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Subject: Player interaction? rss

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Björn Hansson
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Where would you put CO2 the interaction scale: 1-10 (with a few guidelines)

10. The only path to victory and the sole object of the game is the annihilation of everyone else, and every action I take affect my opponents directly.
8. You could play it without messing with other players, but you are sure to lose.
4. Agricola - my choices might affect other players, but I can't fight them in any other way.
1. Pure multiplayer solitaire. No interaction at all.

Note that a game can be wonderful regardless of where on the scale it belongs.
 
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Jack Francisco
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It's tough to say. There is interaction as far as trying to edge out someone else for control in the areas, getting UN cards before they do, etc., but there is also some level of cooperation in that you may end up installing a project that will directly benefit one of your rivals. It's a tremendous game, however.
 
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Ben
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taragalinas wrote:
Where would you put CO2 the interaction scale: 1-10


Your scale makes it tough. You seem to be equating interaction with something like "fighting" or "attacking" other players. That kind of interaction doesn't make a lot of sense in CO2. More importantly, you seem to be assuming that the game gives players choices that don't involve interaction (see your definition of 8). CO2 has a lot of interaction in the sense that nearly every choice you have is a product of what your opponents have set up for you. And everything you do sets up the players who follow you. Playing it without considering the interaction would be like playing it without considering strategy.
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Ludwig Seitz
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I'd put it at roughly 6, since there is the area control aspect, the technology race, and the fact that (like in Puerto Rico) your actions enable (or disable) the player to your left.
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Björn Hansson
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chally wrote:
Your scale makes it tough. You seem to be equating interaction with something like "fighting" or "attacking" other players. That kind of interaction doesn't make a lot of sense in CO2. More importantly, you seem to be assuming that the game gives players choices that don't involve interaction (see your definition of 8). CO2 has a lot of interaction in the sense that nearly every choice you have is a product of what your opponents have set up for you. And everything you do sets up the players who follow you. Playing it without considering the interaction would be like playing it without considering strategy.


So I don't get to nuke other players?

Thanks for your input guys. Seems like there's enough interaction to warrant a purchase.

BAM!

Bought it. Always follow your instincts and advice from strange men on the internet.
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David Larkin
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There can be a lot of cat and mouse as if you propose a project someone else can build it, not attacking someone, but you can give an opponent a big advantage
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Ben
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Zark wrote:
There can be a lot of cat and mouse as if you propose a project someone else can build it, not attacking someone, but you can give an opponent a big advantage


I realize that the OP has already purchased the game, so this may be pointless, but this is the point I was trying to emphasize.

This is a pretty rough example, but imagine playing Agricola, but instead of getting to choose from all the unblocked actions each turn, you only get to choose from a set of 3 actions that the previous player selected for you. That ups the interaction considerably, but it doesn't fundamentally change the type of interaction--it's still all about messing with opponents' remaining options.

On the scale, it's probably 7-8.
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