Articles Rants & Raves Don't spoil the ending!
 

Don't spoil the ending! Don't spoil the ending! Hot

Don't spoil the ending!

*kh.... huuhhh* "LUKE.... I AM YOUR FATHER."

And just like that, all of Star Wars was ruined for me by the age of four.  I hadn't even seen any of the movies yet, but by 1989, this was such a commonly said phrase in American culture that any chance of me being surprised by the most important revelation of the trilogy was lost forever.  I still don't revere the movies nearly as much as those of you in your thirties and beyond, and I think this is one of the main reasons.  I don't like knowing what's going to happen before it does.  Suspense is cool stuff.

The same goes for me and books.  At some point during high school, I stopped reading Robert Jordan's Wheel of Time series around book 6.  Not at the end of the book.  Just the middle somewhere.  I lost the bookmark.  I came back a few months later and tried to find my place.  I read a few pages and though "hey, I read this part, BORING."  Then I moved on to eventually find out where I had left off.  It didn't take me very long to decide that the rest was boring too, but the original point stands- I don't like reading the same thing twice- that combination of déjà vu and wasting my time combines to make me want to do something new.

The pattern continues in video games.  From the ages of about 8 to 14, I played a ton of JRPG's.  I'd almost unilaterally play them one time each.  In some cases, like for Final Fantasy III (or VI in Japan), I got to the point where all I had to do was beat the final boss, and then I left the game alone for about 3 months.  I didn't want to end it.  It would be over then; I'd know the ending.  Meanwhile, Chrono Trigger ended up being my most replayed RPG of all time, because it had multiple endings and a genuine sense that your actions in the game helped shape the future of their world, and unlike many later games which were very open-ended, you also still experienced a cohesive story including characters that you actually cared about.

Aside from RPG's, my second favorite genre was fighting games: Street Fighter 2, Killer Instinct, Mortal Kombat, Soul Blade, etc...  These kinds of games were always intense and satisfying right down to the last sliver of life.  You could always turn it around.

So what does this have to do with this place, the fortress of Ameritrash?

I find that I appreciate the same thing in board games.  As soon as I know the outcome (who's going to win) I want the game to end quickly so I can play something else, or play the same game again, looking for a rematch.  In a really bizarre way, I'm drawn to AT, not because of their theming or cool components, but largely because their mechanics create situations I enjoy and wish to repeat.  Although I somewhat enjoy Power Grid, what really bugs me about it is how stale the end-game feels.  After many intense auctions and warring over the energy markets, the game becomes a deterministic affair where one or two players have the capacity to win, and the others just have the capacity to get in the way, and in their best-case scenario, make the whole thing drag out another turn.  I played Age of Steam for the first time last Saturday, just to see what it's all about.  I figure I should see what's on the other side at least once before I decide I don't like it.  I don't like it.  It's not because I don't want to play a train game.  It's because I don't want to play a train game for 4 hours when you can see who's in 1st and 2nd place after 40 minutes.  It felt like work, not because my brain was "burning," but because it wasn't fun and I was looking at the clock waiting for it to end.

There are some Euros that I do enjoy.  I really like Settlers, Dominion and Race for the Galaxy.  I'll likely even play them over most AT games.  What I do like is how they incorporate randomness and uncertainty into the math, and they don't take too long. I like how they obfuscate the victory conditions enough to get you to focused on just doing "better" rather than winning the game alone.  Sure, I bet I could be better at Dominion or Race if I kept track of everyone's VP's, but it doesn't seem necessary to playing.

And yet some Euros just fall flat.  Stone Age strikes me as incredibly overrated and uninspired, an amalgamation of other game's mechanics with an obligatory scoring track that reminds you that that's all that matters.  The dice don't do anything to make it more "fun."  DIce-rolling without any interesting decisions doesn't add interest to the game.  "Oh man, with that roll, I could have gotten a yellow block instead of this gray one.  Boy did I mess up!" I don't like either of the "big two" either of PR or Agricola, and perhaps a case can be made for lame themes detracting from my enjoyment here [I really don't want to farm, whether it's with slaves or not].  But they also just waste too much time waiting for other players to think, so they can get 3 of something instead of 2!  I really enjoy Dungeon Lords though.  I wonder if it's just because you don't score a damn thing until the very end.  Up until then, it's all about focusing on important tactical goals, like making your tax payments, whacking the paladin, or making sure you get that Dragon instead of someone else.

Perhaps my favorite games of all are the intense two-player struggles with short game lengths, like Magic: the Gathering, which I first played when I was around 9, and my current favorite, Summoner Wars.  In a two-player game, there's never an odd man out who has no chance.  It's not over until the last life point is removed, and up until then, the uncertainty of the cards and/or dice mean that it's almost always possible to stabilize and turn it around.

But if I were really looking for a test of skill and the chance to get my head to sweat or burn, I'd go to a Judo tournament.  4 minutes there involve more important decisions, more penalty for missteps, and more challenge than a 4-hour game of Age of Steam ever could.

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Comments (20)
  • avatarSuperflyTNT

    You're on point again, James. There are a lot of terribly anticlimactic endgames out there, and it really does spoil the experience more often than not.

  • avatarBienardo

    I enjoyed replaying Final Fantasy 2 and Chrono Trigger so much I imported the soundtrack. It got so bad I videotaped myself getting to Zeromus in under 10 hours.

    You must have played Age of Steam with some pretty brutal unsympathetic players. My first game I was coddled and allowed to build in my own area of the map while the others beat each other into a close game submission. I've been in games with a runaway before, which ended in either everyone conceding the game early or ganging up on them and listening to whining.

    What buttons do I push to play Judo tournament? From the physical and mental condition of most gamers I don't think many of us play for a test of skill or to make important life altering decisions.

  • avatarBienardo

    I'd argue that most games can end anticlimactically depending on the people playing and the development of the game play. I don't enjoy playing Settlers or Dominion anymore because many of the people that still play them love to keep track of everyone's VPs. Thankfully neither of those games lasts more than 60-90min so I don't have to suffer through watching myself or others lag behind.

  • avatarSka_baron

    Black Barney and I had a VERY MANLY discussion about this in the movie thread.

    Feel the exact same way and feel sad towards the end of a great book because I know I'll be done reading it soon. I *hate* spoilers (internet and friends) for something I'm going to enjoy because you NEVER get that first viewing again. That is sacred to me.

    I finally started watching Firefly last year for example and stopped halfway though. I loved it. But I knew it was finite. So maybe some day soon I'll start rewatching from the beginning and finish. It's just some things I like to savor.

    Never made the connection between this and why I love AT games though and think you're amazingly insightful. It's how I play perfect info euros. Why keep track of the score most of the time? Why count cards (if it's harder to do than in, say, Euchre)? I'm smart enough to have a general sense of what's going on, who's winning, and who's eating my dust. Play from the guy. Make quick calculations and roll the dice, I say.

  • avatarBlack Barney

    *very manly meaning we smoked very long and thick cigars while discussing this stuff

  • avatarShellhead

    Even some AT games can have anti-climactic finishes. For example, I've played some games of Space Hulk where the final couple of turns were a cakewalk for the Marines.

  • avatarmoofrank

    It helps if you stop when you are sure that someone won.

    Although one of the great rules ever is the Train Raider Do or Die option.

  • avatarJonJacob

    Although I agree with your main point to some degree I think there is room for maneuverability.

    The new Star Wars movies are a retarded idea from the get go because you can't watch the "first" three and not have the ending of Empire ruined for you, plus the first three could be cool if you didn't know the hero would become the ultimate villain. So they cannot work together unless they are very strong as stories above and beyond the element of surprise.

    It doesn't matter if I know about Rosebud or not, Citizen Kane still works as a movie. A good film can draw you back even after all the suspense is gone by hiding more in the movie. Sure, you know the big twist but what other gems could be hidden inside? I've watched Barton Fink 20 + times and for awhile I was still discovering new things about the film, it doesn't matter if I know who John Goodman's character is I still don't know what's inside the box... (you need to have seen it to get that). There are some things that are never revealed, the Cohen's brother movie to Barton Fink is probably Millers Crossing, they were done at the same time and in that one I'm still wondering what the fuck does that hat have to do with anything?

    Robert Jordan may not be re-readable but funny enough Robert Howard is. His writing isn't good by any stretch but it's so full of energy and conviction, plus it moves breathtakingly fast, that it still holds up for repeat reads.

    Everyone knows how Romeo and Juliet ends, they watch for the performances, the beauty of the prose, not for the now predictable ending.

    Many games I feel the same way about, if I know who's going to win I want it to end. But a good game of TI:3 might have me so dismally far behind that I've lost all hope and I'm winning incessantly, but I'll be damned if I don't enjoy every minute of that and also enjoy trying to fuck with whoever fucked me and stop them from getting any where significant. But if I'm 70 points back in crib and the other guy is 5 from the finish line I'm not real inspired to play it out just to see if I get double skunked or only single... but I will.

    Interesting article, it's good food for thought.

  • avatarmikoyan

    The boat sinks.

  • avatardan daly

    Good article. I like the same thing in games- uncertainty, tension, the possibility of dramatic reversals of fortune. And while I like longer games (2-4 hours is long for me at this point in my life) I don't like games that overstay their welcome.

    I'd recommend the following:
    Risk 2210
    Age of Empires III
    History of the World
    Formula 1
    Hive
    Twilight Struggle

  • avatarSagrilarus


    This man is obviously a baseball fan.

    S.

  • avatarBlack Barney

    That's not a boat, miko, it's a ship

  • avatarmikoyan

    Actually, I know it's a ship....but it's funnier if you say boat.

  • avatardcorban

    I'm not going to nitpick too much here but, seriously... four hour Age of Steam? I guess these are the same people who claim 8 hours for World of Warcraft or six hours for Through the Ages.

    I also found it interesting that you deride Agricola, then proceed to praise Dungeon Lords for specific gameplay elements which also exactly describe Agricola!

  • Canttakethisanymore

    This stream of conscious stuff doesn't float my boat. You need to consolidate your arguments.

  • avatarJexik
    Quote:
    Everyone knows how Romeo and Juliet ends, they watch for the performances, the beauty of the prose, not for the now predictable ending.


    Live theater is a different thing entirely, because each group of actors bring themselves into it, making it unique. I've only seen the Clare Danes/Leo DiCapprio version once though, and probably won't again.

    Quote:
    I'm not going to nitpick too much here but, seriously... four hour Age of Steam? I guess these are the same people who claim 8 hours for World of Warcraft or six hours for Through the Ages.

    I also found it interesting that you deride Agricola, then proceed to praise Dungeon Lords for specific gameplay elements which also exactly describe Agricola!

    There was one new player (me) so part of that time probably including teaching, and the rest of the guys deciding which map to play on. Also, it was a 5 player gamer and a couple guys tended to think a lot? My turns went pretty quickly, but I also realized I was stuck in 3rd or 4th place pretty early on.

    How many paladins do you get to capture in Agricola? And you still don't choose your actions at the same time in 'gric. That's what I hate the most. Watching people think is one of the most boring things to do unless I've got cards in my hands.

    Quote:
    This stream of conscious stuff doesn't float my boat. You need to consolidate your arguments.

    Yeah. I didn't know how this article was going to end.

  • Mr Skeletor

    Hahaha, best ending to a post ever.

    You make a great point, and its the reason I like the ending of orginal Starcraft (with special victory conditions) to the endings you get when you add brood war, even though brood war's winner is probably more deserving.

  • avatarhappyjosiah
    Quote:
    I like how they obfuscate the victory conditions enough to get you to focused on just doing "better" rather than winning the game alone.

    Bingo! This is a great article (if a bit stream-of-consciousness) mostly because it encapsulates exactly what I like in a game as well. Games can have meaningful strategy without being calculable. An element of chance (like dice!) is a better way to do this than hidden victory points, IMO, but it still works.

    I guess I shouldn't be surprised to see an article like this from a Heroscaper (my personal favorite game ever).

  • avatarShellhead

    One game that I like is flawed by a lousy endgame: Mertwig's Maze. It's an amusing Tom Wham game that simulates D&D, only your party might include bears or gypsies along with the usual magic-users and fighter types. Recruit you party in town, then go forth in the wilderness, seeking out dungeons that take the form of flow charts. Once you locate a Royal Treasure and a Royal Birthmark (don't ask), go back to the royal castle. Try to navigate the labyrinth and outrun the Mystic Musk Oxen for the win. Problem is that it's usually easy to outrun the MMO, and it's hard for more than maybe one player to intercept you before you get to the labyrinth with your royal bling. Oh well, at least the PVP battles between parties of adventurers are fun.

    The last time I played Mertwig's Maze, it was a seven-player game. For most of the game, I crept through town, rolling either a 1 or 2 (on a d10) each turn. Everybody else raced ahead of me, exploring dungeons and gaining loot. Finally, I emerged from town with my party with another roll of a 1. The next two turns in a row, I got a random encounter (1 in 10 chance) instead of moving, and those encounters netted me a royal birthmark and two royal treasures. I stepped back in town (where no PVP fights are allowed), and strolled back to the castle. I rolled well in the maze and easily evaded the MMO for the win. The other six players were all amused and/or annoyed.

  • avatarJexik
    Quote:
    I guess I shouldn't be surprised to see an article like this from a Heroscaper (my personal favorite game ever).

    I think one of the greatest happy accidents of the Swiss format for Heroscape tournaments was that because close games between good players usually take longer than other games, and aren't decided until the last few minutes of the game, there's almost always a memorable game to watch as the day rolls on. Order markers, the dice, and commons weakening as they eventually take enough casualties add to that too.

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