Latest / Pick Up and Deliver / Juggling Complexity (Not Quite Enough 3)
Transcript
- 0:04Welcome to pick up and deliver the podcast where I pick up my audio recorder
- 0:07as I head out for a walk and delivering episodes, you will I stroll
- 0:10around. I'm Brendan Riley. Well, good afternoon, listeners, are actually
- 0:23good morning listeners. It's a lovely day here in suburb rynch Chicago. It
- 0:28is mid November and the weather is relatively crisp. The temperature thing inside our
- 0:33host said it was in the high thirties, but it feels warmer than that
- 0:36to me, so I don't know, maybe it hasn't been updated recently.
- 0:40I'm out today to take a little bit of a walk before I settle in
- 0:43for a long day of meetings and emails and grading. It's going to be
- 0:48a hoot, so let's just get into it. Glad to see you.
- 0:53So I was thinking about this because, as I said, it's going to
- 0:57be a long day of emails and meetings and stuff. And right now in
- 1:00my job, I am experiencing what I would call the challenge of juggling complexity.
- 1:07That I have a lot of plates spinning and I'm working to keep them
- 1:10all spinning in a variety of different tasks that all need to get done,
- 1:15and it's hard to find enough time in the day to get them all done
- 1:18and keep them moving. So that is the current challenge I'm facing in work.
- 1:23So even though I find that really fun in gaming, I don't find
- 1:26it fun in work. It's real stressful. But I'm also particularly stressed out
- 1:32this morning because my computer died twice this morning with the kind of error that
- 1:36looks like it's the computer is dying for good error. And it's a very
- 1:41inconvenient time for me to have my desktop PIEC fail on me, So that's
- 1:47very stressful as well. I do have a laptop so I can attend my
- 1:49meetings and do my work meetings today, but it's if it turns out my
- 1:55desktop is dead or so significantly dead enough that I have to do repair work
- 1:59on it, I'm gonna be real sad. And it feels like that is
- 2:02the case. So we okay, So juggling. So my topic today,
- 2:09now that you're done with the sad Brendan tiny violin playing, is that I
- 2:15want to talk about juggling complexity. I've been thinking about this since I went
- 2:20to my design partner Robs game Day and good Friend game Day or game weekend
- 2:28recently, and I got to play a couple of games that really really hit
- 2:31this spot for me, and so I thought it would be fun to talk
- 2:35about the idea of juggling complexity. So I've often mentioned, if you've listened
- 2:39to the podcast for a long time, that my favorite feeling, my favorite
- 2:43experience in a game is oh, just not enough. That's what I call
- 2:46it. The idea that you have a game where the different mechanisms are in
- 2:52place in such a way that you get to a point where you feel this
- 2:54sort of crisis of decision because you just don't have quite enough to do it,
- 2:59and you're trying to figure out how to get enough to do it.
- 3:00So I thought I would share a couple different versions of that feeling and get
- 3:07your feedback on them. Now, it's possible that I am splitting hairs too
- 3:10finally, and then what we're going to find is this is one hair that
- 3:14I've tried to cut into three. But I think it's worth talking about how
- 3:17these different effects in game design manifest and how they give me that feeling of
- 3:23all, well, just not quite enough. Okay. So to start with,
- 3:25I think the first version of that that I want to talk about is
- 3:29the idea of speed versus efficiency, and I've experienced this lately and most often
- 3:35recently anyway, in ark Nova. Ark Nova is of course a very well
- 3:40known tableau builder engine builder that's come out recently or in the last couple of
- 3:47years, and it's about building a zoo. And the big thing in it
- 3:52is that you have these cards, and the cards increase in power as they
- 3:57move up the action track. So if you take the one at the time
- 4:00of the action track, it's worth sort of five power, and if you
- 4:02take it when it's lower on the action track, it takes less, but
- 4:04then when you take it it goes back to the bottom and now it's a
- 4:08one. And each of the five cards that give you the five different actions
- 4:11you can do during the game can be upgraded, so there's really kind of
- 4:14ten actions you can do, or five and then five a supercharged version of
- 4:18each of those, and with the power on them at higher levels, they
- 4:24give you access to more stuff, but some of them they become more efficient
- 4:27in terms of if you think of the game as having a limited number of
- 4:30turns. The Animal card, for example, the one that lets you put
- 4:32animals into your zoo. If it's at level five, you can put two
- 4:38animals into your zoo, but in order to do that, you have to
- 4:40have enough money to pay for them both, and you having to have to
- 4:43have enough enclosures built that you can put literally put both animals into your zoo.
- 4:49So there's a really interesting trade off there between the speed of Okay,
- 4:56I have one enclosure built, I'm gonna put one animal in. It doesn't
- 4:58matter that it's not that I'm not up to the top of that track.
- 5:01That you getting that engine going feels fast, but then you're using your turn
- 5:08to just do one thing. It's sort of incremental, and with some of
- 5:11those animals, the payoff it's good, but it's not amazing. And so
- 5:15it feels better to me to use the animal card when it's on that five
- 5:19and be able to put two animals in. But often in order to do
- 5:21that, I have to take a couple of suboptimal turns to either get enough
- 5:25money or get enough space or whatever. And perhaps it would be smarter for
- 5:30me to spread out those suboptimal turns into the animal thing too, and then
- 5:34I would be getting more income from having more animals on the boat. Right,
- 5:38So there's this efficiency balance and so I think of the idea of speed
- 5:43versus efficiency, because then it's at its heart Arcanova is a game where you're
- 5:46racing to get enough points to end the game, right that unlike a lot
- 5:50of games where it has a set end time and the person who ends the
- 5:55game gives everyone else one more turn and then you do score, or there's
- 5:59a set of rounds and the game ends and you all do your score and
- 6:01ark nova. The game ends when somebody gets a high enough combination of the
- 6:05two different scoring tracks, and then once that happens, everybody gets one more
- 6:09turn except the person who did it. So there's an interesting sort of chicken
- 6:14dance at the end as you're lining up your end game scoring points and trying
- 6:17to get to the point where when you take that last turn you'll get as
- 6:19far ahead on the scoring track as you can, because if you're the one
- 6:24who ends the game, everybody else gets one more turn, and if you're
- 6:27not the one who ends the game, you need to be in a position
- 6:29to get past the person who does, which is often very hard because usually
- 6:31somebody ending the game knows they're doing it and they make a big play at
- 6:34the end. So there's this question of speed racing to getting the end point
- 6:41versus efficiency of actions, where you maybe go a little slower at the beginning,
- 6:44but because you've built up this efficiency, you get there. And I
- 6:47really love that tension, and that's part of what I like about ark Nova.
- 6:50I'll also say I feel the speed versus efficiency thing in Praga can put
- 6:55Regny, which is different because in Praga you have a set number of rounds,
- 7:00right, and so speed isn't as crucial, But there are some bonuses
- 7:04that you get that you get if you're the first person, or you get
- 7:06first pick at them, if you're going in a certain direction and the spaces
- 7:11are all getting taken up. So it's a race to colonize. That's not
- 7:14a great word, but it's a race to take control of different spaces on
- 7:17the board, ideally faster than your opponents did, because you don't want them
- 7:23to get all the bonuses for taking control of those spaces. So progre but
- 7:27Regne also has to me that feeling of maybe taking a couple actions to build
- 7:30up the efficiency of your later actions, but then being slower off the blocks
- 7:34in terms of taking things and getting bonuses and whatnot. That said, there's
- 7:39not a ton of that. I'm first here. I get the best thing
- 7:43in praga is very has a strategic element where you're building these long term goals,
- 7:47but it's also got a tactical element of what's available when it's your turn.
- 7:51And you know, I think those two together make it a pretty good
- 7:56balance of different options. So speed versus efficiency is the first of the plates,
- 8:01or the first of the versions of juggling complexity that I wanted to mention
- 8:07today. The second one is one I'll call ducks in a row. Ducks
- 8:11in a row refers to the idea that a game uses a series of interconnected
- 8:18systems to set up different actions, and that in order to pursue those,
- 8:24you have to have quote unquote all your ducks in a row. Right,
- 8:28you have to have everything lined up in order to take the action. I
- 8:31distinguish it. So ark Nova, I just said, has that right.
- 8:33If you want to play an animal, first you have to have the money
- 8:35to play the animal. Then you have to have the required symbols, and
- 8:37you have to have a spot to put the animal, and so to do
- 8:41the animal placement, you have to have all these other things arranged. That's
- 8:43true, and most of these games do have similar things like that. The
- 8:46place I would say the difference is is that I don't feel like in ark
- 8:50Nova, the challenge is remembering to do all those things. It's just to
- 8:54get them in place. Whereas in the version of Ducks in a Row that
- 8:58I'm talking about, one of the mental challenges is setting up the chain of
- 9:03chain of events that will allow you to do the thing you need to do,
- 9:05because the way that the event the things intervene is so complicated, and
- 9:09of course if you haven't guessed it yet, I'm talking about vital Asserta games,
- 9:13particularly on Mars, but literally all of them that I've played use this
- 9:18method of complexity. Sometimes on Mars is the one I feel at the most
- 9:22because it feels like that's the one where the most often, it's the most
- 9:26often that I go to do a thing and I remember, like, oh,
- 9:28dang, I needed to do these two other things first. In order
- 9:33to be able to do this thing right. You need to make sure you
- 9:35have the right fuel, and you need to make sure you have the space
- 9:37available and the worker is available, and that blah blah blah blah blah.
- 9:41Right, there's all these interconnected systems, and in order for you to succeed,
- 9:46you have to jump into that interconnected flow and keep up with it.
- 9:50And I find that really exciting, and it is the feeling of oh,
- 9:52just not quite enough, but instead of not quite enough time, which is
- 9:56what's going on in the speed versus efficiency versions, in this one, it
- 10:03feels like not quite enough planning, Like it is a game that challenges you
- 10:09to decide how far out you're going to plan, because each step of a
- 10:15process gains benefit from having planned for the previous step, and so at some
- 10:20point you do have to intervene with the less you know, the less ideal.
- 10:22But like by way of example, on Mars has these Science Advisor cards
- 10:28that you can get, and to get one takes a fair amount of work.
- 10:31You have to get the right resources and play in the right spot and
- 10:35have the right stuff available. I don't remember exactly. But then what you
- 10:39get when you get the Science Advisor is you get a little spiff on something
- 10:43else you're doing. Maybe you get an extra action, maybe you get an
- 10:46extra resource. Every time you do a thing, it's an increase in efficiency
- 10:50and it's sort of a bonus. But then order to make most use of
- 10:54that, then you have to plan more in order to execute the plan with
- 10:58that efficiency at the right time. And then once you get that new bonus.
- 11:05Now that new bonus provides you a benefit, but in order to make
- 11:09the most use of it, you have to plan even moreheads So the challenge
- 11:13in vitalisura is deciding when do you give up on the planning and just move
- 11:18ahead, which is kind of speed versus efficiency a little bit. But to
- 11:22me, the really crucial and delightful challenge in it is that moment is that
- 11:30trick of trying to get all the ducks in a row in order to I
- 11:35don't know what the follow up is on If all your ducks are in a
- 11:37row, then what you can go swimming? When someone says get your ducks
- 11:41in a row, I don't know. I don't know what the actual metaphor
- 11:46is, right Like, I understand, I understand the meaning of get your
- 11:50ducks in a row, but I don't understand the definitional purpose of that meaning.
- 11:56If that makes sense, I'm not sure it does, but to me
- 11:58it makes sense. So that is juggling complexity ducks in a row. The
- 12:05other game that I would say, does that really well is underwater cities,
- 12:09because in underwater cities, in order to build things, you almost always need
- 12:11two different resources at least, like the tunnels and the cities both take multiple
- 12:16resources, so you're constantly thinking about like spending those resources, producing those resources,
- 12:22having them available, getting them. Also, which cards you have,
- 12:24what order are you going to trigger your cards in? Are you going to
- 12:28be able to make use of one of the cards? One of the spaces
- 12:30that matches the color of your cards, you can use your card and the
- 12:31space. There is an awful lot of planning and awful lot of sequential planning
- 12:37that has to go into making things happen in underwater cities. That said,
- 12:41I think underwater cities has a kind of a level of forgiveness that I don't
- 12:45feel as they're in on Mars. I think in underwater cities you can find
- 12:48a way around to resources you're missing without nearly as much penalty as you get
- 12:52from something like on Mars. That might not be true, that might just
- 12:56be my impression. Underwater cities does really fit that ducks in a row idea
- 13:03as well. So the third kind of not quite enough. So the first
- 13:09one was not quite enough time to act the second one like like, I'm
- 13:15trying to get things done quickly, because you're trying to get things done even
- 13:18quicker. So we're racing right. Not quite enough speed is maybe the word
- 13:22I'm looking for there. The second one is not quite enough planning or not
- 13:26quite enough organization. Well, the third one of not quite enough would be
- 13:28time. I see why I went back and revised that earlier on. So
- 13:33in this case, what I mean to say is time to prepare for the
- 13:37known problems. And the classic for this of this for me is agricola.
- 13:41And part of what makes agricola amazing is that you have to feed your workers,
- 13:46feed your people, and you have to feed your people a not insignificant
- 13:50amount of food. Right that, the premise is that you're a medieval subsistence
- 13:54farmer in the area that would eventually be Germany, and subsistence farm earning enough
- 14:01growing enough food for your family to subsist, meaning survive. And the whole
- 14:05point of agricola is you slowly, over the time get more efficient and generate
- 14:09more value for your farm, but you always have to keep minding the food,
- 14:16and the game makes you take begging cards for every point of food you're
- 14:20not able to feed your family, which is devastating. I mean, a
- 14:24really good score in agricola is sixty points, and that's a really good score.
- 14:28I've often won with points in the forties. If I have a game
- 14:31where I get into the fifties, I considered it a very good game.
- 14:33And a begging card is three points lost, meaning if you got an excellent
- 14:39score of sixty, that begging card is five percent of your score. If
- 14:41you're only getting forty points, it's closer to ten percent, right, So
- 14:46the minus three card is really and if you haven't been paying attention enough to
- 14:52take one begging card, chances are you taking two or three. But so
- 14:54the way that gricola works is at the end of these seasons and at the
- 14:58beginning you get four I think you get four rounds before the season hits,
- 15:01and then it gets closer together as it goes along. You have to feed
- 15:05your people. You have to spend two food per person, and if you
- 15:07have a child a character that was just created that round, it's only one
- 15:11food. So in the first round or at the end of the first four
- 15:16rounds, you have to have four food saved up in harder to feed your
- 15:18people. And it just gets worse as you get more people. You can
- 15:20have a total of five people, meaning you have to have ten food to
- 15:24spend some cases every two or three rounds, which means you have to have
- 15:28a food engine going. You have to be growing crops and baking bread,
- 15:31or you have to be harvesting animals or whatever. There's a variety of different
- 15:37ways you can feed your people, but you have to be able to do
- 15:39it. And with the complexity of Agricola and the fun of planning for turn
- 15:46based efficiencies and acquiring goods and setting up things, I find it really hard
- 15:52to remember to feed my people. It's very easy to get to the second
- 15:58to last or even the last worker in the round before harvest, and then
- 16:02you realize like, oh dang, I forgot to think about food, and
- 16:06then your whole game is tanked. So that to me, that is a
- 16:10fascinating and crucial part of the game, especially because if you're not doing well,
- 16:14it's really easy to spend all your turns getting food and never really advancing
- 16:18your farm very much, which I think is an amazing bit of development.
- 16:22Now. Of course, Uviy Rosenberg, especially in this early games, was
- 16:26really good at this and it was a really big part of his games.
- 16:29He does it in Kaverna as well, but it's easier to dodge the trouble
- 16:32in Kaverna in games like Rake Holt or I think at the Gates of Loyang,
- 16:37although I have not played that. In that one, you're developing goods
- 16:41and you have to kind of have the goods in a certain order, and
- 16:44if you don't have them, then you can't sort of move forward to the
- 16:45next one. So there's an interesting give and take on those things, and
- 16:51I like that. I think it works really well. The other game where
- 16:52I feel this pressure, and actually I feel it more. I think it
- 16:56is more dramatic in this game than it is in Agricola is tri carryon.
- 17:00In tra Carryon, you have to pay your workers and if you can't pay
- 17:04them, you lose points. The punt penalty is not quite as harsh as
- 17:07Agricola, but it's not nothing. And that's a key part of the game
- 17:11because money is relatively scarce, especially if you screw up and you don't get
- 17:15a good performance. You might get towards the end of the run and really
- 17:18not have much money, and you have to waste an action going to get
- 17:22money. You also have to spend your money on the goods to make the
- 17:25tricks that you're going to perform in your magic show, and that's money that
- 17:27you were going to use to pay your people. So it is a really
- 17:30tight economy game that's really fun and really interesting, but very difficult. Again,
- 17:36because you're thinking of so many other things. It's really easy to get
- 17:40to that moment when you have to pay your workers and be like, oh,
- 17:42I totally forgot about paying my workers. Oh dang, here is all
- 17:47of the penalty that I'm getting now. Because I was focused on points,
- 17:51you're focused on acquiring new materials or whatever. So the feeling of not quite
- 17:56enough time to resolve the pressure not quite enough time emerges for me and things
- 18:03like Agricola, Entra Carrion, and that's part of what I really like about
- 18:06those games. Now at the game day, I have an opportunity to play
- 18:08two games that for me both income, both embody the not quite enough feeling.
- 18:14On the one hand, you have Brass, which is very much to
- 18:17me a game of speed versus efficiency and ticking clock. The ticking clock there
- 18:22or ducks in a row, I mean, speed versus efficiency versus ducks in
- 18:25a row, because to get everything ready to sell something in Brass you have
- 18:30to kind of get all of these different pieces in place and be watching the
- 18:33other players so that you make sure to do it in a way that they
- 18:36don't steal away your stuff. On the other hand, you also have the
- 18:41ticking clock of you have the question of speed versus efficiency in terms of like
- 18:45you want to try to sell two goods in one turn. That takes a
- 18:47lot more coordinating, especially if you're selling goods that require beer, which is
- 18:51what you're playing Brass Birmingham. The other option is to try and is to
- 18:57try and set things up before the other pressure is the end of the game.
- 19:03Right the game has played in two rounds, there are not that many
- 19:04cards. I think you get, you know, fifteen turns or something on
- 19:10maybe eight turns on each half of the game. It's very quick and it's
- 19:15delightful, but really intense. So Brass and Brass Burmingham are one of those
- 19:19games that make me feel that way. The other one that I played recently
- 19:22was or Leons. Now Orleons doesn't have quite the same kind of pressures,
- 19:26but the big thing is the pressure of deciding what to push for and when
- 19:32the challenge of pulling the cocain the right getting the right tokens, pushing for
- 19:37the right goals, focusing your points, it all works out really in a
- 19:41really interesting way. And there are a number of different levers you have to
- 19:45pull to try to get to the end state, and you always feel like
- 19:48you just don't have quite enough stuff to do it. And I love that
- 19:52so Orleons would be another example of this stealing. So what games do you
- 19:56play that you would talk about as be about juggling complexity? Which ones that
- 20:00I mentioned are your favorites? Which ones would you like to try? Which
- 20:04ones do you think I should try? Head over to board game get Guild
- 20:07three two sixty nine and let you let me know your thoughts on those games.
- 20:11Uh, and I look forward to talking to you about it there.
- 20:14Thanks for joining me in my walk today. I hope your next walk is
- 20:17as pleasant as mine was. Bye bye,