Automated Monopoly hasn't figured out that people just don't like Monopoly
wired.com
wired.com
>Approach your average American and say you enjoy board games. I guarantee you, nine times out of ten, you’ll get a response something like: “You mean like Monopoly?” (And the other ten percent will challenge you to a game of Ticket to Ride or Carcassonne.)
He's got this wrong by at least two orders of magnitude. I can find 1000 people who LOVE Monopoly before one that has even heard of Carcassone.
It's a Mensa/BoardGameGeek delusion that people are as disgusted with games of chance as they are. People LOVE dice. Remember, people LOVE casinos. People may not love being dominated during an entire game, but people sure love dominating for an entire game, and if you play enough games, you get your turn. And contrary to popular Mensa/BGG belief, more people have completed a dozen games of Monopoly than have ever seen the front of a Settlers box.
It's not, unless you ruin the game with the $500 every time you land on Free Parking rule.
A great way to speed things up is to use calculators. Instead of paper money changing hands, we'll typically give each player a pocket calculator to add and subtract from their cash total.
Risk was my favourite board game though, ainec.
Since out-bidding for properties seems to aggressive and likely to lead to family fallouts, that part just gets dropped from the game. This makes it more boring and take much longer to finish.
I wonder how that works out with an automated version. Does it have rule variants built-in?
Though there is a train of thought that it's lack of enjoyment is the best thing about it:
That quirk aside, it's a stupid game. It communicates that wealth is a zero-sum game, and encourages a mindset whereby ideas about wealth are oriented around ownership of real-estate. These are both brain viruses in the anglosphere, although causation is unclear. And it's laborious.
A better wealth game is Pit/Billionaire. It's zero-sum, but that reflects the reality of the setting (commodity trading) and has interesting social dynamics. Consider this valid tactic: make a deal with someone not to pass taxman across, and you both aim to stick with that principle over several rounds.
Settlers is great because when played between nice people or with children, it can be played as a non-zero sum game that everyone gets something out of.
Scotland Yard has a better take on central London geography, and has team dynamics, lateral thinking and requires risk judgements. Flexible on the number of people you have to play.
The likes of Monopoly give board games a bad name. There's other awful mainstream board games though - I thought of Ludo.
I think you're probably reading to much into this. It's just a game. I don't think it's particularly promoting anything.
> A better wealth game is Pit/Billionaire. It's zero-sum, but that reflects the reality of the setting (commodity trading)
How is commodities zero-sum and property not?
> The likes of Monopoly give board games a bad name.
That's like saying Star Wars gives movies a bad name. It might not have the best script, it might not have the best acting, but it's a movie that has and continues to appeal to young and old alike, that is still watched like a gazillion times a year.
Edit: the original star wars trilogy obviously, not the recent triple travesty of video game-esque inanity.
The original game was purposefully designed to be anti-capitalist and in particular an attack on landlords who exploited tenants. I think it was called The Landlord's Game and the game mechanic was deliberate.
Monopoly changed a few elements but it's game mechanic is essentially the same.
I believe it is technically incorrect to classify Monopoly as "anti-capitalist" in the sense implied. Because of the nature of real-property, landlord tenant relationships are not inherently capitalist. They can exist even in communist economic systems in which people are tenants on government property. Lest we forget, the origin of much of our current landlord tenant system is in feudalism.
In real life, it would be easier for me to own several duplexes in a 'shady' part of town versus several luxury rentals (tenants demand alot more).
Strangely enough, cturner isn't just reading something into it, the original iterations of the game were designed "with the object of showing that rents enriched property owners and impoverished tenants".
The Wikipedia article on the history of Monopoly is fascinating.
http://en.wikipedia.org/wiki/History_of_the_board_game_Monop...
The average game store in the U.S. is a Toyrsus. Toysrus carries dozens of board games from exactly two different companies: Hasbro and Mattel. Toyrsus carries basically zero board games from any other companies. Hasbro and Mattel have figured out that if you offer parents the same games they knew as a kid, they'll buy them; and if you offer games with the same characters as TV shows, the kids will want them. And so that is what is in the stores.
There are a tremendous number of good board games in the world. These are not offered for sale at Toysrus, and therefore do not have any significant sales in the USA.
The existence of Monopoly and the fact that this crummy game continues to be offered for sale is a demonstration of the power of monopoly in the board games industry.
In retrospect I know why: it has a self-enforcing feedback loop that leads to the rich getting richer, and the poor getting poorer. Thus the outcome of the game is often determined very early, but the game still drags on for long, being not much fun for most players.
The same feedback loop can be found in "The Settlers of Catan", though less (the poor don't get poorer, it's just that the rich grow ever faster). I liked it too, but it's not fun for too long.
An example where it's done differently is Dominion, where resources for development and resources for winning are distinct, but mixed into the same heap. During your turn you take a fixed number of cards from that heap, so if you have many winning resources, your progress actually slows down.
And of course there are also lots of games where the current position doesn't really affect your chances to progress. In the long run I like those (and the ones with negative feedback loops) better than the ones with positive feedback loops.
Dominion is great--I got introduced to it recently, found it online (http://www.brettspielwelt.de/) and now purchased my first base & expansion set. :)
Highly recommend checking it out if you haven't seen it already.
1 hour of randomly acquiring properties.
30 seconds of trading between other players.
4 hours of randomly resolving the winner with odds established by the last steps.
If you could expand that (fun) 30 seconds of trading to the whole game, it would be a good game."House rules" like free parking, non-compulsory property purchase, non-auction-mortgage etc seem like very small changes, but they really terribly break the game balance. Putting money under free parking is all it takes to turn a 30 minute shouting match into a tedious three hour snooze-fest.
In short: Monopoly is never "fun," but it can be very exciting. It's the house rules that seek less painful gameplay that make the game so very, very dull.
Really a great time. When the trading stops with us, it usually means the game is about 20 minutes from being over while the last two battle it out with dice rolling. If that period was 4 hours long, I'd hate the game too.
The reason that nobody ever finishes is that they're far too nice. You're supposed to be destroying everyone, not floating them loans to keep them in the game. Every time I play a 'casual' game, that kind of junk happens, and it's incredibly dumb.
But then again, I don't play it anymore and I don't know any adults/kids that play it anymore. It's clear that times have changed, and the entertainment expectations are drastically different than they were 100 years ago.
Hasbro does not need gimmicks to make monopoly fun, they need to make monopoly fun for this generation. You can spend $60 on a video game with great graphics that sucks, or $10 on a game, that might have lower production value, that will keep you entertained for hours. At the end of the day fun is fun.
They need to offer kids what this video game generation is truly looking for, which is instant gratification.
I've got into it a few times with family but been left frustrated when it seems as if you can play perfectly and still lose regularly.
Games we tend to like: those where everyone is actively playing most of the time: Boggle, Scategories, Pictionary, poker, chess.
Games we tend to dislike: those where 1 or 2 people are actively playing and everyone else is doing nothing: Monopoly, Risk, Trivial Pursuit, Scrabble, Dominos.
I'm not sure how Trivial Pursuit, Scrabble and Dominoes fall into that category for your family... are you usually playing with an imbalanced family? Half young children and half adult or something?
It makes a great gift and usually costs less than $10.
...and it only takes 3 minutes to play.
It feels like Monopoly could be a better game if only it had better rules. There should definitely be a trading and negotiation phase in there, and some way for players to stop a player who's getting too far ahead.
Maybe a decent, well-known, alternate set of rules for Monopoly would make all of those monopoly sets out there less useless.
For those that don't know.
I wanted to find some kind of summary for each game - I bought Puerto Rico as it is one of the top rated games there, and it was far too boring for my playgroup (mostly casual and looking for shortish games).
http://boardgamegeek.com/boardgame/12493/twilight-imperium-t...
Now _there_'s a board game.
I recently played a few games of U-Build Monopoly which despite its abundance of board gimmicks is a great improvement because of the abundance of complex strategic options at every turn and the flexibility of sound short game options.
http://www.amazon.com/Hasbro-18361-U-Build-Monopoly/dp/B0036...
Could anyone name a few?
Scribblish - it's like pictionary but it doesn't matter how badly you draw and everyone is always involved
Carcassonne (if the 'farmers' rule confuses anyone, don't use it) - slight chance of negative interaction.
I would highly recommend the following over Monopoly: Carcassonne, Medici, Taj Mahal, Tigris and Euphrates, Mensa Connection, The Confrontation, Civilisation, Age of Steam, Dampfross (Railway Rivals), The Lord of the Rings board game.
While the story is disappearing into time, and is perhaps an over-egged story of folk woman vs. corporate greed; there is a marked similarity between Elizabeth Maggie's "The Landlord Game" and what became Monopoly http://en.wikipedia.org/wiki/The_Landlords_Game (it appears an apostrophe is parsed out... it should be The_Landlord's_Game).
Its intent was to demonstrate how monopolies grow, and how once they exist they are hard to overcome. I.e. not fun. Which might explain something about Monopoly today :)
There's more at http://www.antimonopoly.com/original_boardgame.html
As for Monopoly = Ubiquity, it's probably the first game that comes to mind. But in the past 3 years I've played plenty of others (Cranium, Risk, Balderdash, Trivial Pursuit, Scrabble) in social settings and had lots of fun. Batteries not required.
The point of Automated Monopoly is probably all the free media coverage Monopoly gets as a result.
It seems like every six months they bring out a new Monopoly :there was one with sewerage and skyscrapers recently, before that the ATM, and that's not including the 1000 different brandings like Simpsons, Manchester U, etc