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Small-Scale Question Sunday for September 18, 2022

Do you have a dumb question that you're kind of embarrassed to ask in the main thread? Is there something you're just not sure about?

This is your opportunity to ask questions. No question too simple or too silly.

Culture war topics are accepted, and proposals for a better intro post are appreciated.

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If anyone here plays board games regularly, what's your opinion on kingmaking? I'm aware there are a range of opinions on this, and this is a point of contention for many players out there.

Kingmaking, for the uninitiated, is basically a behaviour players can engage in during board games where after you fall behind the other players to the extent that you're effectively out of the game, you can throw the game in favour of the player you want to win. This is usually based on in-game grudges (someone absolutely screwed you over, so you'd rather they not win) and it regularly rears its head in social board games, one of the most common games I see it in being Settlers of Catan.

Personally, I am not against kingmaking. I think kingmaking, teaming, and all other related behaviours are inherent in social board games with more than two players and can't really be avoided (nor should it). A big part of any social game is about judging your adversaries' personalities and playing the players accordingly, and if you engage in aggressive behaviour early on and make enemies, there's clearly a risk that comes with it. You can't make it difficult for a player to win then expect them not to take their revenge. Additionally, strategically employing kingmaking and threats thereof can set a meta-rule for future games - if you screw me, I'll screw you back - which might make a player think twice about taking their chances to screw you in the future. The humans you're playing with are part of the game, and the relational dynamics are what make a lot of social games interesting in the first place.

It goes without saying that if the player still has a good chance of winning kingmaking would probably be a poor strategy, but I don't inherently have a problem with pursuing revenge in and of itself.

I think it's quite inevitable that when taken seriously games with more than 2 sides end up being more about politics than what the game is explicitly about (unless it is explicitly about politics). Even without throwing the game, any action or inaction can affect the balance between the top players.

The options are finding a gaming group that won't make casual games about politics, one that enjoys the politics, or playing games with 2 sides.

Pretty much the only games I can think of that people play seriously (read: professionally) with more than 2 sides are gambling games like poker and mahjong. And I'm fairly sure they are rife with collusion scandals.

There are natural and unnatural game politics. Example: SSBU (online). It's a fighting game that is most often matched as a 1v1, but occasionally puts players in 3-way 1v1v1s.

Now, the natural politics that happen in a 3-way (IMO) is that all participants begin by attacking each other equally. If player A gets too far ahead, B and C focus attacks more on them to pull A back down to their level. If player C drops too far behind, A and B avoid trying to "finish them off", since either A or B spending time attacking C leave themselves open for the other to attack them in return and take the lead. As a result, 3 evenly matched players usually end up with a close finish where anyone could win. Exciting!

... except this rarely happens. In actual play, A and B immediately begin the match by signaling that they want to form an alliance against C. A and B then easily double-team C until C is eliminated, then finish the match as a 1v1. I consider this much less exciting than the alternative, but dynamics demand that players play this way, because if they refuse to ally and the other player does ally, they become C, and lose.

I consider the first situation to be natural, because the politics are dictated by the flow of the game. The second is unnatural because players are plotting on a social level with each other before the game begins.

While I sympathize with this making the game worse, I don't see how you come to the conclusion that the platonic ideal of competitiveness is the natural one, and the one that actual humans consistently gravitate to without verbal communication is the unnatural one.