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Player Elimination
And what do you think about various alternatives to player elimination? For example, is it okay to have an eliminated player re-enter the game with a new character? Or does that potentially undermine the thematic impact of death?
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- Jackwraith
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Back in the day, we played 2nd Ed. Talisman in which people could start up a new character if their first one died, no matter how late in the game it was. If they didn't feel like continuing, they were free to wander off, but if they did want to keep playing, it was a free-for-all. I actually won a couple games with 2nd characters, one from early in the game, and another fairly late: I think I was the Hobgoblin through the first half and started the Leprechaun after one opponent had already put his master plan into place (Start with the Troll, build up Strength, then turn in a magic item to become the Archmage, giving him massive spellpower in addition to high STR.) The other players (we started with 5) had already died off and I kept telling him he should just hunt me down and end it, but he was determined "to win right" (I think in response to my most recent victory to date, when I had hunted everyone down as the Rogue; a good thing, too, since the end was the Demon Lord and I would have been wrecked.) So I kept tossing Hex spells on the Portal of Power and generally being annoying while staying in the game, but he eventually got to the top and encountered, of course, the Horrible Black Void. Guess who wins the game by being the last person on the board?
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- ChristopherMD
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- Black Barney
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I don't like house rules that let them back in cuz the games go too long and often players try to suicide to start over with someone new.
I think there's a real motivation to surviving when player elimination is present that changes the way people play games (which is a good thing)
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We had many games of Shogun/Samurai Swords in college that fizzled out after the first player was eliminated. It was a downer as, yeah, we all wanted to game together. I really dig how Britannia doesn't have player elimination by the fact that each player has civilizations coming into the game over it's course. It's a brilliant design.
However, part of the allure of playing something like TITAN is being the last person on the board.
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- hotseatgames
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- Black Barney
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- Michael Barnes
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But yes, in a two player game or a game like Wiz-War where it is a "deathmatch" style concept, elimination has to be there. And when it's a really short game like King of Tokyo then it makes sense- also because of the setting. I also actually really like endgame elimination - where a player has to effectively "qualify" or be "eligible" to win at the very end of the game by meeting certain criteria and if you don't, you're eliminated at that stage. And really, co-op games often have TPK elimination. Which is acceptable. All of these, along with this idea of selective conflict, create that "possibility of defeat".
Actual, literal player elimination in a multiplayer game is actually quite rare and you really only see that in older games or games where someone is trying to emulate an older game. There is a reason that we don't see it in many games at all. Much more common is effective elimination, where a player just can't do anything. This is a HUGE problem with games like Diplomacy, where a player may be functionally DOA from the first turn. And have 10 hours of game remaining. This is not "cool", and it is not an antique design principle to rhapsodize over. It's the product of a different gaming culture and a different time, and it is obsolete.
Elimination is also a major problem in Titan with more than two players. Frankly, it's crap design. I get it that the stakes are high, I get it that it creates a lot of drama...but like in Titan, you can wind up out VERY early in the game just by bad luck and a bad decision or two. What's the point of that? It doesn't demonstrate anyone's superiority or better play. It just sidelines somebody. Titan is good with two, terrible with more because of this. Maybe if it were 1980 I'd feel differently abou tit.
The purpose of a design should never be to eject a player - it should draw them in, encourage them to try again.
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- southernman
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- SuperflyPete
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It's something I've thought a lot about, and one of the only true merits of Euro games - they are designed with catch up mechanics so that every player has a chance to at least finish closely, so that everyone feels like they have skin in the game and doesn't just start being a troublemaker.
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I was playing a 3-Way X-Wing Game and I got hit hard early and was down to a Z-95 with just a hull or two left, at this point I was going to be a non-factor in the game since they were both still at 80% or so. What happened though was that one of the players who had a clear shot and could have ended it for me (which would have been met with my approval) decided to be my benevolent savior and take a very outside chance shot at the other player (which did nothing).
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Michael Barnes wrote: Actual, literal player elimination in a multiplayer game is actually quite rare and you really only see that in older games or games where someone is trying to emulate an older game. There is a reason that we don't see it in many games at all. Much more common is effective elimination, where a player just can't do anything. This is a HUGE problem with games like Diplomacy, where a player may be functionally DOA from the first turn. And have 10 hours of game remaining. This is not "cool", and it is not an antique design principle to rhapsodize over. It's the product of a different gaming culture and a different time, and it is obsolete.
This is actually the game I was thinking of too. You see both kinds of player elimination in Diplomacy. Somewhere like Serbia can be player eliminated very quickly but can also be pared down to a single territory with no chance to win as well.
Ugh, fuck diplomacy. A brilliant mechanic in search of proper game (which came later in due course).
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