fredag 12 september 2014

Board Game Analysis: Battlestar Galactica

For our Advanced Game Design course we have been assigned to groups and given the task of playing and analysing board games. In total we will analyse three board games, for this week’s assignment we have chosen Battlestar Galactica the Board Game.

  




















Battlestar Galactica is a card and board game in which 4-6 players team up to save humanity by winning the game. Some of the players are not human though, they are infiltrating Cylons who are out to sabotage for the human players so that they will lose; their goal is to exterminate humanity.

Character Cards:
Each player starts with choosing a character card based on a character from the TV-series, each character has two positive abilities, of which one is an action that can be used only once per game, and one negative trait.  Each character also has a set number and types of skill cards that they are to pick up when it is their turn, these are correlated to which category the character belongs to.

The personal traits can affect the other systems in many ways, for instance that there is one character that has to choose the first option of a crisis card if it is their turn and another character that can steal “miracle tokens” from other players, allowing them to use their once-per-game-abilities more than once and preventing the other player(s) from using theirs.

There are four categories of characters: pilots, politicians, military and support, the first three players must choose one of the first three categories and may not choose from the same one as there has to be at least one of each in the game. The rest of the players may choose freely which type of character they will play. The highest ranked player in each category receives a title of President, Admiral or CAG which gives them the responsibility of making certain tough decisions during the game – for instance there may appear a crisis where the president has to choose between either executing another player or losing all their skill cards, which might make the game more difficult to win.

Loyalty Cards:
Each player is then given a loyalty card stating that they are either human or Cylon, the loyalty card is to be kept secret from the other players. This loyalty system dictates whether you are playing to win or “lose” and urges the players to team up with each other. The Cylon players may at any time choose to reveal their identity and use an ability that is stated on their card, for instance to send another player to the brig. 

When the game is half-way through, when the Galactica has reached 4 distances, each player is given a second loyalty card. This means that there may be two or three Cylon players in total adding to the tension and build-up of the game.

The loyalty system divides the players into teams, but unknowing of which player has which loyalty the players are occasionally forced to work together to reach their goals. 

Skill Cards:
There are five types of skill cards: Politics, Tactics, Leadership, Piloting and Engineering, what kind of cards each player can pick up and use is stated on their character card. There are a few exceptions where players may pick up cards of other colours than their own though. These cards are spent to perform actions when it is a player’s turn and to pass(/not pass if you are Cylon) skill checks.

Crisis Cards:
At the end of each turn, with exception from revealed Cylons and players in the brig/sickbay, there a crisis will occur. The current player will draw a crisis card which may have a choice for one of the leaders to make, a choice of two evils and/or skill check or a regular skill check. Some crisis cards have symbols on them that can activate for instance jump preparation or enemy ships when they are drawn.

Resources:
One of the lose criteria is to deplete one of the resources which are food, fuel, morale and population, they can be both gained and lost by for instance performing skill checks. There are also resources in shape of space ships, both humans and Cylons have a few different types of ships that have varying damage and hitpoints.

The human ships can only be controlled by a pilot character, either by them launching themselves into one or by going to the control room and sending them out from the reserves. The ships can either be waiting in the reserve area, in the damaged aircrafts area or be completely destroyed and taken out of the game. 

Enemy ships are either activated by certain crisis cards or by a revealed Cylon player using their turn to build and activate ships.


Locations:
There are a number of locations on the board, each has their own action that players currently in them can choose to activate upon their turn. For instance a player in the brig might initiate a skill check so that they can be freed. Human players can only move between locations on human ships while revealed Cylons only can move to locations on Cylon ships.

Skill Checks:
A skill check is prompted either by a crisis or by a player triggering a location, this means that the players will need to spend skill cards of the corresponding colours to pass it. All cards are placed face down, together with two random cards from a destiny deck (2 skill cards of each type) to make it possible for Cylon players to sabotage and keep their identity secret. Cards of the wrong colours will count as negative points and the players must reach a certain amount of points to pass the skill check.


Destination Deck:
A set of cards used by the Admiral when the Galactica has performed a jump, the Admiral draws two cards and chooses which one to use and the Galactica will move the number of distances that is stated on the card, in order for the players to win they must reach 8 distances and perform another jump.

Jump Preparation:
To win the game the Galactica needs to perform jumps to evade the Cylons, in order to do this the players need to move a token five times on the jump preparation field of the board. The jump preparation is activated by symbols on certain crisis cards.

Boarding Party:
One type of enemy ship drops of a boarding party, if they move four times and reach the “humans die”-square, the game is lost.


A typical round:
The current player picks up the amount of skill cards that is stated on their character card, then they may choose to move to a location and/or perform an action or play a skill card. When the player’s turn is up or they feel that there is nothing that they can do, they will draw a crisis card.
If the card consists of a skill check, two cards from the destiny deck is placed on the board and players have the option of playing cards that will affect the skill check, for instance adding an additional colour as a positive, before the player to the left of the current player starting to place cards on the pile. 

Here players have the opportunity to either help or sabotage for the team or a player that they might be suspecting is Cylon or human (depending on their own loyalty). When all players that wish to/can, has spent their cards, the sum on them is totalled. The skill check is then either passed or failed and the players will have to take the consequences.  When that is completed the player to the left will start their turn.


















What is the best and the worst parts of the game?
After playing the game a few times we came to the conclusion that the best and worst sides to the game are closely linked. We felt that the best part of the game was the build up towards a climax at the end, while the worst part was the anti-climax that was the end of the game. As the game progresses and the inevitable doom comes nearer and nearer the game felt as if it was building up towards a dramatic end with lots of tension and excitement. In the end however, it culminated into practically nothing more than an “oh, we lost”, there was no real sense of winning either (something interesting to consider is the fact that every time we played the humans lost). At one time those playing humans got a card with a choice of dying by losing 1 morale or one fuel, at that point there was no possibility for them to regroup and win, although the “teams” were neck and neck.

As said previously, the build-up was the best part; the human players would try their best to survive, while the Cylon players would try to sabotage and make the other players lose. There was a tension created by the enemies constantly closing in, increasing in numbers and the resources depleting at an increasing speed. Knowing that someone is an infiltrator but not whom and that there is not really anything you can do about it, as well as being the infiltrator trying not to be discovered while doing as much damage as possible was also a big part of this. 


What is the most interesting system?
Our group was a bit divided when we discussed what was the most interesting system of the game; one member who had played the game a lot before felt that it was the loyalty system, while the players who had never played before did not feel as if it was something we had really used when playing. 

Some of us, myself included, felt that the most interesting thing was the social interaction that the game created, the loyalty system was though a part of this. Why we felt that this was so interesting was that it was very very subtle and different from other games we had played. It was a major part of the game although it did not create a witch hunt or create extreme paranoia, the game forced the opposing sides to work together while trying to evade/sabotaging for the others. 

Unlike other games, e.g. the game where someone is a police and another is a murderer that blinks at its victims, the game did not focus on trying to find out who was the Cylon, even though it felt as if it composed a major part of the gameplay.

What is the target group?
I would think that the main target group of the game is the fan-base of the TV-series, as a way of getting more money out of the brand.  The box states that the game is for player of 13+ years old, I do however believe that the target group is somewhat older due to the complex systems and the political drama of the TV-series. 

Although a thirteen year old might be old enough to comprehend and play the game I feel that the game is probably aimed towards an agegroup of 15-20 years old, both male and female Sci-Fi and Battlestar Galactica fans. 

It is an enjoyable game that we had a lot of fun playing, so I think that the game could be appreciated by a large group of people. The game is however very much based on the TV-series and I fear that it might scare away players who have not watched it and might not understand and appreciate the game enough to truly enjoy it. Had not one of our group members watched the TV-series, we would probably not have understood the game as much as we did and I do not think that we would have been able to experience the complexity and depth it offers, therefore I come to the conclusion that the target group is fans of the Battlestar Galactica TV-series.


Conclusions:
What most of us felt was the most interesting thing about the game is how the many small elements creates the great complexity that the game consists of. Especially the subtlety of the loyalty system, there was no individual part of the game that overpowered the others and it felt as if everything was meant to be together. When playing it felt different from many other games in this regard, the beautiful subtlety that composes the game felt very refreshing to us and was a major contributor to why we enjoyed the game so much.

Some parts felt a bit redundant though, as if they had put it in the game and found something for it to do just because it was in the TV-series, although it did not at all add to the gameplay. The boarding party is the most prominent example of this, as it seems very ineffective and played almost no part in the game. Only two or three times did we use them in the game and they never made it further than one or two steps even if we mostly just let them be, that is what made it feel as if it was there only to give the ships that drops them off a reason of being there, other than they exist in the TV-series. This is strange however, since them moving four times is one of the loose conditions.

The ending was, as said earlier, a bit of a let-down, the build-up promised so much but it did not deliver. It is something that could have profited by more playtesting and balancing to make the ending feel as dramatic and climactic as it was expected to be.

We enjoyed playing the game even though most of us had never watched the TV-series, but I do not believe we would have had the same experience if not one of the group members new both the show and the game very well. I believe that it is very much adapted to the TV-series and that it might alienate potential players that are not fans of Sci-Fi or the series, which might otherwise have really enjoyed the game. It could be considered a strong point though, that it is very much targeted at a specific audience.
 




2 kommentarer:

  1. PART 1
    Hello Camila

    Good and bad
    I completely agree with you that this is the game’s best and worst feature. The buildup to the end makes the player prepare for something great. During our gameplay of the game, we ran out of fuel which made the cyborgs win the game. When this happened there was a “oh well, let’s pack this together and go home.” kind of situation. To alter this I think there needs to be more immersion into the game, to get the players to find an interest in the game and the cause.
    To make the game interesting to the last second, to have that feeling of hope until the last card is revealed. Almost like the sense of the fifth card being revealed in Texas hold’em, that same feeling you have when everything is on the line. To have battlestar galactica’s players feel invested in each session.
    May it be that our disappointment of the climax was the players themselves around the table? The lack of understanding for the rules halts the ability to get invested in the game.
    The way battlestar galactica builds upp the climax is really nice, to have the fuel, food and population counters showing lower and lower values for each round that goes. To tell yourself that everything will be alright with the next crisis, you’ll find additional resources. This false set of hope builds great climax for each turn that goes. Will we make it?
    Intresting system
    I see your point in loyalty system being a great system to work out the “teams” of the players, to give each player different directions on how they want the game to end. This also gives different directions on how people’s view point in discussion on how to solve the crisis. It’s a great system that brings people together to solve the problem, to discuss how the problem should get solved and what the consequences are if the team will fail the crisis. Do you think the loyalty system would be different if the focus in the game was to fight of the human cylons instead of averting crisis, or would this alter the focus of the gameplay to much? Would the game go from problem solving co-op with sabotage to full out conflict between the players?
    In connection to the loyalty system is the crisis system which enforces the loyalty system. The crisis’s utilized every member of the ship even if the player is a cylon or a human, every member is need to influence the outcome from the crisis.
    The Crisis cards consists out of three different types of cards, there are; Cylon attacks, skill checks and event cards. These cards influences each member of the game and needs to be solved in different ways.
    I think the system for the crisis cards is more valuable when they use every member to engage in each crisis. Without the crisis cards the loyalty system would’t start as big influence from the cylons that sabotages the crisis’s knowingly. The systems lacks a good way to influence the sabotage and to stop them from making the crisis happened. Without this system the whole game would feel quite dull, it would surely have a system to eliminate the player but it may not be executed as well as this one.

    End part 1

    SvaraRadera
  2. PART 2

    Target audience.
    If you used Bartle’s group of player what type of player do you think would benefit most from this type of game, would the bartle killer type enjoy the game trough the sabotage and winning over the cylons (or humans), or is it the Fellowship typ that just enjoys to work together with the other players in order to achive victory.
    One type of player may of course have several different player types, it’s often counted into percent on what type of bartles player type the target audience is.
    I agree with you that the player age group is really too low for the complexity of the game, thinking on how long it took for us to understand the rules and the goal of the game.
    Do you think fans of strategy games and sci-fi would check this game out without being recommended to it or watching the series? Is the game made well enough to attract players from outside the fan base from the series?
    Conclusion
    From the start I felt that the game was to complex, there was a system for every different part of the game. I think the game would feel more solid if the game had one system that the player could utilize to deal with the different challenges the game.
    The space part of the game never got utilized in our play session, I understood that it had part to do with the crisis cards but we never encountered anything forcing us to do battle with the ships. We just sacrificed the ships in order to bet for fuel or other resources.
    Otherwise I agree with you, the game is really interesting in how it has tied together all the small elements. Everything from brig to the space battles feels tough trough and valid for the board game, to be able to convey the right feeling given trough the series is no easy task.

    There are some parts that the game could benefit from, some parts feels like you said a bit redundant. The game itself would benefit from cutting down on and making systems more simple. Some parts of the game were given so much complexity that it took away the immersion into the game. A immersion that would be great, at least to get that great big buildup onto the final parts of the game. Something is needed to get the players into the game more and I believe that some parts needs to become simpler for the player to continue playing and getting a bigger involvement.
    This is just a lesser observation about the game. I may very well have failed to understand the core mechanics and the different systems of the game.

    SvaraRadera