Friday, 31 January 2014

Demand: A Locomotive Werks/Automobile Review

The inspiration for this blog was me recently playing Locomotive Werks (Works? Warks? Whyrks?), a game that I have been meaning to play for quite a long time. As some of you might know, I am quite the fan of Automobile, a game that I am utterly terrible at but that I love to play again and again. There are many reasons why I like Automobile that I will go into as part of this dual review, but suffice to say  it's probably my favourite Wallace game out there (ranking above my other favourites, such as Perikles, Liberte and Brass). 

When people first told me of Locomotive Werks, all of my fellow economics game enthusiasts (I know at least 5, it must be a record!) all told me that it was a game fairly similar to Automobile. This sparked the initial interest that I had in the game. As well as that, since I am a 18XXer, I had a natural interest in trains, so Locomotive Werks seemed like something that I would enjoy playing. Even after playing the game, although I felt that the comparisons between the two games were relatively true, there were a few items that irked me and this is what made decide to write a review comparing the two. Although in terms of fundamental mechanisms the two games aren't as alike as some people might say, there were still points that I think were worth discussing, especially in terms of how the two games handle supply and demand, which is the topic of this particular article.

As a start, let's briefly explain the two games and why they are dissimilar to each other. Automobile is a game about building car factories, producing cars and then selling them! Locomotive Werks is a game about building locomotive factories, producing locomotives and then selling them! As I said, completely different themes and games. 

All kidding aside, let's first of all analyse Automobile in more depth. The game has a variable turn-order which is decided at the start of each round by the players picking a famous car tycoon from a bygone era (Ford, Howard etc). The car tycoons are in a set order and each have different ability, as well as providing different numbers of research cubes. Picking a tycoon is both a deliberation of what ability you want and your place in the turn order. There are advantages at being first (first pick of new factories, first to use distributors to sell cars), and there are advantages to being last (being able to see what other people are doing, getting the pick of the higher tech car factories).

After picking the turn order, each player can do a single action in each of three rounds (with the game being 4 turns in total), in which they can build factories, construct cars from factories, place distributors or even close factories. Once everyone has done their three actions, the players can sell cars, first using the special ability of Howard, then by distributors (which have a limited amount of slots that increases turn by turn) and then using demand tiles, which I will explain later. There are also executive actions which can influence how cars are sold.

The main part of the game involves the 'technology line', which shows different models of cars of three different types (budget, mid-range and luxury cars). Only a single player can build a specific model and to progress up the technology line you need to spend research cubes: 1 cube for going to the next step, 3 for skipping a step, 6 for skipping two steps, 10 for skipping three etc. The advantage of having higher tech cars is that they are always sold first during the selling phase. As well as that, older technologies can gain 'loss cubes' depending on how many models are active of the same type in front of them. Loss cubes lose the player money each round so they are something you want to avoid.

With the brief (and not very thorough) explanation above, let's now move on to Locomotive Werks. Locomotive Werks also possess a variable turn order, but instead it is decided by how much money you have, with the players with the most money going last. Unlike Automobile, being last is almost always bad and there aren't any real upsides, apart from maybe being able to access new technology. The way that the turn order is decided reminded me quite a lot powergrid, and the end-game can be reminiscent of it as well since you are in a constant struggle to make the turn order work in your favour.

Much like Automobile, Locomotive Werks also has a 'technology line'. Unlike Automobile, more than one player can produce a specific model. There are different types of trains as well, something that impacts how many factories are available for a given model and how high the demand is (with higher demand models having more factories available and vice-versa for low demand models). Building a new more advanced model immediately unlocks the next one in the chain, but since each factory costs progressively more money, the amount of funds you have becomes a limiting factor on how high the tech line you can advance.

Originally for this review I was going to post a long-winded explanation of how each game handled demand and production, but I soon realised that a) the explanation would not make a lot of sense and b) it would be extremely boring to read. The two parts above, however (the turn order and the technology line in each), are important, though, to understand the next points. 

The main point is that the demand in each game is handled in a very different way: in Automobile, the technology level matters because higher tech cars get preferential treatment when selling, but all cars, no matter the model, sell for the same. In Locomotive Werks, however, technology level only matters in terms of how much you are selling the locomotive for, with each different model having its own, separate demand.  Preferential treatment for selling is handled just by turn order, which is the crucial point of criticism that I have for Locomotive Werks: turn order plays almost TOO MUCH of an influence on how well you do turn by turn.

Another crucial difference is that in Automobile, you can usually guess a range of how many cars are likely to sell each turn: in Locomotive Werks, this is handled by rolling dice for each different model of locomotive. This can create huge swings in the game, where being later in the turn order means that you sell a fraction of what you can actually produce. This is especially notable in the end-game, where you have to play a balancing act of not having enough money to become last in the turn order, but have enough money to pass the money limit that triggers the end of the game.

It is also possible in Locomotive Werks to fall so behind the curve in terms of development that it is impossible to continue playing, since as technology advances within the game the demand for older models dries up. Contrast this to Automobile, where you only stand to lose money (and loans help you overcome this too) and can still play the game. Even if the possibility of being shut out of the game in Locomotive Werks is remote, the possibility is still there and there's no doubt that a less experienced player at some point found himself in this position, having to wait hours before his friends have finished playing what is actually a pretty lengthy game.

I think these are the fundamental points that make Automobile stand out as an exceptional game and make Locomotive Werks simply mediocre. Automobile allows you to guess at the demand and make plans based on these expectations: Locomotive Werks forces random demand on you that potentially you have no real way to deal with. In Automobile, there are advantages to being both first and last, and making this decision needs to be weighed carefully: in Locomotive Werks, the decision is a no-brainer: always be high in the turn order. Automobile, overall, just feels like a game in which the designer understood how to handle randomness, while Locomotive Werks just doesn't. Maybe in repeated plays, I may grow to like Locomotive Werks more than my initial impression, but for now, I would not hesitate to pick Automobile every single time. As well as that, I am a notorious wooden pieces fetishist and man, those little wooden cars from the Treefrog version just make my heart melt.

The scores are 5 out of 5 Angry King Philips for Automobile and 3 out of 5 for Locomotive Werks. Now only to see what the new outing from Wallace (ships) is going to be like...

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