In 1985 Paramount Pictures released a live action comedy
based on the popular board game “Clue”. Featuring Tim Curry in one of his best
performances, the movie “Clue” received mixed reviews and was considered
commercially unsuccessful and thus like many others I first experienced it on
video. I was enamored by the perfect casting and I’ve always loved mysteries
but what made the movie memorable for me was that after the mystery was
explained and I expected the credits to roll they hit me with two additional
alternate endings.
The version of “Clue” feature film in theaters provided
the audience with one of three endings, but the home video release ostensibly
made more sense to the viewer as it helped establish that the actual turn of
events was not as important as the journey made to get there. This was
certainly not the first instance of multiple endings used in film and it didn’t
fulfill its intended commercial goal of selling more tickets to the same
audience for an alternate ending, but nevertheless it was my first memorable
exposure to the idea and it made an impact.
A finely structured board game relies on a satisfying
endgame even more than defining mechanics, integration of
theme or player interaction. Its the aftertaste players will remember whether
they won or lost that will bring the game out of the closet at the next
opportunity. The final outcome should reward player(s) that performed the
strongest, have a consolidated final scoring that is not entirely transparent
and keep those who fall behind early engaged and hopeful.
One of the best ways to make the victory of a particular
design distinguished from its bookshelf competitors is to allow multiple ways
for players to find their own paths to victory. By providing several options,
players maintain a tense struggle for resources while waging a war on multiple
fronts.
For the purposes of this article I am particularly
interested in games offering very divergent victory goals. This excludes games
with pass-through conditions such as High Society in which currency is used to
buy items worth VP but the player who spends the most during the game is
eliminated prior to final scoring. I’m also excluding games for which multiple
victory conditions are aligned in the game-play: in Mr. Jack the person playing
as Jack can win by escaping the board, evading capture on the eighth turn or an
incorrect accusation by the inspector, but in all cases Jack’s motivation is to
conceal his/her identity effectively.
Some common trends in games that have multiple paths to
victory:
- Games offer low player counts (often just 2 players, while 4 players is less common and typically the upper limit of the player count)
- Fewer players allow participants to monitor progress of opponents during the game while not overwhelming players with too many potential outcomes.
- Victory Points are often not used and one player is the winner with few methods to measure parity of the game. If VP are used it is often as a tiebreaker.
- Games often have an upper limit on the length of the game but surprise victories are not uncommon when a player is ignored by opponents and crafty with their decisions.
Tactical Victory:
The tactical victory is often the bread and butter of
the game; the portion of which the most action resides and in which meaningful
decisions are made. In Risk, your tactical objective is global domination. By
virtue of being the primary focus of all participants this is often the least
likely victory condition. When a particularly dominant player is fortifying
their position an attack-the-leader syndrome from other players offers further
balancing to the game and often prevents a tactical victory.
Set Collection:
Set collection could be considered the secondary
condition following the tactical path to victory. It is tremendously important
that a player maintain an active role in the tactical gameplay (to prevent
opponents from achieving the primary tactical victory) but set collection is an
alternative path that keeps players engaged in monitoring the progress of their
opponents and increasing tension while bringing players towards the endgame.
Hourglass Victory:
In a hard fought game amongst several worthy competitors
it is essential to bring the game to a conclusion rather than drag out the
climax of the conflict and remove the unique experience. The hourglass is the
tertiary objective filling the role of closer. When a victory cannot or has not
been achieved in the designed time table of the game, the hourglass objective
is the final act in determining the victor. Ideally this utilizes a different
criteria than the other victory conditions; something as simple as the player
with the most currency at the end of the eighth and final turn is the winner.
This condition ensures a timely endpoint even if all players are playing
optimally and still allows for a satisfying and definitive result as it is
foreseeable.
If victory points are used in the design of a game, they
hold special value here as they can be collected on the side by players and
only have value if the turn limit or stalemate condition is met.
In Part II we will look at some of these victory conditions
in action and see how their relationship creates depth without added complexity
in game design. Did I miss a fourth category of victory conditions? If I did I
would love to find out your thoughts.
Can't think of a fourth category offhand, but here's something interesting: Pandemic has all three categories you mentioned as both victory and defeat conditions. There's only one path to victory (a set collection) but there's an hourglass defeat (going through the whole deck) and two different tactical defeats (too many outbreaks, and one disease spreading too widely).
ReplyDeleteWouldn't it have been cool if Clue cut all three versions of the movie as three different complete films and randomly distributed one of the three to any given theater?
Wow, as I was researching games that would be good fits for this article series I completely passed over Pandemic. You're absolutely right and Pandemic is especially interesting as it can approach each category differently as it is cooperative in nature.
ReplyDeleteNow I'm interested in if I overlooked the entire co-op category as it is often suited for diverse endings. Great catch.
I'd be willing to pay a hefty price for anything related to the Clue movie. If there was lost footage or deleted scenes I'd purchase a deluxe collectors set for it. I'd love for it to get a second opportunity remake but it might turn out as bizarre as the idea behind that Battleship movie. I could see Michael Bay blow up the mansion at the end.
I’m much pleased with your good work. you have good knowledge for article writing and this article is amazing. I am waiting for your next article…. Thank you so much
ReplyDeleteMAKE YOUR MARK IN CALL OF DUTY: MODERN WARFARE® REMASTERED MULTIPLAYER MAYHEM | COVID-19 | Slither.io Open Skins Mod
How to unlock all nine Far Cry 5 Specialists Play Slither.io with Slither.io Mods