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Conflict-free Competition

puerto rico dubloons

As I plunge deeper into the world of (mostly German) boardgames I develop a new perspective on my long entrenchment in the videogame world. Their game designs and themes are a breath of fresh air relative to the constant frustrations and repetitiveness that competitive videogames are providing. The highest rated and most popular of these games (according to BoardgameGeek), Puerto Rico and Agricola, are especially profound because they are highly competitive without ever having direct conflict.

Take Agricola for example. This is a game about growing a seventeeth-or-so century farm by planting grain, breeding livestock, having kids, and taking on side jobs. This is a solitary job. You mind your own business. The closest there is to any interaction with any other farmers is when each of your family members does an “action” that claims a resource or ability from a shared, global supply (basically, the town.) Once something is claimed no other player can take it for that turn, but they can do anything else that is available. This is what I mean by a lack of conflict. You can’t go into the other player’s farm and burn their crops, or poison their cows, or have sex with their wife. Their farm is theirs alone and whatever they build or do there, with those common resources, is theirs and theirs alone. This might sound like a boring rule-set for a multiplayer game, but it is surprisingly competitive, strategic, and fun.

While there is no direct interaction between players, everyone is competing to create the best farm in the allotted number of turns. The challenge, and all the strategy, emerges from how you use the shared, and limited, global supply. As an Agricola player you need to be aware of what everyone else is doing, what you think they are trying to do, and, more importantly, how this might affect what you need to accomplish your goals. If everyone is constantly accumulating wood to build pastures and stables and new rooms for their house, it might be more beneficial to change your plans towards growing grain and gathering the clay that everyone else is busy ignoring. Of course the nuances of Agricola are far more complex than this and require a lot more writing to properly explain, but the basic idea is just that: manage the resources you need to grow your farm and feed your family amidst a dynamic market, trying to anticipate other player’s needs and the demands they create. It’s, basically, an economic game without the money. It’s also really fun.

I try to think of equivalent designs in the modern videogame world, especially in the commercial spectrum, and I can’t think of one popular, competitive multiplayer game that is strategic with no direct conflict. Not a one[1]. The genre is dominated by shooters (war, violence), fighting games (violence), real time strategy games (war, violence), and turn based strategy games that, too, are often war based. If there are equivalents, they are obscure. It’s a single-minded market.

Amongst some people, there is talk of so-called Ludonarrative Dissonance, about how videogames have a hard time conflating the mechanics of a system with the narrative elements behind the motivations in it. It’s a fine challenge to tackle, but it seems to me to be a lesser issue than the overall thematic bankruptcy that is present. As technology advances, allowing for improved dynamic situations and presentation and control, the vocabulary developers have at their disposal increases. But if it’s applied to nothing but more elaborate ways to shoot people in the face, what’s the point? You are still using the exact same metaphors as one of the oldest videogames: SpaceWar!

This is why boardgames are so fascinating. Free of those technological advances they’re forced to explore mechanics and rule-sets and player interactions rather than new ways to present the same thing. Granted, it’s a specialized market with an audience (and publishers) that’s seemingly willing to try new things. From the boardgamers I’ve met, it’s also generally an older market, one that’s not obsessed with the blockbuster fly-by-wire explode everything attitude that permeates every pore of the videogame biz[3]. That’s not to say that boardgames are without their own set of problems, but not having billions of dollars at stake every year certainly minimizes them.

Market demands and audience considerations are good excuses for a little while, but videogames already are big enough to allow for diversity. There are developers, and scenes, that focus on niche markets and do so with success. So why is it that even they, when creating multiplayer games, stick to the same metaphors of conflict?

Perhaps the general consensus amongst videogame publishers is that non-violent multiplayer games can’t be as exciting, and can’t sell as well[3], as their war-mongering counterparts. Maybe they think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is.

So all this might have been the build-up for a self-serving question, because this is something that I want to play, but I have to wonder: in this economic climate, where are all the economic games?[4]

  1. Not counting things like global leaderboards and indirect competition like that. I’m talking specifically about multiplayer games based on such mechanics.
  2. There’s a culture of one-upmanship that occurs in the battle for those dollars: every big million seller needs to be topped by an even bigger one.
  3. Settlers of Catan has sold over 15 million units over its life. Suck on that Killzone.
  4. This is why I’m curious and excited about Cities XL.

COMMENTS

JP writes (May 23rd, 2009 at 19:05):

Cool post. I definitely share the desire to play more games with indirect conflicts. I have one or two designs for economic-flavored games sitting around I should do something with.

A board gaming group of friends from a while ago coined a term that’s kind of antonymous with your concept of “conflict-free competition”, a property of games we came to call the “screwage quotient”. Many board games make it really easy and/or advantageous to directly interfere with the victory progress of another player, while in others – Puerto Rico being the strongest example I know of – it’s actually quite difficult to directly screw another player, even if you really want to. You’re still in competition with everyone, it’s just indirect.

“Screwage” carries with it a social / emotional cost, and I suspect it’s that cost that turns so many people off multiplayer videogames with their vicious attitude and relentless zero-sum-ness… headshotting a guy is about as brutal an example of “blowing out someone else’s candle to make yours brighter” as you can get.

Unsurprisingly, a lot of the best examples of the games you talk about are from Germany, where boardgames are often a family event. Dad brutally crushing little sis’s empire isn’t really a great family bonding activity.

So viva games with a low screwage quotient I say, we’ve already got plenty of the other kind.

mathew writes (May 25th, 2009 at 12:05):

Do you have a group that you play with? I have had to limit my investigation of boardgaming to mostly 2/3 player games due to the fact that I really don’t think I could get upwards of 4 people together to play anything that requires learning even a page of rules.

Still, at least it means I’ve got reason to investigate the excellent Kosmos line of 2-player games.

n0wak writes (May 25th, 2009 at 21:05):

@JP
Yes, we tend to internally rate games using a similar “fuck withability” scale, of which “Tigris & Euphrates” rates the highest.

And with Puerto Rico you can still, I find, fuck with people quite a bit, but it never comes across as cheap or as a deal breaker. It’s not like, say, something like Risk where if you get hosed early you have nothing to do but sit around for an hour waiting for everyone else to finish. THAT is ass. Games like Puerto Rico, and others, do a good job of minimizing that by giving you alternate options and keeping you competitive (or at least a feigned semblance of it) to the end. This is, quite simply, good balance.

@mathew
An irregular group of three, with wildly mixed schedules. Sometimes we’d meet once a week; other times once in two months.

We used to have four, but, well, certain “social / emotional cost”s have reduced the ranks. It sucks. Most of these games are not ideal with three players and finding a fourth chair (or, pray, even a fifth) is really hard.

I’m open to invites too ;)

Infovore » Bookmarks for May 26th through May 27th writes (May 27th, 2009 at 07:05):

[...] the-inbetween.com: [ Conflict-free Competition ] "Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is." (tags: games conflict boardgames design violence strategy economics tone systems ) [...]

DissolvedGirl writes (May 27th, 2009 at 12:05):

There’s definitely something to be said about a low “fuck withability” factor, especially if those being fucked over have to be convinced to come out and play again. It’s totally different to gank complete strangers online (hell, some even ask for it with their turdish attitudes) – but friends, even game-friends, should deserve a little … more. Another “fun” low screwage game? Ticket to Ride. Though, that can sometimes be luck-dependent as well.

Jarrett at HumanTransit.org writes (June 13th, 2009 at 06:06):

When I was a teen in the 1970s, we were having this same conversation. Then, the video games were gigantic machines in video arcades. But the creativity and engagement were all happening among geeks who had the patience to keep track of hundreds of cardboard tiles and thousands of hexagons, or to maintain complex medieval fantasy lives that unfolded over the span of years.

Of course, a lot of the boardgames were about war, and I assume they still are, but really they were about as violent as chess.

Your description of Agricola is fascinating. It’s surprising that more people don’t enjoy games about business. Perhaps it’s because the decisions and strategies of business are too much like the rest of our lives.

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