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Valerie Putman: The Problem of Social Loafing
Psychologists describe a pervasive phenomenon labeled “social loafing.” Basically, when people work in a group, they often contribute less than if they were working alone. I think this might be at the heart of the problem that I have with some multi-player conflict games like Supernova, which I played for the first time last weekend at Buckeye Game Fest.
In Supernova, players are claiming territory amongst the stars as they escape an impending Supernova. After randomly determining that Dale was start player, he greedily struck out with his initial claims to grab two planets. At the start of the game 5 player game, there are just enough planets for each player to claim one. Instead of starting the game with a conflict with Dale, I claimed my own planet and prepared to defend it. Tyler played next and grabbed a planet for himself, while also threatening my claim. Erin grabbed the last free one. Ian, with no empty planet to start with, used all of his initial resources to pose serious threats to both Tyler’s and Erin’s planets. At the end of the initial set-up, Dale was left with 2 planets all to himself.
In round two, I was too busy securing my planet from the evil infiltration of Hubby to worry about Dale’s excess. Someone else who didn’t already have a planet could worry about him. Tyler spent his turn defending against Ian and still trying to take my planet. Erin did some exploring and discovered the 6th (and last) planet to be available for the remainder of the game. This made it less important for her to control the initial planet she founded and if I remember correctly, Ian took it over either that turn or the next. Before we knew it the first scoring was upon us and we each controlled a planet and a few moons while Dale had two entire systems all by himself. There would only be three scorings in the game and our social loafing over the Dale problem left him in a nearly unstoppable lead with the rest of us merely fighting for second place. Later in the game we each chipped away at Dale’s territory a bit—and Erin made the biggest effort to take away his holdings—but it wasn’t enough and Dale won the game easily.
I had a similar experience with several 5-player games of the Market of Alturien. If one player was left to claim a large money bonus for two turns in a row, they became the runaway leader. But on your own turn, especially if you were the player immediately after the potential benefactor of social loafing, it was easy to decide that someone else would stop him and that you were better off maximizing your own returns on your turn. It was often left to the player immediately before the soon-to-be leader and it was possible that the penultimate player didn’t get a roll that would let them do anything about it. Everyone would point fingers at someone else for not stopping it and the game would effectively be over.
I find that three player games with a stop-your-opponents mechanism don’t suffer nearly as much from social loafing. For example, Attika plays quite nicely as a three-player game. You are less likely to forgo doing your part of the necessary defensive tactics because there aren’t as many other players to rely on. But in the end, I still find that direct conflict games like these shine best in the two-player format. It’s no surprise to me that most war games are two-player games. My preferences lean towards the multi-player games that feel a bit more like multi-player solitaire which generally avoid the problem of social loafing.
This time next week I’ll be in Germany. My plan is to post my pre-Essen wishlist/shopping list before I go. Then, in a perfect world, I’ll post something from Germany the following week with a report from the show. More likely, it will be a Gone Essening in two weeks with my reports starting three weeks from now. If you’re going to Essen too, I hope to see you there!
I’d rather be gaming,
Valerie Putman
Comments:
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I think a lot of the challenge in 3-or-more player conflicts is knowing when it actually is better to leave attacking the leading player to someone else. This is usually made even harder in 4-or-more games because you can’t reach everyone (due to board position). It’s hard, but I enjoy the challenge; the evolving interaction between players is what keeps these games without chance elements interesting. Posted by Nikolas Coukouma on Oct 12, 2008 at 02:37 AM | #
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See you soon! Posted by Melissa Rogerson on Oct 12, 2008 at 03:30 AM | #
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Valerie, Have you ever played Kill Doctor Lucky? Would you consider the mechanism to stop a murder to be these situations less to be about simply not doing something and more a matter of the weaker players trying to get an edge by forcing their later opponents to do it instead. Obviously, one solution is to have a greater amount of diplomacy in the game. Depending on your group, your immediate reaction could have been to point out Dale’s greed before even moving, and built a tentative alliance with any player after you who was left without a planet as a result. Of course, that may be a different experience than you enjoy playing, but I think it necessary to balance games of this style. Posted by Brian Leet on Oct 12, 2008 at 08:49 AM | #
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"At the start of the game 5 player game, there are just enough planets for each player to claim one. Instead of starting the game with a conflict with Dale, I claimed my own planet and prepared to defend it. Tyler played next and grabbed a planet for himself, while also threatening my claim. Erin grabbed the last free one. Ian, with no empty planet to start with, used all of his initial resources to pose serious threats to both Tyler’s and Erin’s planets. At the end of the initial set-up, Dale was left with 2 planets all to himself.” I would have slapped Ian, or at least loudly berated him. Then I probably would’ve been kicked out of the venue. But that would not have changed the rightness of my actions. Posted by Eric Clark on Oct 12, 2008 at 10:02 AM | #
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This is a common problem for many games. First off, when people are sitting down to play a game they will more than likely not try to start off a game in a confrontational manner. If a person does, it will most likely be with a person with whom they are comfortable. There are some games where it is necessary. However, this may not be known until a few plays. My copy of Gheos is collecting dust because the first few plays, people didn’t understand that part of the game and haven’t tried it with that mindset. The basic problem is, while leader-bashing mechanisms are in place, there are seldom rewards enough to take the action. If you are in the lead and I send my units to attack you, I am weakened and you are weakened while everyone else stays strong. Rewards should be in place for leader bashing in games so that if you are willing to take on a leader, there is some reward for the risk. Capturing planets can be a reward, but it seldom is easy and often there is failure without reward or success with too little reward. These games cause many turtle type problems that can be created when there just aren’t enough rewards to outweigh the risks. Posted by William Baldwin on Oct 12, 2008 at 10:30 AM | #
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I think what everyone is failing to notice is that I simply had the superior strategy (sitting to the left of Ian)… But, I think that this problem is the same as in Kill Doctor Lucky (and many other games). Those games can be loads of fun, but they are also fairly fragile. I’ve often seen the same issue in Power Grid if one person is allowed to have a single area of the map to themselves. Without needing to spend resources/priorities in competition, the road to victory seems easier. Dale Posted by Dale Yu on Oct 12, 2008 at 11:13 AM | #
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Seems to me that Ian should have gone after one of Dale’s planets, since Dale had divided his forces and Ian would presumably have had a 2-to-1 advantage at one of them. Or was that impossible for some game design reason? You should be careful not to blame the game for poor play. I haven’t played Supernova, but El Grande is one of my favorite games, and it can suffer from similar phenomena. Good play in El Grande involves working to hold down any obvious leaders so they can’t achieve an unassailable lead, while at the same time advancing ones own position. Similar considerations come into play in other classic games, like Diplomacy, Age of Steam, Settlers, Taj Mahal, Civilization, Through the Desert and Union Pacific, just to name some examples in the BGG Top 100 (and of course, Power Grid, which was already mentioned.) It’s often more interesting when there’s enough going on that you can’t quite tell who’s ahead (in both Power Grid and El Grande, it’s not necessarily the person who can currently power the most cities or who’s currently ahead on the scoring track.) Posted by Eric Brosius on Oct 12, 2008 at 06:33 PM | #
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Gosh, I didn’t mean to make it sound like it was Ian’s responsibility in turn 1! In fact, I was the one who had a planet close enough to Dale’s to threaten his position early on and I didn’t. It’s funny that people mention some of my all time favorite games (Age of Steam, Union Pacific, Power Grid) as having the same issues. If I think about Union Pacific, I imagine a person with a monopoly and one of their shares pops up for taking. If we all work on our own investments instead of stopping the monopoly, I think we deserve to lose! On the other hand, as William mentioned, the key is how rewarding is it to take a turn off from your own plans to stop the leader? In Union Pacific, taking a share to break up a monopoly earns you second place in that company. That’s a clear reward for doing it. Since there was no second place scoring on the planets and attacks weren’t guaranteed to be successful, it was far less rewarding to try to attack a planet in Supernova. Posted by Valerie Putman on Oct 13, 2008 at 08:10 AM | #
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In games where conflict opportunities are limited (as you imply in this one - only some people can attack others) it gets even more difficult to access who is responsible for taking on the leader. It is a definate issue in many games, and when I see it occuring in a game it often makes the game less palatable for me. One huge problem with this situation is in playing with beginners. If you can’t access who is “winning” or at least the biggest danger it is hard to access who needs to be taken down a peg. I’d even put Puerto Rico in with the games that have this sort of problem. If someone is running away with a shipping strategy, the other players shouldn’t be helping them out by choosing the production role over and over again… It isn’t as drastic as seen in direct conflict games, but it is still an issue. One additional thing not mentioned, not only is it often detrimental to take on the leader (you both lose) all too often it is to your advantage to pick on the losing player, as they are the weakest and least defended.... Posted by Matt J. Carlson on Oct 13, 2008 at 12:54 PM | #
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Like most “tech tree” games Supernova has a rich get richer power curve. That is you have the toughest odds when you attack the leader (who is using his lead to up his attack and defense abilities and increase his ability to lead even further). You will get better rewards by attacking weak players. In that way Supernova is not like many of the games Eric mentioned but is like other games such as Twilight Imperium 3 or Age of Renaissance. As you would suspect these types of designs are hard to balance. Some of the tricks other games use are:
1. Have limitations that make managing a larger empire more difficult.
Posted by Ray Petersen on Oct 13, 2008 at 02:28 PM | #
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I think it’s just a matter of how aggressive people in your group are. I know that when we’ve played Galactic Emperor, which has been accused of much the same issues, that we never have them, as we are very aggressive, and are unwilling to let this group think take hold. Posted by Dave Kudzma on Oct 13, 2008 at 03:26 PM | #
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