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I know that games have been knocked as inferior that eliminate players from the game. I guess the feeling is that it means that people have nothing to do. Well, in some cases, it is beneficial to eliminate players. If a player has NO chance of winning, the best thing to do is to eliminate them.
Note I'm not asking these questions wanting answers. The first has no objective answer (except occasionally) and the second depends on the game (and the players). I just think your (one's) answers to them affect the absoluteness of your last sentence.
Look at it this way. You want to keep people into the game and interested. The main way to do this is to give people a chance to win. If you don't use elimination (knock out players who don't have a chance to win), you are faced with several choices to prevent people from going through hell. Some of these: - Make the game short enough where not being able to win doesn't matter. This is the typical German game approach. - Make it so that the leader is always able to be taken down. Done wrong, this results in a game that will never end. - Have the game close until the closing moments. While this can work, it also can lead to a "basketball game" type game, where you spend hours doing a lot of stuff that has little impact on who would win, because the game is decided in the ending anyhow. - Allow for a game to let someone win at any time, no matter the position they are in. This can lead to an excessive amount of luck, and not rewarding good play. Done right, however, this can lead to interesting play. Such a game doesn't really reward long-term strategizing. - Keep as much information as possible, so that a player isn't sure if they are winning or not for certain. This can work well, but also have limits. People who are good trackers of hidden info have a definite advantage.
Good list. I'd add play in circumstances (due to personal preference or tournament structure, or a game played many times competing against group records) where play is meaningful even if you can't win. OK, this usually isn't specific to the game (except some multiple independent round games which behave like mini-tournaments).
As I think your list also indicates, game design matters. Some just manage to avoid this being a perceived problem (I mean other than just having even bigger ones) whilst some fail. Of course as another thread shows, there isn't universal agreement on which games are which.
Incidentally how do you (or others) rate PR? I don't see this much commented on as a problem with the game, but actually it's quite easy to play badly enough to do this to yourself. Is it that doing it to yourself is not viewed as a problem, but having others, or luck, do it to you is? (I don't have a problem here, I just wondered.)
Or, you can just eliminate players from the game until there is one player left. This general works well. Weak players get knocked off quickly, or the strongest player in the game can also slip up.
Some random scenarios: a free format convention where groups form, reform and so on as games finish (or people get knocked out), a structured tournament where there is only the one game, in rounds with nothing else to do, an evening in the pub with four friends playing one or more sequential games, a weekend with the same group of friends at one of their homes, miles from anywhere where the reason for the get together is to play games.
Comments are welcome.
-- Christopher Dearlove
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