Thoughts on Monaco

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Jordan: I like it. It suits the indie credo very well, which is to design a small, instantly engrossing game that is tightly designed and allows players to jump in without much investment. It tries to create a specific feeling and play-style and I think it hits that very well. I’ve played it a lot more than other games at this price point.

Aaron: For me, one thing that scales well is the difficulty. It always feels challenging, sometimes verging on frustrating. As you continue along the difficulty scales well, especially because you have a range of win conditions, so players can manually decide how hard they want to make it. They also had to consider the character choices to make sure they’re all relevant and useful.

Player Scaling, Single Player

J: Not only characters but the number of players as well. The same levels need to be playable with one to four people. That’s not easy, especially when the game doesn’t alter the number of enemies or anything in the game environment. That’s hard, and I think the game suffered a bit from it. My single-player experience wasn’t nearly as much fun as multiplayer.

A: I found it was easy to do single-player and get the basic achievement, but anything beyond that seemed to require more people. I found myself using the gentleman for single player, running around doing everything and then finding a bush to hide in.

J: I think it was a good design choice for the multiple / scaling win conditions, especially with that range of players. You don’t need to get all those things, but it lets four players go for bigger achievements while still playing the same level.

Characters, Weapons

J: I always felt like certain characters were useful on particular levels, but I think they can all fit in some way on each level.

A: I agree, and you can see the balance in the level design where they were specifically designed to do certain tasks like outlets for the Hacker or rocks for the Mole. Even the Locksmith or Cleaner have areas where they can shine.

A: One additional variation to characters is the choice of weapon. They all have their uses.

J: I like that those options are available because different strategy is necessary for one player as compared to four. You can’t bullrush the guards with one player, so you’ll probably pick up smoke bombs or the wrench, however, four of you can because there are more weapons and more people to revive you.

A: It’s another way to make your character different and change up the gameplay. I really liked the wrench because it was so adaptable. The gun doesn’t seem to work as well as advertised in terms of dispatching enemies since it often attracted a lot more attention and enemies are able to be revived.

Stealth and Action Modes

J: I think the game is interesting because there are two modes: one is a Metal Gear Solid-style stealth mode, but eventually something happens and the game explodes into a brief period of action until you hide or die.

A: Polygon wrote an article about that dynamic: the thrill of the heist when you successfully pull it off, and also that panicking, collapsing emotion when someone trips an alarm and everything falls apart. It’s really satisfying to experience both in the same game.

J: I read that someone compared it to pac-man in the same sort of chasing, achieving sense.

A: I would agree. There’s the same kind of chasing pressure, though in Monaco there are a lot more options for escaping.

J: The Grand Theft Auto series has that same tension and action dynamic: you shoot someone on the street and this whole new kind of game activates where you’re running and shooting and then you find a car garage and you escape back into normalcy.

Visuals

J: I think the visuals serve the design well. I wouldn’t say it’s pretty, and I know they were originally aiming for something more pixelated, but I think the basic blueprint-like visuals work better.

A: I agree. I think what this game does really successfully is make the details easy to digest. If you dive into it, the little details shine and the interactions between them makes the game both creative and beautiful. The interactions flow well together, and it’s satisfying to see your choices immediately create consequences.

A: It was a surprisingly big learning curve. I never felt like I mastered the icons and controls until later on, so the game initially felt clunky. One of the more complex mechanics I appreciated was running vs. walking. I found myself making a lot of mistakes of when to run and when to walk, but it was that fine line that made it fun to master.

J: I also appreciated attempts at differentiating between the missions. Some different visual aspects, yes, but also some changes to how the win condition worked: like an art museum, or an underground cavern, presented slightly different difficulties which required different strategies.

Replayability

A: Have you beaten the game?

J: I haven’t. I probably will, but I’m not sure if I’l be aching for more of the game without a big change-up, so I wonder how replayable it is.

A: Overall I thought it was fantastic and for the price the length of the game is fine for me.

J: Extending the game would require more than new levels or a new character to pique my interest. It would require a new mechanic or something drastic to open up this world a bit more.

A: I agree. What would add complexity to this game to make it worth playing again?

J: A whole new way of looking at heists, like a car chase, or some human interaction aspects like dialogue options with guards or trickery.

A: Changing the type of strategy would be interesting. Or major revisions like GTA, moving from top down to 3D completely remade how the game was looked at.

Complexity and Learning in Games

For all the complaints about the new SimCity, I think one standout feature is the way complexity is layered into the game design to provide an elegant way of introducing more rules and options into the game environment. I call it layered because the game begins with a few needs—housing, roads—and slowly introduces additional needs and problems as you gain mastery over the former, leading to a pleasing process in which players feel like they are mastering game objectives and using that knowledge on new challenges.

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This isn’t a new idea and has been core to keeping games challenging for ages, like the speed increase in Tetris. Instead, I want to use these examples to think about how we learn about games and how varying levels of complexity presents challenges to designing game learning. I mention this because I’ve been recently playing Crusader Kings II, a real-time strategy game developed by Paradox Interactive that simulates dynastic struggles in the Middle Ages. I am passingly familiar with war-games and other grand strategy titles, but I don’t typically play them. The closest I come to those genres is the Civilization series, which could be considered light-weight in comparison.

Crusader Kings II is complex, and that complexity is not doled out in bits and pieces. You start in the middle of it all, like an anti-SimCity example. There is a lot to grasp; I paused the game for 30 minutes before feeling comfortable enough to actually start. Yes, there is a tutorial, but it mainly consists of some audio and paragraph blurbs without providing a holistic overview of the game itself.

I’m not complaining. Sure, the tutorial could be better designed, but I’m not faulting Crusader Kings II for being overly complicated or designing such that the game’s full system is in immediate view. I don’t think that level of complexity is a result of poor design. After all, games are made for audiences, and while I appreciate games that can build a learning curve that is easy to digest, I also realize that some games aren’t intended to work like that. At the same time, I never made it very far in Crusader Kings II, even after watching tutorial videos. I felt like my grasp was incomplete, which can be a frustrating experience. So is there a better way for game learning to be presented?

Most games make some attempt at introducing core game concepts through a tutorial. The tutorial experience usually follows a familiar path: a slow explanation of the very basic—moving around, clicking—to some essential need-to-knows. The fun factor for tutorials is low. It usually doesn’t move the game plot, it’s typically a mixture of painfully obvious (the scroll wheel zooms!) and rare tidbits of usefulness, and the tutorial stakes are low. I’ve never jumped into a tutorial experience with excitement because the general sentiment is that they hold you back from the real stuff, the actual game.

Board games do not approach the learning experience through tutorial because the medium presents its own difficulties. Nobody can be there to hover over you and guide your hand toward what’s what; rather, the board game learning experience typically consists of one person reading the rules while others’ eyes glaze over. Then, 30 minutes later, the one person paying attention has the burden of re-explaining as the game is played out. And even then, that first play-through usually lacks the strategic knowledge needed to fully understand the game.

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This approach relies on a single person to digest all information, stalls actual play, and creates a prohibitive learning curve because all game information is learned prior to play, forcing players to abstract that information into future scenarios they haven’t experienced. There are methods used to alleviate some of these pain points. Systemized keywords and symbols help conventionalize game terms so that everyone is speaking the same language. Sometimes that can become burdensome (a few Race for the Galaxy cards spring to mind).

A few weeks ago Aaron, some friends and myself tried out VivaJava, a beautifully crafted game about coffee production. That said, we weren’t prepared for the complexity of the game and had only slotted an hour or so for playing, so after looking at the number of pieces and the number of pages in the rulebook, we scrapped it for another time. I’m sure this is an experience every gamer has encountered. Jokingly, one of our friends said that there should be a video series devoted to explaining complicated games.

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All of which is to say that there seems to be no completely satisfactory method to learn a game. The number of approaches that digital and board mediums have taken shows that designers are still experimenting with the process. I don’t think a single approach will fit all game types, but more effort should be focused on the issue. Sheri Graner Ray at Gamasutra addresses this same issue more eloquently than I do, diving into learning types, which raises additional questions if a single approach is possible considering the variety of ways people learn. Ray’s answer is to provide a non-binding, yet repetitive approach that lets bored gamers skip ahead while allowing others to try over and over until they feel comfortable.

I don’t have a specific answer to these questions, but I do think that board games should think beyond the rule booklet and trying to integrate the learning experience into the game itself. The only way I can see that working is through a similar path like SimCity: start with a few elements, and then every once and a while introduce a new element with new rules. That of slow revelation may seem to tedious for some, but I do think a key element of game enjoyment is a fast and natural method of learning the game. Without concentrating more on that design I worry some games will fall short of their true potential