What genre of game is it? What are the characteristics of this genre? How does this game relate to others in the genre?
- Family Board Game
- Physical pieces – board, houses, cards, money
- Multiple players
- Lots of interaction between people AND pieces
- Potentially endless (if players are very even and have long endurance)
- Similar to ‘Game Of Life’ – players move around the board based on some randomness.
Who is the target audience for this game? How does it try to appeal to that particular audience?
- Family, friends, casual gamers, people who need something to kill time at home
- Creates interactions to ‘get to know other people’
- Rules are simple and straightforward (no exceptions)
- Average to long game length
What are the gameplay modes? How does play transition between them?
- Buying property
- Collecting single groups of property
- Building houses
- Building hotels
- Transition is seamless and often determined by the overall pace of the game and how the players are in relation to each other
What are the challenges in the game? Is there a hierarchy of challenges? Are they sequential or simultaneous? What are the atomic challenges?
- To send opposing players bankrupt (i.e stop them from playing the game)
- Hierarchy of challenges (collect good property, collect whole groups, build houses, build hotels)
- Technically simultaneous but generally sequential as the game moves from one challenge to the next as players circle round the board.
- Atomic challenges were explained in the hierarchy but also include collecting money (from GO and other players)
What are the actions provided to the player? How is feedback provided on player actions?
- Roll the dice (feedback – movement around the board)
- Buy property or pay rent (feedback – gain of property and/or loss of money)
- Pick up a (chance or community chest) card (feedback – reward or penalty)
- Trade (feedback – interaction and exchange of property)
- Buy houses or hotels (feedback – green houses or red hotels => giving more dominance and perhaps inducing a threat to opponents)
What choices do they provide? Are those choices consequential, balanced, informed and dramatic?
- Management of resources (money)
- Consequential choices as not purchasing a property gives another player the option to do so and increase their control of the board. However, purchasing requires money so one cannot over purchase too early otherwise one would not be able to to purchase the more valuable properties.
What is the player structure? Is it single-player or multiplayer? (If there is an AI acting as an opponent in a similar role to the player, you may want to count this as multiplayer. Use your judgement.) Are the players cooperating, competing or in direct conflict? Are the players roles symmetric or asymmetric?
- Multiplayer
- Competing and sometimes cooperating depending on game modes or fellowship created amongst players
- Symmetric roles
What are the resources in the game? What makes them valuable? How does the economy of resources function? What keeps resources scarce?
- Money – Given at certain points in the game
- Property – Only obtained through trade or purchase
- Houses and Hotels – Only obtained through purchase and only if an entire property group is owned.
What role does information play in the game? Is there any information hidden from the player? How can it be discovered? Is there information known only to the player and not to others? How is it useful?
- Player states are completely open.
- Board state is 90% open (chance and community chest cards are closed)
- Knowing location of player (and probable future location) leads to strategy where one can make a probabilistically informed decision about whether to purchase houses/hotels or not.
What is the role of randomness in the game? How much does it affect the outcome of the game? What is the relationship between skilful play and random events?
- Added drama – Saves players when they need it. Kills players when they can’t afford the rent
- Randomness is the core of the game
- One can be very skilful in determining probabilistically the location of where pieces will move to and thus build houses accordingly.
- Game can be indefinitely prolonged due to ‘good’ dice rolls
What are the rewards and punishments provided by the game? When do they occur?
- Gaining $200 every complete circuit
- Occasionally gaining money from chance and community chest cards
- Occasionally losing money from chance and community chest cards
- High gains from buying houses and hotels when opponents land on them.
- Contrasted by high ‘tax’ for owning too many (via chance or community chest cards)
- Moving too quickly (triple double rolls) moves the player to jail (for ’speeding’)
What is the pacing of the game? How is it controlled?
- Random. Generally, slow to average (games last ~1-2hrs).
- Controlled by chance and community chest cards to ‘teleport’ players around the board
How is the difficulty of the game modulated? Does it get easier or harder?
- Game gets harder and reaches equilibrium faster in proportion to the number of players. (see below)
- Harder for a losing player to win. Harder for a winning player to lose
Is the game balanced or unbalanced?
- Balanced in most cases.
- But some areas are better than others (so mathematicians have discovered)
- Attempts to make the game balanced exist by making low probability areas have higher rewards and vice versa.
- Cheap properties in early game often result in cheap gains late game
Is the game unfair on the players in any way?
- Some areas are better than others (so mathematicians have discovered)
- First player has ‘first pick’ of properties
- Players with money AND property always have the advantage
- Players which continually ‘teleport’ around the board get more money and in late games, this is advantageous.
Does the game contain any positive or negative feedback mechanisms?
- Once there exists a strong player, all other players start suffering and continue to suffer making it harder and harder for weak players to win. Losing players are generally ’stuck’ in this ‘losing state’ for several turns until the game ends (or they concede).
- Similarly for the winner, they just keep winning cos no-one else can stop them