I don't usually have a problem with length. As you might have spotted before, I tend to write review that stray to the other side of long. I have played games that have spanned entire days and I did not get bored, with the monster 18C2C coming to mind, due to its 11 hour span involving a game about fucking trains. So yeah, length of game is never an issue for me and it's very rare that I get bored. About the only moderately complex game that I ever got bored of was Ora & Labora and I still, to this day, can't quite put down why I got so bored. In light games, though, length infuriates the hell out of me. Cosmic Encounter turns me kind of angry due the unnecessary length that it had and Munchkin is pretty much one of the worst offenders of the lot. I have had situations in which I was able to complete a game of Twilight Struggle before the table next to me finished playing their game of Munchkin, and this was a TS game that went to turn 10. It is that bad and it is an issue. Length can be an issue in relatively light games because if there is little depth to a game, the game can and will drag on if it continues going after a certain amount of time: this is especially true in games in which there is a high element of luck, because people that get screwed at the start will still have to play until the end even if they have little chance of winning. This is even MORE true in games in which luck at the start enables you to become better and better, amplifying the issue and making the people that fall behind even less likely to win. Unfortunately, it is this latter category that Munchkin falls squarely into. Shorter games don't fall into this trap, even if they are highly random: if the game is quick, the board resets and everyone is on even footing again. Spending 5 minutes with no chance of winning is immeasurably better than spending half an hour or even a whole hour with little chance of winning.
As an extreme example, Lover Letter is a game in which (in the original printing of the rules), you can lose a round in your very first turn, and there's nothing you can do about it. You would think that this would make the game entirely shit, but the fact is that you'll laugh about your misfortune and then just wait the 2 to 5 minutes or so until the next round starts. Imagine having this occur, but instead of being out of the round, you have to keep playing and a round can take anywhere from 30 minutes to an hour: this is Munchkin, this is why Munchkin is bad and it's why length is such an important factor when attempting to analyse highly random games or even light games as a whole.
Munchkin creates even more problems with its 'fuck-the-leader' endgame coupled with massive games of chicken every single round. Since players can play cards to prevent others from outright winning, but since you want other people to use their cards and not use yours, you end up with a single combat taking far too long. Creating a mechanism in which one player HAS to play something to stop someone from winning but playing the card that does this puts you at a disadvantage does not lead to a time-friendly game. This is, unless, you take the asshole route where you flip over the door, shout '1-2-3-I WIN' and take loot/levels before your stunned opponents can do anything. This certainly speeds up the game but labels you instantly as an asshole, probably one of the few actual decisions with impact that you will have in the game.This length problem segues neatly with another issue with the game: the winner of the game is usually the one that manages to gain level 10 before everyone has used their 'fuck you over' cards, which you usually want to hoard since they are so crucial to the end game. This leads to a situation in which the mid-game doesn't even really matter and you could be the most spruced out character that ever existed but because you tried to gain level 10 when everyone still had their cards, the wimpy guy after you with just a crappy sword wins instead. I find it weird that the winner is not usually decided by who has the most stuff (which, in some ways, is the definition of a Munchkin), but instead by random luck of being the player after the best one.
Munchkin, for a light game, is also prone to a lot of rule misinterpretation and having to go back and check the rules can kill social interaction while someone has to check how power X interacts with power Y. As well as that, the game rules earnestly encourage cheating, something that can never end well. Due to the aforementioned length, the way that the end-game is setup and the rules-lawyering that can occur, the social interaction that occurs while the game is being played edges towards 'almost starting a fist-fight' more often than not. Take the social interaction within Love Letter: it's targeted to specific people and essentially can knock a person out of a round entirely, but due to the aforementioned shortness of the game the game is almost designed for casual banter and the jokey insults that you want to create while playing a light game. Kings of Tokyo is another good example, with situations in which people go 'Come on you coward, keep some of those claws instead of healing!'. Munchkin is too reliant on this banter in order to work and due to the way that the game is structured and the length of the game (and therefore the level of emotional involvement within the game, since there's more emotional strain at becoming second in hour-long games as compared to short games) leads to interaction which stops being friendly and can start being actively adversarial.
Munchkin, as touched on earlier, shares many of the issues that are also present within Talisman, in that due to random luck of the draw you could win pretty much at the start and if you don't, it's going to be a difficult road ahead. Since whatever you are facing is entirely random, you are just as likely to fight a level 2 monsters as some unbeatable high level monsters when you are level 1. The only realistic way to prevent this would have been to have tiered decks with the player either being able to choose or being forced to use a particular tier when they kick down a door: this of course, would have meant that the design of the game would have at least a little bit of thought behind it.
Another point against Munchkin is that it is a fundamentally exclusionary game. In order to get the humour you have to be immersed and understand the entire background and the tropes associated with fantasy dungeoneering. For someone that started in RPGs and progressed to board games this wasn't an issue with me: I understood all the jokes and found some of them even funny, but imagine that you introduce the game to someone that has no experience of RPGs: they either won't understand the joke or they might just see most of them as weak puns (which most of them are). The game is targeted almost exclusively for nerds and thanks to the fact that board gaming is becoming more and more mainstream, games like Munchkin are just going to make people unable to fit and can even potentially drive them away.
So, are there any positives about Munchkin at all? First of all, I'm going to cut the 'beer and pretzel' argument before it can even be formed: yes, games, even bad ones, can be played just to have fun while drinking with friends, no, this doesn't make the game good, no, I'm not saying that you absolutely can't have fun with Munchkin, yes, we can rank games by listing them using objective criteria and no, I don't usually accept those sorts of propositions but I might think about it if you send me a picture. With all of those questions over and done with, there is one element of Munchkin that I do find compelling, which also ties in with one of the problems listed before: some of the cards that you can play to make a monster harder are kind of funny and can lead to funny situation in which you say stuff like 'I'm facing a dragon! But now he's a big dragon! Now he's an elderly big dragon! Now he's an elderly big dragon with spikes!". I don't know how, but Munchkin might be a better game if it had focused on that, although 'fixing Munchkin' must rank high up there in terms of difficult, probably comparable to 'proving unified field theory'.
Overall, Munchkin does so much stuff wrong that I almost wonder how I ended up where I am today, considering that when I originally started playing board games I had loads of Munchkin boxes and I remember having fun with the game. That's why, within the SA board game thread, we often tell people that while fun can be had with Munchkin, there's so much better stuff out there. Some people do take offense, but more often than not we do get people that say 'Wow you guys were right'. It's not even about being elitist, it's more about broadening the horizons of people and even if someone tries better game and then comes back and says 'well I still find Munchkin enjoyable', more power to them, it's no one's job to say that other people's tastes in games are somehow 'wrong'. Still, Munchkin gets
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