{"id":2832,"date":"2014-03-30T12:35:17","date_gmt":"2014-03-30T12:35:17","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=2832"},"modified":"2017-01-24T20:17:33","modified_gmt":"2017-01-24T20:17:33","slug":"machines-et-mechancete-engine-building-and-nastyness","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2014\/03\/30\/machines-et-mechancete-engine-building-and-nastyness\/","title":{"rendered":"Machines et m\u00e9chancet\u00e9 <br><i> Engine Building and Nastyness<\/i>"},"content":{"rendered":"<p><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"651\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/05\/01\/la-vallee-des-mammouths-valley-of-the-mammoths\/card7\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" data-orig-size=\"941,1000\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Bruno Shaman\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" class=\"alignnone wp-image-651\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg\" width=\"282\" height=\"300\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7.jpg 941w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/05\/card7-282x300.jpg 282w\" sizes=\"auto, (max-width: 282px) 100vw, 282px\" \/><\/a><\/p>\n<p>J\u2019ai r\u00e9cemment fait ma premi\u00e8re partie de Splendor. Si je vois tr\u00e8s bien pourquoi ce jeu peut plaire \u00e0 certains &#8211; en gros \u00e0 ceux qui se p\u00e2maient sur les jeux de Reiner Knizia il y a une quinzaine d\u2019ann\u00e9es &#8211; il m\u2019a personnellement laiss\u00e9 un peu sur ma faim. Surtout, j\u2019y ai \u00e9prouv\u00e9 un peu les m\u00eames sensations qu\u2019en jouant \u00e0 des jeux de \u00ab\u00a0deckbuilding\u00a0\u00bb comme Dominion ou Ascension, dont je ne suis pas non plus un grand fan. Le deckbuilding, s\u2019il reste une innovation m\u00e9canique int\u00e9ressante pour les auteurs de jeu, n\u2019est en effet que l\u2019un des mani\u00e8res de concevoir un jeu dans lequel chaque joueur, plus ou moins ind\u00e9pendamment, va construire sa \u00ab\u00a0machine\u00a0\u00bb \u00e0 g\u00e9n\u00e9rer des points de victoire, machine qui va peu \u00e0 peu grossir, et tourner de plus en plus vite. Ce principe se trouvait d\u00e9j\u00e0 dans bien des jeux de d\u00e9veloppement avant l\u2019invention du deckbuilding &#8211; je pense \u00e0 certains jeux de Martin Wallace, comme Automobile, ou \u00e0 des jeux de d\u00e9veloppement sophistiqu\u00e9s comme Agricola. Tous ces jeux de \u00ab\u00a0construction de machine\u00a0\u00bb\u00a0 sont donc \u00e0 la fois des jeux de course et des jeux de gestion.<\/p>\n<p>Les Colons de Catan sont sans doute le premier jeu d\u2019\u00a0\u00ab\u00a0Engine Building\u00a0\u00bb moderne, et ils restent tr\u00e8s interactifs, du fait notamment des nombreuses possibilit\u00e9s de blocage. Par la suite, plus les machines sont devenues sophistiqu\u00e9es, plus les auteurs ont jug\u00e9 sage de laisser chaque joueur se concentrer sur la sienne &#8211; d\u2019adversaires, les partenaires de jeu sont devenus des concurrents. Le joueur qui, \u00e0 Splendor, s\u2019aviserait de vouloir s\u2019amuser en jouant plus pour bloquer un adversaire que pour maximiser son score serait aussit\u00f4t puni par les m\u00e9canismes du jeu, car cela ne ferait que favoriser les tiers. C\u2019est sans doute ce qui me g\u00eane un peu dans Splendor, dans Dominion et dans pas mal d\u2019autres gros jeux r\u00e9cents.<\/p>\n<p>Tout ceci pour en venir \u00e0 une r\u00e9flexion sur la classification des jeux. On a coutume de distinguer les jeux comp\u00e9titifs, qui recouvrent la quasi-totalit\u00e9 des jeux de soci\u00e9t\u00e9 actuels, des jeux coop\u00e9ratifs, \u00e0 la mode depuis quelques ann\u00e9es mais encore assez peu nombreux. Il serait sans doute utile de distinguer, au moins en th\u00e9orie, entre deux types de comp\u00e9tition, selon que chaque joueur joue plus contre les autres ou pour lui-m\u00eame. Nous aurions alors, par ordre croissant de violence sublim\u00e9e, les jeux de coop\u00e9ration auxquels on joue tous ensemble, les jeux de concurrence auxquels on joue chacun pour soi, et les jeux d\u2019affrontement auxquels on joue les uns contre les autres, ou, pour le dire autrement, les jeux o\u00f9 les autres joueurs sont des partenaires, ceux o\u00f9 ils sont des concurrents et ceux o\u00f9 ils sont des adversaires.\u00a0 Bien s\u00fbr, cette classification reste toute th\u00e9orique, beaucoup de jeux ayant du mal \u00e0 entrer dans l\u2019une ou l\u2019autre case, mais elle peut nous aider \u00e0 comprendre le succ\u00e8s actuel des jeux de concurrence pacifique, peu interactifs, dont les jeux d\u2019Engine Building ne sont que l\u2019une des modalit\u00e9s.<\/p>\n<p>J\u2019ai d\u00e9j\u00e0 expliqu\u00e9, <a title=\"Jeux de coop\u00e9ration et de comp\u00e9tition, un paradoxe politique \u2013 Cooperative and competitive games, a political paradox\" href=\"https:\/\/faidutti.com\/blog\/?p=2264\">dans un article pr\u00e9c\u00e9dent<\/a>, pourquoi la mode des jeux de coop\u00e9ration dans les milieux bobos, \u00e9colos ou non-violents &#8211; dont je me sens pourtant assez proche &#8211; reposait, come souvent les ph\u00e9nom\u00e8nes de \u00ab\u00a0politiquement correct\u00a0\u00bb,\u00a0 sur une erreur d\u2019analyse. Je me demande si le succ\u00e8s actuel des jeux de comp\u00e9tition sans affrontement direct, o\u00f9 l\u2019on joue chacun dans son coin, et parfois chacun sur son petit plateau, n\u2019est pas une forme att\u00e9nu\u00e9e, et moins consciente, de la m\u00eame illusion &#8211; l\u2019id\u00e9e que l\u2019on serait moins m\u00e9chant, et donc plus cool et plus moderne, parce que l\u2019on joue \u00e0 des jeux moins m\u00e9chants. C\u2019est bien s\u00fbr faux, le propre du jeu \u00e9tant d\u2019\u00eatre d\u00e9connect\u00e9 du r\u00e9el, et le seul r\u00e9sultat est que l\u2019on s\u2019amuse moins. Un parall\u00e8le int\u00e9ressant pourrait sans doute \u00eatre fait avec la sexualit\u00e9, mais je garde cette id\u00e9e pour un article \u00e0 venir.<\/p>\n<p><span style=\"color: #993300;\">Une petite remarque m&#8217;est venue \u00e0 l&#8217;id\u00e9e apr\u00e8s-coup. De plus en plus souvent, les \u00e9diteurs qui d\u00e9sirent publier un de mes jeux me demandent de le rendre moins impr\u00e9visible, de diminuer le r\u00f4le du hasard ou les possibilit\u00e9s de mettre des b\u00e2tons dans les roues &#8211; ou les pattes, je ne sais jamais &#8211; des adversaires. Leur justification est toujours la m\u00eame, voir un plan bien con\u00e7u s&#8217;\u00e9crouler sur un coup de malchance ou sur une vengeance mesquine de dernier tour cr\u00e9erait chez le joueur un sentiment de frustration. C&#8217;est sans doute vrai, mais comme le fait souvent remarquer Bruno Cathala (qui doit pourtant beaucoup aimer Splendor), cette frustration non seulement n&#8217;enl\u00e8ve rien au plaisir du jeu, mais y ajoute sans doute beaucoup. Interrogez n&#8217;importe quel joueur de poker, ses meilleurs souvenirs sont les mains qu&#8217;il a perdues alors qu&#8217;il n&#8217;aurait jamais d\u00fb les perdre &#8211; les machines qui n&#8217;ont pas fonctionn\u00e9 comme pr\u00e9vu.<\/span><\/p>\n<hr \/>\n<p><a href=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman.jpg\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"2363\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2013\/07\/30\/entre-les-mondes-between-worlds\/v314-shaman\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman.jpg\" data-orig-size=\"1379,1506\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Bruno shaman\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman-937x1024.jpg\" class=\"alignnone size-medium wp-image-2363\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman-274x300.jpg\" alt=\"v314-shaman\" width=\"274\" height=\"300\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman-274x300.jpg 274w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman-937x1024.jpg 937w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2013\/07\/v314-shaman.jpg 1379w\" sizes=\"auto, (max-width: 274px) 100vw, 274px\" \/><\/a><\/p>\n<p><em>I\u2019ve recently played my first game of Splendor, and it fell flat for me, though I can perfectly well see why some players love it &#8211; mostly those players who loved Knizia designs fifteen years ago. The game flow felt very much like in deck building games such as Dominion or Ascension, of which I\u2019m not a great fan either. Deckbuilding is an interesting mechanical innovation for game designers, but it\u2019s only one of the many ways to design a game in which each player builds a \u00ab\u00a0victory point machine\u00a0\u00bb which becomes bigger and runs faster as the game goes on. This existed before deckbuilding, in management games such as Martin Wallace\u2019s Automobile, or in complex development games like Agricola. All these \u00ab\u00a0Engine building\u00a0\u00bb games are both management game and race game &#8211; and, well, management is often just a race.<\/em><\/p>\n<p><em>Settlers of Catan was probably the first modern \u00ab\u00a0Engine Building\u00a0\u00bb game. It was very interactive, in part due to the opportunities for blocking opponents. Later, when machines became more complex, designers decided to let each player concentrate on his own, and opponents became competitors. In Splendor, if a player takes a card to block or hinder an opponent and not to maximize his score or his development opportunities, the only result is to hall third party players to win. That\u2019s what irritated me in this game, like it did in Dominion, and in many other recent games.<\/em><\/p>\n<p><em>This leads me to a new variation on an old topic, games classification. A usual distinction is made between competitive games, which cover more or less all of modern boardgames, and cooperative games, a trendy but still relatively scarce category. It might be relevant to divide the former group, depending on whether each player plays mostly against opponents or for himself. We would therefore have three categories, from the coolest to the nastiest one, cooperative games in which all players play together, peaceful competitive games in which each player plays for himself, confrontational games in which players play against one another. To put it otherwise, the other players can be partners, competitors or opponents. Of course, this classification is purely theoretical, and in practice many games resist being placed clearly in one category, but it can help to understand why peacefully competitive games with little interaction, and among them Engine Building games, are becoming so popular. <\/em><\/p>\n<p><em>I already explained, <a title=\"Jeux de coop\u00e9ration et de comp\u00e9tition, un paradoxe politique \u2013 Cooperative and competitive games, a political paradox\" href=\"https:\/\/faidutti.com\/blog\/?p=2264\">in a former post<\/a>, why I was bothered by the actual popularity of cooperative games among liberal groups, and why I think it is based, like most politically correct trends, on the mistaken assumption. I wonder if the popularity of competitive games with no direct confrontation, in which each player plays for his own sake, and sometimes on his own small board, is not a lighter and less conscious version of the same assumption &#8211; the idea that we would be less nasty, and therefore cooler and more modern, if we play less nasty games. It\u2019s wrong for a simple and obvious reason, that the very nature of games is to be disconnected from reality, and the only measurable effect of this trend is that players have less fun playing. An interesting parallel could probably be drawn with sexuality &#8211; but this will be for a later post. <\/em><\/p>\n<p><span style=\"color: #993300;\"><em>An additional remark after thinking a bit more on this. Publishers ask me more and more systematically to reduce the randomness and the possibilituy for last minute dirty tricks in my games. Their justification is always the same &#8211; players whose carefully drawn plan, or carefully designed engine, goes wrong in the last minutes for no predictable reason can become frustrated. This is certainly true but, as my friend Bruno Cathala (who probably likes Splendor a lot) often states, frustration doesn&#8217;t reduce the pleasure of gaming, it adds to it. Ask any poker player &#8211; his best recollections are of hands he lost when he could not lose them, of engines which didn&#8217;t work like they ought to.<\/em><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>J\u2019ai r\u00e9cemment fait ma premi\u00e8re partie de Splendor. Si je vois tr\u00e8s bien pourquoi ce jeu peut plaire \u00e0 certains &#8211; en gros \u00e0 ceux qui se p\u00e2maient sur les jeux de Reiner Knizia il y a une quinzaine d\u2019ann\u00e9es &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2014\/03\/30\/machines-et-mechancete-engine-building-and-nastyness\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[27],"tags":[],"class_list":["post-2832","post","type-post","status-publish","format-standard","hentry","category-le-monde-du-jeu-game-trends-and-styles"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-JG","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/2832","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/comments?post=2832"}],"version-history":[{"count":8,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/2832\/revisions"}],"predecessor-version":[{"id":6744,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/2832\/revisions\/6744"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=2832"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=2832"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=2832"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}