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Tuesday, December 31, 2013

The Mechanic is the Message: The Agents

I've played a lot of games while I've been off from school for a couple weeks. Thanks to Christmas gifts and Kickstarter, I've been able to play a lot of new games with new ideas. One thing that's particularly stood out to me about the games I played over the holidays is how game mechanics can communicate meaning. This is especially true in two games I played this past week: Brothers: A Tale of Two Sons, and the tabletop game The Agents. I'll cover The Agents in this post, and Brothers in the next.




These Cards are People
Let's start with The Agents. The Agents is a "double-edged cards game," a name they apparently trademarked for themselves. The core mechanic of the game, which is explained in their Kickstarter video below, is placing cards either facing you or facing your opponent to get either points or abilities. Abilities help you control the game, but points help you win, so you have to balance the two to succeed.

                   

The Agents is smart in a lot of ways, but specifically it connects its mechanics to its themes better than any other tabletop game I've ever played. The premise is that all these agents have been disavowed by their home governments and are now working rogue, using their skills to whatever ends they see fit. As such, the individual agents' relationships to the player are different than you'd expect in a traditional card game. In most card games, each player has their own cards that serve them faithfully and always give benefit to the player who lays them down. Thanks to the mechanics of this game, though, cards can literally turn on you at a minute, and suddenly these cards aren't slaves to a game, but people--agents with their own agendas.

This is accomplished in two ways. First of all, the Agents breaks the sense of ownership between player and card. Yes, you have cards in your hand, and yes, you play them how you want, but any card you play gives two separate benefits, one to you and the other to someone else. Additionally, you play agent cards on a faction, but no one owns any one faction. Instead, factions are shared between two players, and both players try to influence the faction in such a way that the most advantage goes to them. With cards being "double-edged" and faction control being decentralized, suddenly the agents themselves are players in the game as well.

I've played this game several times now and taught it to 5 or 6 different people. Invariably, there comes a moment in each person's first game where they're holding a card they want to play, just looking from one faction to the next, considering all the implications of each possible placement and direction of the card, and then they'll just stop and blurt out, "Oh, crap." The Agents makes it very difficult to figure out exactly which play is most advantageous to you, and it's also very good at making other players present you with unexpected opportunities as they put points or commands in your direction that you didn't see coming.

Gameplay considerations aside (for now, though seriously that's great game design in itself), I realized in a rush in one game just how well these mechanics combine to represent the game's themes. "These cards are people," I suddenly thought. Rather than serving me like my slaves, the cards in the Agents are characters--skilled agents who have their own agendas and will serve whom they will serve, how they wish to serve them. This effect is enhanced by the extremely careful balance of the cards. It's nearly impossible to get a "mega turn" in The Agents, because each agent only has one ability, and those abilities most often only affect one other card at a time. In this way, the Agents becomes a true tactical game, where you constantly have to look at what's in front of you and consider all the possibilities. All combined, this makes the Agents feel extremely like a tense game of politics and juggling loyalties with real people and real consequences to each decision.

At this point, all the game's subtle puns start coming out. "Double-edged cards" doesn't just mean the mechanic of points and commands, but the duplicitous nature of the agents themselves. "Turn," one of the commands in the game, literally means turn the card around, but it also represents turning loyalties from one player to the other. These and other commands and verbiage in the game serve both gameplay and theme, at times ingeniously.

Games are a language in themselves, and like any language, there are multiple layers of expression going on at once. Functional games present you with mechanics that are understandable and work together well. Good games make those understandable and functional mechanics more robust and complex, and give clever nods to the framing theme of the game to splash in more fun for the players. Great games, though, are like great language: functionally elegant, but exploiting the functions of the language itself to communicate higher-level associations and observations. Great language can be consumed on a functional level without the audience recognizing its subtle greater accomplishments along the way. With a little training and thought and a keen eye, however, great language unpackages its greater meaning as the proper eyes study each bit of functional elegance. The careful study of such language can reveal meanings applicable far beyond the moment of the language itself. Truly great games are also great language--they function properly, but they also make themselves available to extended critical thought that goes beyond the game itself to discussing bigger and broader things.

It is in this sense that the Agents is a great game to me. Functionally, it's genius already, but careful study of the game lends easily and profitably to broader thought and discussion on human nature, ambition, and loyalty, a fact attested to by many a game table dispute as the game heats up,  agents start spinning like tops and the final points come rushing in.

Thursday, December 19, 2013

Update: First Person Scholar, an eBook, and Tabletop Games

I haven't posted anything here for awhile, but don't worry, it's not because I've been idle. I've been busy with finals and final projects for school, of course, but I've also been working with the guys over at First Person Scholar to get something published over there in January. Definitely go check them out and I'll keep you updated as that moves forward.

Also, as it happens, one of my final projects was for a print publishing class and I had to typeset a book, so I took a lot of my stuff from here and made a little book out of it, and it turned out looking really good. I also made an ebook version which you can download and check out here.

Finally, with the break I'm going to take advantage of the time to do a mini series of essays a little bit off topic--board and card games. I love tabletop games and I especially get into them around the holidays because I'm with family a lot and we all have free time. So for the next couple weeks be looking for my readings of a few of my favorite board and card games, including Dominion, 7 Wonders, and the recently Kickstarted The Agents.

Happy holidays!

Wednesday, December 11, 2013

Thanks to Critical Distance

I'd just like to thank Critical Distance for including me in this week's "This Week in Videogame Blogging" feature.

You can see the post here.

Saturday, November 30, 2013

Journey and the Epic

Journey, developed by thatgamecompany as part of a partnership with Sony, is one of my favorite games ever made. Despite being short, simple, minimalist, and offering virtually no challenge, it has had the biggest impact on me of any game I've ever played, and I'm hardly the only person to say things like that. Among the many reasons already given for why Journey is so great, I'd like to add a new one: Journey is actually the simplest, most universal epic poem ever written.


Monday, November 18, 2013

The Romantic Dead


I wrote a little bit last week about my experience with TellTale's The Walking Dead and the rise of what I've come to call "film-games." In that post, I also talked about The Last of Us, another of my favorite games of all time. The two games share a surprising amount of similarities (while feeling like entirely different games), but one that particularly catches my attention is that both are works of Neo-Romanticism.

Thursday, November 14, 2013

Moby Dick, Democracy, Participatory Culture, and Games

"Call me Ishmael," Moby Dick begins, establishing the identity of our narrator for us and giving us an introduction to his character and particular voice as he will be telling us this story for quite a while and we should be comfortable with him. Moby Dick is a book full of strong characters--Queequeg, Ahab, Flask, Starbuck, Stubb--each of these character seem particularly individual and powerful in their own right, just as we feel we "get to know" Ishmael, we can "get to know" the other characters and understand their desires and quirks. However, the story isn't about any one of them, its about (and exists because of) all of them combined.

Not only does Melville craft each of these characters expertly to allow each of them their own voice and personality, but the very form of Moby Dick is broken up into distinctive "voices" of different literary genres. Interrupting Ishmael's regular narrative come dramatic monologues (ch. 37), encyclopedic articles (ch. 32), affidavits (ch. 45), as well as histories, articles, and more. Indeed, Moby Dick is designed on a formal as well as a textual level to break up any overpowering voice. In fact, freedom of speech and choice may arguably be what Moby Dick most values, as the ultimate tragedy of its ending comes from Ahab drowning out everyone else with his power and desire.

Wednesday, November 13, 2013

"That's Not a Game!"


A couple nights ago around 2 a.m., I finally finished season 1 of The Walking Dead by Telltale Games. When I credits stopped rolling and the epilogue tag showing little Clementine alone in the countryside faded out, I stumbled in daze back to my bed. Before I could roll over to sleep, I couldn't resist the impulse to put my arm around my sleeping wife and hold her tight for a moment. Perhaps more than any other media I've ever encountered, The Walking Dead opened my eyes to my relationships with other people, especially my wife and family. I was intensely grateful for the love I've been so lucky to feel throughout my life, and the forces of order that have made the path of my life relatively smooth and easy. As I felt all this, I concluded that The Walking Dead is really one of the greatest games I've ever played.

Except there's one problem. The Walking Dead isn't a game.