While it is
probably unfair to judge a game that I have only won once on introductory level
and lost once on regular level, I believe there are some overall points to be
made.
Firstly, the
idea of a cooperative game is rather new, or for me it is. All the board games
I have played over the years have been player vs. player and if there was any
kind of cooperative play it was often team vs. team rather than players vs.
game. It makes sense to develop games that use this form of play as it is seen
more often in digital games such as MMORPGs where players fight the ‘environment’
or the CPU. Despite all this, the game form doesn’t appeal at all to me.
Whether it’s a flawed game form or if it’s just personal preference I did not
enjoy the experience much. It didn’t seem as if we were playing a game, rather
just we were discussing actions and the best things to do, much like a form of
Model-United Nations. Since we weren’t competing against each other there
seemed to be nothing at stake. Why wouldn’t we cooperate with each other? For
me personally, I’d like to see a feature where players have to decide whether
to help the team as a whole or help themselves for personal gains. This would
add more realism to the game in my opinion, as certain people might only be
willing to help in return of a favor or exchange of goods. This would really
push the main emphasis of the game – cooperation.
The second
design value that Leacock seems to have designed his game after is the idea of
strategy. Player must work together in a strategic way. They must choose the
right actions, go to the right locations at specific moments or otherwise they
may risk losing. Extra strategy is added through the use of player roles. Each
player has strong points that must be used cooperatively in order to achieve
the objectives of the game. This is a really strong point of Pandemic.
Although
this has little to do with the mechanics of the game, but I would have liked to
see the player pieces that are connected to the player role cards to have been
more interesting. A green player piece doesn’t indicate that it’s the
operations expert. Using player pieces like in Monopoly would have added to the
artistic and emotionally experience of the game. Players start to see
themselves as their roles through the role cards that feature small drawings of
each role but it stops as soon as they see that their researcher in full scrubs
is instead a brown player piece.
Even though
the cubes aren’t really visually appealing or interesting in any way, they are
practical and serve their purpose. It is easy to spot when a city has three
cubes on it that it is on the edge of an outbreak or epidemic. I do believe
though that the names of the disease are a bit too generic. How unoriginal is
the name “blue disease”?
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