don’t have any idea where you stand in relation to the other players, victory point-wise until they’re all tallied.  As a result, during the game, all the decisions you have to make(should I use my actions to draw and play postive cards that help me, or cards that impede my opponents, or move around to collect evidence?), while they are usually full of angst, end up being rather insignificant on their own. 

So much of the game is concealed or kept secret, ie., random conspiracy tiles may give benefits to those who draw them, or opponents can play detrimental cards on your turn, that it is generally difficult to plan out your turn in advance.  This is very much like the unpredictability in Lost.  Right before the credits roll in each episode, the viewers are usually presented with some sort of new cliffhanger that adds a new layer to the mysteries of the show.  It’s as if you’re constantly being sucked further downward in a narritive made of quicksand.

There has never been a tv show like Lost, and I feel comfortable saying that similarly, I’m not aware of another game like Android.  The theme is unique and the presentation is excellent.  And so I come (back) to my last, and probably most significant comparison between Android and Lost: I don’t know what to think of either one. 

I became hooked on Lost during its second season on the air.  Several friends had told me what a great show it was, so I rented the whole first season and by the 4th episode I was addicted.  After a few seasons of having good characters go bad, and bad characters turn “good”, and characters dying and coming back to life, feeling that the story had been so convoluted that I had trouble keeping track of what I “knew” and what had or hadn’t been resolved, and worst of all the impression that I was always being toyed with by the writers, I let go of my need to keep up with Lost and stopped watching it..  Sometime in the future I may rent the episodes I didn’t see to find out if the story really evolved into something worth my time to watch. 

And that sums up my feelings about Android.  Parts of it are interesting.  In the whole, trying to figure out what your character should be doing while keeing track of the other players characters is almost overwhelming.  With all the clandestine data, it’s difficult to know where you stand during the game, which can leave you wondering “are these actions that I’m taking really benefitting me?”.  Amongst the cards that can shape the story in Android is one that has the power to literally wipe away all the work the players have done during the game assigning positive and negative evidence to the suspects.  The fact that this (and maybe some others) were included in the game leads me to believe that the designers wanted to induce a sense of futility in the players, and unfortunately, I do not list futility as a trait of boardgames that I enjoy playing.  As I respect the storytelling and grand scale of Lost, so do I similarly respect Android.  It just seems for me, right now, that the opportunity costs for engaging myself in both of these diversions outweigh the benefits.  I want to keep an open mind, though, and maybe some day will find myself enjoying plowing through all that I need to do to get to the end of both of them.

Oh yeah, that reminds me, there is yet one more reason that Android is like Lost: In Lost, you have to wait for a week to get your next fix.  In Android, when you are playing with 5 players, it feels like a week between your turns.

So here’s my challenge to you… now that I’ve done one, can you come up with a tv series that is the philosophical equivalent of a boardgame?

And confidential to all my readers…Happy Holidays and Many Gaming Returns!

© 2008 Scott Tepper


Posted by Scott Tepper on Dec 22, 2008 at 01:00 AM in ColumnistsScott Tepper / 1616

Comments:

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As a long time fan of TAL, I am glad this was the cataylst for an article on BGN...bravo!

‘Red November’ is a bit like Fox’s ‘24’ - game is based in an hour, exactly like the TV show’s format.  Additionally, the characters seem to be scrambling to do damage control on a sinking ship as in ‘Red November’, dealing with problems as they come along...with more presenting itself as time slides on by. At the end of a season of ‘24’, the characters find temporary resolve, some make it and some don’t, just as in RN...but when the box gets cracked open again or a new season begins..its more problems that need solutions once again.

Posted by tom moughan on Dec 22, 2008 at 09:38 AM | #

This is just the idea the first popped into my mind but “Munchkin” would be SNL.  It is an episodic comedy based on satire of current pop culture that is long past its prime but shows no sign of being canceled anytime soon.  Best when you are young and have too much free time.  It can be easily ignored for years at a time and then you can tune for a chuckle or two before going back to something serious.  Ultimately, it is what it is and not anything better or worse than that.

Posted by James Ridgway on Dec 22, 2008 at 02:36 PM | #

Fun! Pasted below is my BGG rating comment for Reiner Knizia’s “Quo Vadis?”

In 2006, FOX aired a disasterous reality game show called “UNAN1MOUS.” The premise is that the nine contestants sit in a room until they all vote to give away a bunch of money to one of their own.  In practice the show wasn’t very interesting at all.  It is believed that FOX included a ringer among the guests whose sole job was to ensure an interesting game in the early going.

As the program became less interesting, the producers threw a few ‘twists’ at the contestants.  These ‘twists’ were of varying interest and funniness, but they were a reasonable diversion from the unbelievable bore of watching these contestants vapidly argue about who should win.

Finally, during the thrilling conclusion of ‘UNAN1MOUS,’ the contestants were told the game was ending.  If the vote was unanimous, the lucky person would walk with the cash.  Otherwise, everyone leaves empty-handed.  They ended up giving the money to some woman whose name I can’t remember.  It was so boring.

Quo Vadis? is ‘UNAN1MOUS’ without the twists that make it at least semi-distracting, with the added negative that you can’t even make fun of all the contestants, because this time they’re your friends and you actually like them.

Posted by Benjamin Keightley on Dec 22, 2008 at 02:58 PM | #

I’ve had similar reactions to the one you experienced playing Android with many FFG games… although I think I would like this one better. They throw so much into the box that a large number o0f players will forget some ability or part of their turn. This is a horrible trend of their big box “designs"… they throw a bunch of crap in a box so that luck will rule strategy.

It still sounds like there are some interesting themes in this one and I would probably give it a try if I had the requisite 5 hours for an FFG big box release (they say 3 hours, but they also say strategy every now and then).

Posted by William Baldwin on Dec 23, 2008 at 05:43 AM | #

William, regarding the game length, for the first time you play, it’s going to take close to an hour to go over the rules.  Regarding
Android’s interesting themes...I didn’t even touch on all of them in this quick overview(like how when you play cards you adjust your character’s scale to the light or dark side, which limits the cards you can play).  I think the game is amazing in its scope, but I can’t see yet, given that each character has different abilities and the gameplay is so long, that all the characters are equally balanced.

Posted by Scott Tepper on Dec 23, 2008 at 08:24 AM | #

...and you never will. That’s how FFG designs games… it seems their ideal playtest results are ones that make you feel like you can win through some strategy, but seldom come down to anything but luck… but it is so cloaked you don’t know it the first few plays.

I honestly don’t think they create balanced games and maybe that’s not a bad thing to them… certainly there is enough going on in their games to grab attention, but in the end they take so long to play that I rather play something that at least I have (to a higher degree)some control over my outcome.

Still, I wouldn’t mind seeing the various elements play out once to see if they marry any concepts together in a decent way.

Posted by William Baldwin on Dec 23, 2008 at 02:20 PM | #

The first thing that comes to mind is that Handy is akin to Fawlty Towers. Two people get involved in a delicate situation to which they seem to have a solution, but then someone else butts in to offer advice or just cause trouble. Soon the entire hotel is in chaos, leading to a collapse of societal norms and something falling on the floor, followed by Basil picking it up and asking, “Is this a bit of your brain?”

Eric

Posted by W. Eric Martin on Dec 23, 2008 at 11:22 PM | #

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