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Re:Board games are back, thanks to lessons designers learned... by aaron-santos on Thursday November 30, 2017 @05:48PM (#15820357)
While it's true that negative feedback either by the game's mechanics or the interaction with other players is a feature of newer boardgames, there are a few other points that are just as important.

These games for the most part lack a player elimination mechanic. When games can last a couple of hours, players see early elimination as a failure in design. Board game designers then strive to keep everyone in the game and actively participating until the end of the game. This pairs nicely with hidden or partially hidden victory point systems.

Direct confrontation is largely replaced with competition over action selection, resources, and softer forms of territory control. Players with bad experiences of being ganged-up on are open to the competition of being the first to gobble up pools of resources, or shut out other players from taking exclusive actions.

I'm not that familiar with video games take on these ideas, but my little experience says they tend to do the opposite.

Re:Board games are back, thanks to lessons designers learned... by bcoates on Friday December 01, 2017 @11:27AM (#15824872)
The 1955 Parker Brothers game "Careers" is weirdly ahead of its time in this way, it's roll-and-move (looks like Monopoly) but each player chooses their own, hidden, victory condition to win. It's the norm for everyone in a 4 player game to still think they have a shot at winning right up until someone reveals that they have won.

I've always wanted a decent Civ-style computer game that did that, it would solve the "diplomatic AI in a zero-sum game makes no sense" problem.

Careers has way too much of a luck component and not enough direct competition for serious gamers but for a light family game it's basically a not terrible version of Monopoly or Life.

Edit: also from the designer of Careers: invented language Loglan. I guess there's something to the "language as cooperative game" theory.

Re:Board games are back, thanks to lessons designers learned... by aaron-santos on Friday December 01, 2017 @01:50PM (#15826178)
Hidden victory conditions can be great at keeping players engaged until the winning player makes the reveal. Dead of Winter and Archipelago are great examples of this at work.

Your response reminded me of another theme common among designer boardgames: the manipulation of randomness. It's common to see non-replacement probabilities like drawing from a stack of cards or a bag of chits, and less common to see unmodifiable die rolls. Non-replacement randomness is an easy way to include a strategic component to what could otherwise be boring die rolls. If dice are used, often it's possible to manipulate the results post-roll a la The Castles of Burgundy and many other Stefan Feld games.

Re:Board games are back, thanks to lessons designers learned... by TheGRS on Thursday November 30, 2017 @06:08PM (#15820494)
Yep, I can't think of a competitive video game that does any of these things well. Maybe this is an untapped market?

Twitch controls and player elimination are still huge with video games. Battle royale modes and MOBAs are very in, but any multiplayer game I remember playing a lot of was usually centered around this. FPS games, RTS games, fighting games, they are all about your reaction speed. A lot of modes will at least let you play the whole match of a game, but still require a heavy amount of confrontation and twitch gameplay. Turn-based games are a slog to play multiplayer though, so I can understand why that's the case.

There are a lot of people who enjoy twitch board games though, games like nerts or slamwich (both of which I'm not a huge fan of), so maybe the opposite is true of board games: that there's an untapped market out there for this style. I do really enjoy Spot-It for some reason however :)

Re:Board games are back, thanks to lessons designers learned... by shitloadofbooks on Thursday November 30, 2017 @07:38PM (#15821016)
Overwatch is a good example of the progression of the FPS genre.

I'm 31 now, and my twitch reaction is nowhere near what it was in highschool, yet Overwatch offers a whole bunch of characters (around half) who don't require (or don't have) twitch / reaction gameplay. There are characters who heal the other characters just by being in their vicinity, characters with beam weapons which automatically lock on to opponents, etc.

If you die, you are out of the game for 6-10 seconds as a penalty, but not "player elimination" in the board game sense.)

Re:Board games are back, thanks to lessons designers learned... by firebones on Friday December 01, 2017 @12:44AM (#15822182)
I wonder if there's an interesting dynamic there in a board game, where if the pace of complexity is high enough, being out of the game could become a tactical advantage. Maybe that cant work without omniscient or perfect information for those out.
Re:Board games are back, thanks to lessons designers learned... by andrey-p on Friday December 01, 2017 @06:14AM (#15823189)
Small World kind of sort of does that.

The game simulates the rise and fall of civilisations, and a key part of the game is knowing when to call it quits with your current civilization and start playing with a new one. You skip a turn whenever you do that, so you can easily shoot yourself in the foot if your timing is off.

Re:Board games are back, thanks to lessons designers learned... by user5994461 on Saturday December 02, 2017 @02:01PM (#15833385)
It's more a regression. Removed all the skilled mechanics and now playing is like a spectator. It's easier for everyone, a tad like watching TV.
Re:Board games are back, thanks to lessons designers learned... by 0xcde4c3db on Thursday November 30, 2017 @08:13PM (#15821183)
M.U.L.E. is the closest thing I can think of, and I don't know that it's had anything even resembling a worthy successor. There were a few attempts, but as far as I know none of them were very well-received.
Re:Board games are back, thanks to lessons designers learned... by b0rsuk on Thursday November 30, 2017 @11:13PM (#15821838)
Settlers of Catan is practically M.U.L.E. refined. You start by buying land, then the land bears resources. When you sell to other players, you can ask any price you want. You build up by laying down roads, towns and cities, tech up with random development cards. The most common dice result - 7 - is the Thief, which lets the current player rob any other for half of their resources rounded down.

If you liked M.U.L.E., you will love Settlers of Catan.

Re:Board games are back, thanks to lessons designers learned... by entropy_ on Friday December 01, 2017 @04:12AM (#15822805)
Just a small correction. The Robber(or Thief) in Catan doesn't allow you to steal half another player's resources, you just steal one card. However, if any player has 8 or more resource cards in their hands when '7' is rolled, they need to discard half rounded down.
Re:Board games are back, thanks to lessons designers learned... by nicky0 on Friday December 01, 2017 @04:10AM (#15822802)
Just as a point of accuracy, the Robber only lets you steal one card.

But anyone with 8 or more cards has to discard half rounded down.

Re:Board games are back, thanks to lessons designers learned... by parasubvert on Thursday November 30, 2017 @11:22PM (#15821874)
I loved M.U.L.E. an unhealthy amount as a kid.

Take a look at Uwe Rosenberg’s games, particularly Caverna or Agricola.

Re:Board games are back, thanks to lessons designers learned... by michaelbarton on Friday December 01, 2017 @01:56AM (#15822419)
I agree with the recommendations. I love caverna.

Patchwork is great two player game, by that same designer, that I can even play with my mother. She's not particularly into games either.

My game of the year so far is Yokohama. If you like worker placement, I imagine you would like this.

Re:Board games are back, thanks to lessons designers learned... by TheGRS on Friday December 01, 2017 @12:36PM (#15825535)
I haven't played it, but they turned M.U.L.E. into a board game recently :)
Re:Board games are back, thanks to lessons designers learned... by banderman on Friday December 01, 2017 @12:47PM (#15825655)
It's a bit complex to pick up, but it's very true to the original game. If you have experience with the original the mechanics will make sense right away. It's also a lot of fun! Great theme.
Re:Board games are back, thanks to lessons designers learned... by baddox on Thursday November 30, 2017 @11:33PM (#15821929)
I would say that the elimination mechanic is quite rare in conpetitive video games. Battle royale games are recently hot, and pretty much have elimination by definition, but I can’t think of any other popular video games that do this.

Counter-Strike does, but each round is very short. What MOBA features player elimination? All the MOBAs I can think of have fairly short respawn times.

I suppose that RTS games with >2 players have this, but they are mostly know for 1v1 modes.

Re:Board games are back, thanks to lessons designers learned... by Noos on Friday December 01, 2017 @08:49AM (#15823757)
Friday the 13th: The Game and Dead by Daylight maybe? Left 4 Dead.

Oh..one great example is Bomberman, although some games have dead Bombers fling bombs from the side.

Re:Board games are back, thanks to lessons designers learned... by user5994461 on Saturday December 02, 2017 @02:08PM (#15833428)
Left 4 Dead doesn't have strict player elimitation.

It's a team game, always 4 v 4. You can still see the game and talk to your teammates when you are dead. Everyone die within a minute usually. A death has not much impact -except a severe sudden disadvantage- since the entire team win or loose, there is no individual play.

Re:Board games are back, thanks to lessons designers learned... by disease on Friday December 01, 2017 @10:05AM (#15824173)
It's interesting to look back at just how well designed Super Bomberman was. It is fast-paced but my dad could play it with us and even win some rounds. The mix of skill and luck seems just right. There are many interesting and funny paths a game can take. All this comes from just a seemingly simple premise.
Re:Board games are back, thanks to lessons designers learned... by 13years on Friday December 01, 2017 @08:40AM (#15823709)
World of Tanks has been my favorite game for years. It strikes a nice balance between reaction speed and strategy.

Due to the game mechanics of 'aim time' this somewhat eliminates the huge advantages of ping time and those with super human reaction times.

Doing well requires good team strategy as well as deep understandings of tank mechanics such as armor weak spots, tank positioning to increase chances of bounces etc and also map strategy.

Therefore, the great players aren't those who have developed better reaction times, they are the ones who have developed deep knowledge and skill around the games many maps and 300+ tanks

Re:Board games are back, thanks to lessons designers learned... by user5994461 on Saturday December 02, 2017 @02:05PM (#15833403)
>>> Therefore, the great players aren't those who have developed better reaction times, they are the ones who have developed deep knowledge and skill around the games many maps and 300+ tanks

It's the same for FPS at high level. Learn the map and the probably position for anytime at anytime.

They don't spend a lot of time aiming and moving when already knowing where the enemy will show up. Just have to click.

To give a good illustration, top players could almost play blindfolded.

Re:Board games are back, thanks to lessons designers learned... by 13years on Sunday December 03, 2017 @09:15AM (#15837625)
That really doesn't describe the meta game of World of Tanks.

Yes, there are tactical positions, but you can't just camp for most of them. They maps are large enough that your team must be dynamic enough to adapt.

You also can't just click without aiming. Damaging a tank always requires aiming, even if you know where they may show up. Many tanks can only be damaged effectively in small weak areas, depending on the gun of your own tank. This can require that you actually focus for several seconds on the spot you are trying to hit to get a good enough aim to actually hit it.

Re:Board games are back, thanks to lessons designers learned... by user5994461 on Sunday December 03, 2017 @11:06AM (#15838120)
I know, I just wanted to illustrate that FPS are very similar strategically. FPS at good level has a high tactical component. People think it's all point and click but it's only half the game.
Re:Board games are back, thanks to lessons designers learned... by masklinn on Friday December 01, 2017 @05:59AM (#15823138)
> Twitch controls and player elimination are still huge with video games. Battle royale modes and MOBAs are very in, but any multiplayer game I remember playing a lot of was usually centered around this.

Twitch control yes, but elimination not really, in multiplayer video games it's timeout rather than elimination e.g. in CS you wait for the round's end (2~3mn usually), in MOBAs you have a time-out of variable length (caps out at ~2mn in DOTA).

And when there's an elimination system (e.g. Hearthstone Arena) you're not stuck waiting around for other people to finish, you can just go do something else (in-game).

Actual old-board-game-style player elimination is very rare in video games, otherwise it wouldn't be a defining feature of pubg.

Re:Board games are back, thanks to lessons designers learned... by freeone3000 on Friday December 01, 2017 @04:59PM (#15828006)
even pubg, you're not obligated to stick around to the end - you just start a new game with new people.
Re:Board games are back, thanks to lessons designers learned... by azernik on Friday December 01, 2017 @09:03AM (#15823841)
I've found Offworld Trading Company to be basically the eurogame of video games. There is some player elimination, but only in the endgame.
Re:Board games are back, thanks to lessons designers learned... by TheGRS on Friday December 01, 2017 @12:39PM (#15825583)
Yes, I am a big fan of that game! It comes fairly close to that eurostyle board game and once I figured out how to play it I was having a great time. Its still fairly confrontational, as in you need to be raiding fellow player's bases to gain an advantage, but otherwise its pretty good.
Re:Board games are back, thanks to lessons designers learned... by lmm on Friday December 01, 2017 @12:42PM (#15825608)
Making a good n-way game is really difficult. Even for 3 players, either the player in last place can affect which of the other two wins, or they can't; either answer is bad. Videogames these days seem to mostly be one team versus another team, which avoids that problem - there's no such thing as player elimination if there are only two "players" (the teams).
Re:Board games are back, thanks to lessons designers learned... by christopheml on Friday December 01, 2017 @04:36AM (#15822879)
The usual solution for player elimination in online games is the ability to leave the game you've been eliminated from and start another game right away, which is embodied by matchmaking systems and solo queuing.

Doesn't help when you want to stick with a group of players (e.g. friends, team) and brings its own kind if issues.

Re:Board games are back, thanks to lessons designers learned... by ido on Friday December 01, 2017 @04:04AM (#15822788)
Just as a side observation about a possible blind spot: arguably the biggest multiplayer game today is Clash of Clans, which is multiplayer and not "classically turn-based" but definitely not real time multiplayer like Starcraft and FPSs (your opponent doesn't need to be online at the same time you are).
Re:Board games are back, thanks to lessons designers learned... by trafficlight on Friday December 01, 2017 @08:05PM (#15829371)
Battle Royales work in the video game world because I can just queue up immediately after elimination.

Can't do that when I'm with my friends for the evening.

Re:Board games are back, thanks to lessons designers learned... by DigitalJack on Thursday November 30, 2017 @07:05PM (#15820825)
What about questing with a group on a mmorpg?
Re:Board games are back, thanks to lessons designers learned... by TheGRS on Thursday November 30, 2017 @07:48PM (#15821062)
That seems more co-operative than competitive though.
Re:Board games are back, thanks to lessons designers learned... by taurath on Thursday November 30, 2017 @09:27PM (#15821467)
Raid boss games where one person plays the monster and the rest play the heroes are pretty viable I find. The problem is getting the mechanics complicated enough to have some strategy but clear enough to not have to lawyer.
Re:Board games are back, thanks to lessons designers learned... by dawnbreez on Friday December 01, 2017 @06:10AM (#15823171)
As someone who plays a "competitive" first-person shooter (Counter-Strike: Global Offensive) I can say that at least one game does the exact opposite. Players compete directly, and elimination is for the rest of a ~5 minute "round", meaning that failure is a harsh punishment. However, other games do it differently--Quake 3, for instance, featured near-instant "respawning", such that a player is never eliminated, only reset (and because the player's starting resources are enough to eliminate another player, it's possible to recover quickly). Strategy games and RPGs typically play much more like early boardgames, with elimination being a major setback or even a "game over" state, and conflict being direct combat. Fighting games are direct and brutal, and typically you lose the game after two or perhaps three eliminations--but the game moves so fast that a whole game may be over in two minutes, so elimination is a non-issue as far as not getting to continue play.

Where boardgames solve it by making the "time to elimination" as long as possible relative to the game, videogames solve this by allowing players to return to the game quickly.

Re:Board games are back, thanks to lessons designers learned... by PhasmaFelis on Thursday November 30, 2017 @06:35PM (#15820658)
"Lack of a player elimination mechanic" is nearly ubiquitous in action games. Players can be killed, but never bumped out of the game; you just respawn in a few seconds and try again. The penalty is that you're unable to harass the enemy team during the respawn delay and the run back from the spawn point.

Elimination deathmatch modes exist, but they're usually an optional mode, and even then calibrated so matches take no more than a few minutes.

Re:Board games are back, thanks to lessons designers learned... by TheGRS on Thursday November 30, 2017 @07:49PM (#15821080)
Not so, PUBG is one of the most popular games right now and is based primarily around player elimination. Though they don't make you wait around to see the end of the match.
Re:Board games are back, thanks to lessons designers learned... by mmanfrin on Thursday November 30, 2017 @08:45PM (#15821303)
That is also a defining game mechanic, which sets it apart from other games.
Re:Board games are back, thanks to lessons designers learned... by jasonlotito on Friday December 01, 2017 @10:01AM (#15824158)
I'm not sure what you are are "not so'ing"? Are you suggesting the PUBG model is ubiquitous? I mean, sure, PUBG is popular, but it's popular because once you are dead, getting another game is less than 60 seconds away.

But saying PUBG model is ubiquitous? No, the die and respawn is in fact the common model, and I don't see that changing outside of battle royale style games.

Re:Board games are back, thanks to lessons designers learned... by TheGRS on Friday December 01, 2017 @12:30PM (#15825490)
I was saying not so to this statement and giving a recent example:

> "Lack of a player elimination mechanic" is nearly ubiquitous in action games

Re:Board games are back, thanks to lessons designers learned... by PhasmaFelis on Thursday November 30, 2017 @07:53PM (#15821096)
Fair enough, although that last is also a good point. Rust matches can last a while, but when you die you can just slot into a new match starting elsewhere, so you still don't have to wait. There's no direct equivalent in board games.
Re:Board games are back, thanks to lessons designers learned... by mrob on Thursday November 30, 2017 @07:39PM (#15821021)
However, one of the most successful and popular action game series, Counter-Strike, is based around player elimination.
Re:Board games are back, thanks to lessons designers learned... by maccard on Thursday November 30, 2017 @08:09PM (#15821161)
The elimination in CS is in the region of 2-3 minutes, whereas in any board game I’ve played, it’s been 30+
Re:Board games are back, thanks to lessons designers learned... by KON_Air on Thursday November 30, 2017 @11:33PM (#15821923)
I played every CS except CS:GO and despite all the changes and the focus on selling clown guns I'm pretty sure it is still a "complete the objective against the clock" game.

Unless it is poolday.

Re:Board games are back, thanks to lessons designers learned... by geon on Friday December 01, 2017 @01:55PM (#15826234)
It is very rare to have the clock run down. The time mechanic is there only to limit the round time. Most of the time either team is eliminated, or the bomb goes off/is defused.
Re:Board games are back, thanks to lessons designers learned... by b0rsuk on Friday December 01, 2017 @10:24AM (#15824307)
Player elimination is uncommon in so-called "eurogames". These tend to be some kind of race for victory points. "ameritrash" games revel in drama, frequently feature dice rolls and very random outcomes. Both approaches have their fans.
Re:Board games are back, thanks to lessons designers learned... by Joe-Z on Friday December 01, 2017 @11:01AM (#15824608)
It's a bit sad that ameritrash sounds demeaning. I'm a fan of bringing some randomness into games (big fan of games including dice or card draws). My super-into-boardgames-friends seem to prefer "eurogames", but for me that's often too convoluted. I want to have fun and not plan some grand scheme to trump everyone else (I have enough planning and carefulness in my job already).
Re:Board games are back, thanks to lessons designers learned... by b0rsuk on Friday December 01, 2017 @05:56PM (#15828493)
There are varying shades of luck and even methods to apply randomness. One way of classification:

  * you can do what you want, but success chance is random
  * action choice is random, success is deterministic
I prefer the second approach. Your options are limited, but whatever you do, works. I think eurogames use the second way more often. Yes, the term "ameritrash" is intentionally derogatory (I didn't come up with it). Can you propose a better term ?
Re:Board games are back, thanks to lessons designers learned... by Ntrails on Friday December 01, 2017 @11:54AM (#15825114)
A little bit of luck is really helpful in allowing for diversity in game flow. Something like a mechanic where resources open up on one of 3 random turns means it's harder to reproduce an optimal strategy etc.

Obviously luck is not necessary for a good game, but I do think it makes certain elements of game design easier.

Re:Board games are back, thanks to lessons designers learned... by kzrdude on Friday December 01, 2017 @11:18AM (#15824766)
It's a ridiculous term that is just mean, no reason to use it. I'm sad too.
Re:Board games are back, thanks to lessons designers learned... by s0rce on Friday December 01, 2017 @12:12PM (#15825277)
This is often my feeling, if the game is too involved, too technical and requires extensive thinking and manual reading then it feels like work. Similarly, baking also feels like working in the lab (I'm a scientist).
Re:Board games are back, thanks to lessons designers learned... by bcoates on Friday December 01, 2017 @11:39AM (#15824979)
Luck isn't just a matter of taste. A sufficient luck element makes it practical for players of different skill to play together (particularly for 3+ player games, where being uncompetitive isn't so much educational as boring and game-disruptive). Too much luck is unsatisfying for high-skill players, who want close games to consistently go to the more skilled player.
Re:Board games are back, thanks to lessons designers learned... by philsnow on Thursday November 30, 2017 @09:46PM (#15821535)
Consider Monopoly: it has an elimination mechanic but it's almost a mercy, because quite often in games you know from a few minutes in that you're not going to win. I'm thinking of race for the galaxy here: whoever's engine gets started first pretty much walks away with the game, but you still have to play twenty more minutes of the game.
Re:Board games are back, thanks to lessons designers learned... by Tuna-Fish on Friday December 01, 2017 @12:25AM (#15822119)
The rubber band mechanism in RftG that gives the runners-up a chance to win is that once someone's "engine has started", everyone around the table is going to have a pretty good idea of the phases that someone is going to play. Then you can use those and your own phases to effectively get more actions out of a round. The lead player is still the one expected to win, but it's not usually a done deal by any stretch.
Re:Board games are back, thanks to lessons designers learned... by mercutio2 on Thursday November 30, 2017 @10:58PM (#15821798)
How much RftG have you played?

The dynamic you describe is my experience in approximately 20% of 4 player games, maybe 30% of 2 player games.

Really skilled Race players see a wide variety of paths to victory in my experience, so if someone has a lead on one strategy, you pursue a different strategy and it’s not usually not obvious who will win.

Re:Board games are back, thanks to lessons designers learned... by alasdair_ on Friday December 01, 2017 @03:07AM (#15822616)
Have you played the latest Star Wars monopoly? It's not simply a reskin - the same basic rules apply but there is a team mechanic (players are on the light side or dark side, and their team must win in order for the player to win) as well as faster gameplay, actions that can be taken during any players turn, and more. It's also much faster - a complete game with four people takes an hour.
Re:Board games are back, thanks to lessons designers learned... by Doxin on Friday December 01, 2017 @04:16AM (#15822820)
A standard game of monopoly, When played according to the official rules, Takes around 45 minutes. Most people introduce a bunch of house rules which prevent money from draining from the economy, making the game last forever.
Re:Board games are back, thanks to lessons designers learned... by function_seven on Friday December 01, 2017 @04:26AM (#15822848)
The two biggest offenders: (1) Money for free parking (sometimes it's a flat $500 or whatever was collected in taxes), and (2) not forcing an auction every time a player declines to buy property.

The first one makes everyone rich and causes rents just go back and forth for ages. The second one makes it take much longer to get monopolies on property groups.

Re:Board games are back, thanks to lessons designers learned... by cosarara97 on Friday December 01, 2017 @11:58AM (#15825162)
Even without house rules, it depends on the way people play. In my family, monopoly is played in a very anti-social way, where the main goal seems to be preventing other's victory or advantage.

The strategy everybody follows is basically "buy everything you can, and decline all bad trades". Buy everything, of course, to prevent others from making full property groups. Since there is no such thing as an equal trade, no trades are made.

As you can imagine, since nobody has full property groups, the game takes forever, it's terribly boring, and pretty much boils down to luck.

Re:Board games are back, thanks to lessons designers learned... by doeu on Friday December 01, 2017 @02:54PM (#15826791)
The inability to get an equal trade shouldn’t stop you from trading anyways, as it misses that there is huge relative advantage of having a monopoly, even if it means you have to give someone else a “better” monopoly.

This is because if two players complete two monopolies first, they are basically guaranteed to be among the final two at a 4+ person table, as their early monopolies will quickly drain the other two or more players who refuse to make these trades and are therefore wasting time walking around, during which they’ll grow weaker and weaker due to your monopolies.

Knowing this, it almost doesn’t matter if the trade is equal, so long as you’re trading for a post-jail monopoly (pre-jail tends to be low value), because the winner, once you and your opponent have your improvements, will be decided by chance, as one of the two monopolists will bankrupt one of the other, more behind players first, and then take all their money and property, almost certainly netting themselves several more monopolies and funds for improvements.

Re:Board games are back, thanks to lessons designers learned... by dererson on Friday December 01, 2017 @08:09AM (#15823552)
House rules is one thing. I know from experience its usually people trying to keep everyone in the game as long as possible
Re:Board games are back, thanks to lessons designers learned... by jknoepfler on Thursday November 30, 2017 @10:23PM (#15821666)
Games that lack meaningful player interaction generally struggle to create interesting rubber-banding. It's a very tricky thing to get right (king-making in 3+ player games is a huge problem that tends to tug against allowing strong player interactions - consider 2-player chess vs. 4-player chess)
Re:Board games are back, thanks to lessons designers learned... by SubiculumCode on Friday December 01, 2017 @12:00AM (#15822048)
Comparing RFTG to Monopoly made me barf up a little, frankly.
Re:Board games are back, thanks to lessons designers learned... by viridian on Friday December 01, 2017 @08:04AM (#15823529)
Monopoly isn't even a bad game if you do this: https://news.ycombinator.com/item?id=15822820

Somehow a particular set of house rules got popular enough to make everyone hate monopoly. It turns a game of high stakes, high commitment resource scuffling, into a game where you either get knocked out fast or are given enough free assets that you can only lose in the slowest, most agonizing way possible.

It's kind of funny how a game designed to heavily favor aggression to make a point had that entire point negated by house rules.

Re:Board games are back, thanks to lessons designers learned... by lmm on Friday December 01, 2017 @12:45PM (#15825630)
People feel the need to introduce a social safety net into a game of red-in-tooth-and-claw capitalism. Maybe the game made its point after all.
Re:Board games are back, thanks to lessons designers learned... by SubiculumCode on Friday December 01, 2017 @06:13PM (#15828620)
Re:Board games are back, thanks to lessons designers learned... by TheGRS on Friday December 01, 2017 @12:50PM (#15825681)
I thought you were going to say its a mercy because of how horrible it is to play Monopoly in the first place :)