Showing posts with label Enchanted Forest. Show all posts
Showing posts with label Enchanted Forest. Show all posts

Wednesday, 12 August 2020

Last Week's Games: Speculating on the merits of luck vs skill in tabletop games.

I found myself thinking about luck vs skill when it comes to hobby games, in the light of some of the things that have been happening in my house and in the wider gaming community. The argument is as old as games themselves but for those of you who might not know: In almost every game you play, there is an element of luck. Traditionally this is done through dice or cards, and lately certain games have mobile apps that can handle a lot of the random number generation those items provide. The games that are reliant on luck – Snakes and Ladders, for example – are usually easy enough to play, but they’re often less engaging in the long term (or even to the end of the game!) because the players never really feel like they’re in control of what’s going on. On the other hand, games that rely entirely on skill – Chess is probably the most obvious example – are potentially more engaging but as the player base is highly skilled, it also has a higher barrier for entry which makes the game hard to access in any enjoyable way. 

This came up in the news this week where I noticed that SteamForged games are bringing their support of their game Guild Ball to an end – a game that’s been going for six years that I meant 
Apparently these two are called
Ox and Shark. I never knew.
to try at some point but never got around to giving it a go. Since I never played the game, I’m going mainly on what they’ve said in their blog that covers it, but a lot of the problem was that Guild Ball relies almost entirely on the skill of their players to play the game. To echo the article, this created a situation where you would win your first game – the ones that the developers showed you how to play – and lose your next hundred, as you faced off against player after player who had been playing the game a lot longer than you, knew exactly what they were doing and what they needed to do to win. There was nothing in between; no lower class of players that would happily have a casual game you could just enjoy. You learned to play, and then you were in with the big boys who would show no mercy. A high barrier to… not necessarily entry, but to play on any level that might be engaging or fun, doesn’t create a sustainable business model, and sadly now it’s reached the point where the creators of Guild Ball are calling it a day on what was otherwise an excellent game. 

The most obvious basis for comparison is Games Workshop’s Blood Bowl – a game far more reliant on luck, but with a loyal fanbase, if not necessarily indefinite support. But I’ve never played the tabletop version of it either. 

Presumably some forest, or other. One that's Enchanted.
The game I’ve been playing is The Enchanted Forest with Jessie and Kirsty. This game relies almost entirely on luck and won Game of the Year in 1982, though from what I understand that wasn’t a great year for board games. As I said last week, it’s not a particularly well-designed game, we can’t really play it to the conclusion written into the rules as Jessie gets fed up with it before then once the initial novelty has worn off. But it’s easy for her to play, she’s even getting the hang of moving pieces on their movement squares, and understands what she needs to do to win – even if she hasn’t quite worked out that you’re not supposed to share that information with the rest of us. This game is nearly 40 years old and still being printed to this day, not many games can say that, and the ones that can is mainly due to the fact that their barrier for entry is far more broad than those games that rely on skill.

Tuesday, 4 August 2020

Last Week's Games: Not Tonight and Enchanted Forest

This week I’ve played a new game on my Switch: Not Tonight. I’ve been playing it for a while now; it’s left me with a few things to say, and be warned: some are political…

Here we manage a guest list
and a regular line...

It’s a difficult game to describe, but if you could imagine a point between Papers Please and Brexit: The Game, that’s about where we are. In a version of the UK that had left the EU by 2018, a second-generation European immigrant has been confined to poor living conditions and has been forced to take a job as a bouncer in order to raise the £2500 per month needed to prevent him from being deported. You take jobs from some venues in the local area (beginning in the South West of England,) and the aim of the game is to manage the queue to get in to allow a certain number of people into the venue in roughly four hours of game time. You’ll be checking people’s ID – against their age to begin with, but the game soon escalates with guestlists, fake IDs, prejudice against people from certain countries, and the pressing need to keep on top of your own finances. This results in you having to micro-manage two queues and dealing with a horribly short time limit to get everything done – but get it done you must, or you will lose the game.

Even the title screen is sneering at Brexit...

Not Tonight is an odd game. The mechanics work well enough and make for an interesting and engaging experience. But beyond that, it seems to have a lot to say as an art form – or at least, how the developers thought a post-Brexit Britain might look like. As a British-born European on the edge of being deported, you’re treated with the upmost contempt from higher authorities than you, regular contempt from your bosses who are relying on you to make their night work (even the more friendly ones can’t resist a bit of Euro-baiting condescension,) a certain amount of grudging respect from people who are waiting in line to get in to their chosen venue, and the only people who treat you as equals are the other European people who are in a similar situation. It’s not without a sense of humour: even if Britain had left the EU as soon as the referendum result came in, the earliest it could have done so would have been roughly half-way through 2018, not at the beginning of it when the game starts, and even the most capricious racist is unlikely to be as open about it as the game suggests, so it’s obviously not meant to be taken too seriously. The problem for me is that as I sit on the pro-EU side of this situation, and I’m genuinely concerned for what Brexit is going to mean for my future for reasons I’m not going to go in to now,[1] some of the intended humour was lost on me. In a way, playing Not Tonight was a bleaker experience than Papers Please, as at least I’m a long way from the political situation the latter was purporting to represent. But ultimately, it is an uncommon experience that I’m glad I’ve had. Let’s hope I can see it through to the end!

The treasure is under the trees - who will find it first?
Beyond that, I’ve been on a bit of a painting kick – mainly because I’ve started a new painting section to the blog that I run alongside this, and I wanted to be able to say I’d painted something in the month of July! (Here’s the first edition, erroneously titled Last Week’s Painting.) For that reason, I spent a lot of my free time last week painting rather than playing games, but I did have a go with Enchanted Forest, a game about hunting for fairy-tale treasures in the titular forest. It’s OK – it appeals to my daughter because she likes fairy tales and treasure hunting, but the mechanics aren’t particularly well-designed, and it can get very one-sided towards the end of the game. Nonetheless, we enjoyed it while it lasts and will probably play it again.


[1] Mainly because trying to explain my concerns to people who voted leave has the same general effect as trying to headbutt a rhinoceros to death.