Great and interesting show guys. Michael, you were a wonderful guest host. I'm very interested in looking into Captains of Industry after hearing you talk about it.
Have any of you played Container? If you enjoy markets and economics I *heartily* recommend you try it out. I have only played it once (my second play is *finally* coming up soon) but it was an amazing experience. I came in dead last and had a fabulous time.
I'm not usually a big fan of auction games (I keep telling myself that even though Container and Power Grid are two of my favorite games) but the economy that the players must put up and maintain is just fascinating. The entire economy, including both sides of the supply/demand curve, is determined by the players. There are horror stories out there about players running the economy into the ground and the game grinding to a halt. I'm certain that is possible, but in my game the players were all reasonable and everything moved along quite nicely.
Great and interesting show guys. Michael, you were a wonderful guest host.
Indeed he was, and Erik did a great job editing this one. I'm pretty sure he cut out at least fifteen minutes of me suggesting games could be approached as market games to be proven crazy on each count. It would have been a total waste of time and not very entertaining.
I definitely enjoyed listening to this episode. Before listening to it, I automatically thought about the interesting auction mechanic in The Speicherstadt where players place workers one at a time in lines to buy specific goods. The more workers in a particular line, the more expensive it is for the person in the front of the line to buy the good. I thoroughly enjoy the elegance of this system. There are opportunities to manipulate the prices on the market, sometimes screwing over other players. However, with only a limited number of workers to place, there is a good amount of tension to place wisely, and not waste any actions.
It's the game fault if the players play it so a market can collapse?, not enough money, no one can buy, no one can produce.
That part of the game is broken if it bogs down with the collapse and the game isn't ready for it or ignores it's existence. However if the collapse is part of the game, if it's planned for and the results continue to make the game engaging even if there is a phase shift of some sort, then it's not broken.