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by michaelt 1887 days ago
The jargon for this is a "comeback mechanic" - game designers have to be cautious with them though, as if the final round can flip the results too easily what was the point of all the other rounds?

In "Power Grid" (a power plant building game) the turn order is recalculated every round based on how well the player is doing, with the players doing worst getting more chances to bid in power plant auctions and being first to buy on the fuel market.

In "Flamme Rouge" (a cycling-themed game) a 'drafting' mechanic means the leading player has to add 'exhaustion' cards to their hand, much like riders in real races try to slipstream behind the race leaders.

In "Suburbia" (a city building game) victory points are 'population' but as you move up the population tracker, you cross red lines that reduce your income and reputation.

In 'Trans-America' (a railroad-building game) points are scored by connecting cities, and it's easy for a naive player to connect 4 cities before a lucky expert player connects 5 and ends the round. This creates the impression of a close game as the best and worst players will be within 20% of each other.

And of course, the other option is: A scoring system so baffling and opaque, nobody can work out who's in the lead until the calculators come out at the end.

1 comments

Yes, you can lose the meaning of all other rounds but the last. And if player strategies can maximize comebacks, then all the smart people will only focus on the comebacks and only the less experienced or relaxed players will play the actual game (and be constantly frustrated by seeming to win early on and then losing to comebacks without feeling any power to change that).

In chess, which doesn't have a clear comeback mechanic, this sometimes works out, since the impact of late game mistakes can vastly outperform early wins. So, comebacks are clearly and directly linked to the skill of the winning player making a mistake and the skill of the losing player being able to capitalize this mistake.

But even that direction doesn't come for free. As in such games skill is so important, inexperienced players fighting each other will have a lot of huge randomness in their outcomes and altogether the game only becomes fun once you reach a certain minimum skill level.

Last but not least, there are also alternatives to comebacks. For instance, in poker or pen&paper roleplaying games a factor of pure randomness is added. So, while on average the skilled players will have almost all the positive experiences that chess players have (they win more often, they have more clarity and control about the progress and current status mid-game), the unskilled players can sometimes make a lucky win which seems satisfying enough that some people get addicted to poker without ever gaining much skill.

As Monopoly also has a random element, I wonder if simply tuning the impact of randomness would make it more fun, allow for more lucky comebacks, etc. As a stupid example, maybe event cards could introduce property tax rates that stay until another event card alters them, or a renter being unhappy about the rental property won't pay the rent or even create costs through law-suits, required building repairs, or clean-ups.

> the unskilled players can sometimes make a lucky win which seems satisfying enough

I like games that have this feature, perhaps even more then a come-back mechanism.

In the game of go playing against a higher skilled player you usually have some portion of the board where you are doing better then expected. The higher skilled player might have actually "given" this result as a trade favorable to them, but that is usually not the perception of the lower skilled player.

In fact on a 19×19 board there are so many micro battles going on that the lower skilled player will usually get enough perceived good mini-results that it is enough to enjoy the game, despite knowing they will definitely loose in the end.

In addition—to take this out side of board games—as someone that is not good at sports, I like sports usually only when there is a lot of added randomness so I can get at least a lucky shot or two, even if I will loose most likely loose the game as a whole. For example when I play basketball I like it a lot better when we play on a coarse concrete, with crooked baskets and a peeling ball. Another examples include: laser-tag (er even better a nerf-gun fight) vs paint ball and disk-golf vs. traditional golf.
> inexperienced players fighting each other will have a lot of huge randomness in their outcomes and altogether the game only becomes fun once you reach a certain minimum skill level

This is a very good point.

I play chess with my children a few times a year and I was subconsciously feeling that it is not that fun.

Only after watching The Queen's Gambit I realized that the fun is there, but out of reach for me.