I have noticed a paradox in the design of competitive games.
- Can a player come from behind to win on the last turn of the game?
- If they can’t, what is the point of playing the last turn?
- But if they can, what was the point of playing all the previous
turns?
There are, of course, plenty of answers. But I think that examining
those answers can be a useful tool, and a game which has no answers at
all is unlikely to be a good one.
A pathological case is Monopoly, in which – by design – the first
player to gain an advantage is very often, some time later, the
winner. I find it very tedious to be in a game where I'm clearly not
going to win, but I can't simply go and do something else because
that'll spoil the game for the other players. I realise I'm arguing
for player elimination here, which is its own problem… (Though let us
never forget that Monopoly was designed not to be enjoyable but to
make a Point.)
In general, I think that the less player interaction there is, the
more enjoyment one can get from a losing position; there's no fun in
being picked to death in Chess, and its answer is to encourage
resignation when one feels one's position is hopeless (and many
two-player abstract games share this idea). But in many eurogames
where interaction may be limited to drafting from a common pool of
cards one can accept that one has lost and simply play one's own game,
testing tactics or just exploring the mechanisms.
Similarly to the resignation approach, Baseball Highlights: 2045 is
usually played as an N-game season (where N is 3-7): when one side has
won enough games to win overall, that's the end. And some games have a
score, or score margin over the next player, at which one can declare
a win even though there might still be turns left.
Another answer is exemplified for me by Onitama. While one side or
the other may have an advantage, generally one feels until the last
moment that one might pull out a win, so the span of time during which
one's thinking "I've lost but I have to play this out anyway" is
minimised. (Even for this quite short game.) That may well be why it's
the Chess-like game I enjoy most.
Or one can simply make the game enjoyable in its own right. To my mind
Firefly does this; there are certain traps for the novice player
(particularly taking on Misbehave cards without sufficient resources)
which can lead to major setbacks, such that one is very clearly not
going to win, and when I've found myself in that state I've just set
my own goals.
Kingmaking is another consideration, though that's not ideal; if
finisher #3 can choose which of #1 and #2 is the winner, that's
interesting for them but it can feel awkward overall.
Rallyman: GT can suffer from a runaway leader (they have a harder
job because they have to set the pace, but it's often difficult to
catch up unless they make a mistake). Its usual solution is to give
points for places, and I think the game is its best in a racing season
where lower places are still worth competing for. (I'm looking forward
to Rallyman Dirt next year which promises a racing format in which
the same set of cars competes over a series of quite different
courses, encouraging all-rounders but testing them in different ways
each time.)
Or of course one could play cooperative games…
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