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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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A look at auctions

Lowell Kempf
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Game mechanics come in a wide variety of flavors. Some of them, like worker placement, are extremely abstract. Actually, tile placement is pretty much exclusively abstract. Is there any place other than games where you use place tiles? I mean, at least worker placement does imitate delegating work and assigning jobs.

Ahem, getting back to the topic that I haven't even started yet, there are some mechanics that are 'real world' things that are hardly changed at all when added to game play. And one of the most obvious ones is auctions.

Auctions have been a part of gaming for close to a century. Among other things, auctions are a part of that old classic/scourge (depending on who you ask), Monopoly. Not that I have met anyone that has used that rule but it is there. 3M had a pure auction game, High Bid. (It is on my list of playing all e 3M bookshelf games but I haven't managed to do that yet)

That being said, auction games have come into their own in a whole new level as a part of the Euro revolution. It is practically a sub-genre of Reiner Knizia, with games like Modern Art and Ra. Auctions also play a vital role in many games like Power Grid or the Steam games where they are only one of the mechanics. Heck, auctions even show up in some decidedly non-Euro games, like Risk 2210.

So, what is it about auctions that have made them such a fixture in games?

Well, in addition to creating a great deal of tension and brinkmanship, I think that part of the appeal to auctions is that they are also a part of non-gaming life. From traditional stock auctions that often really do have a mile-a-minute auctioneers to e-bay, auctions are a part of many people's lives, one way or another.

Indeed, for some people, auctions are a big part of their careers and how they make a living. You could say that this is just another form of gaming. After all, I know people that earned their rent money with poker when times were tough. However, I don't think the people who keep a roof over their heads would agree that it is a game.

So I think part of what makes auctions so powerful is that they have the sharp edge of reality. I don't think you are going to learn how to win auctions playing For Sale or High Society. For one thing, the resources exist in a much smaller environment and are much easier to calculate. For another thing, the risks that people are willing to take for fake money are very different an when their own savings are on the line.

Still, auctions are a part of our history, our economy and our culture. Many people who have never heard of our hobby understand auctions very well. They are an economic engine that has jumped from 'real life' to the game board. The weight of their heritage is part of what makes auctions such a popular and powerful mechanism.
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Subscribe sub options Wed Nov 9, 2011 10:47 pm
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Mike Haverty
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Shannon Applecline wrote an article in which he posits that many different game mechanisms are actually forms of auctions. I can't get to it from work, but I believe this is it:

http://www.boardgameinfo.com/content/101-The-Auction-Grand-U...

For example (IIRC), conflict games use auctions in which the prize is territory and you are bidding with troops as your currency.
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  • Posted Wed Nov 9, 2011 10:59 pm
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Lowell Kempf
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Thanks for the link. I know I barely scratched the surface of the topic but I do think it is a fascinating subject.
 
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  • Posted Wed Nov 9, 2011 11:03 pm
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Kevin B. Smith
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Bridge is another older auction game.

As a game designer wannabe, auctions are appealing because they are self-balancing. Rather than the designer assigning values to each good, the players take care of that themselves. Auctions also keep all the players involved in the game (less downtime), and simultaneous blind auctions can handle a very large number of players quickly.

There are many variations with auctions: once around vs. multiple rounds; bidding on single items or on lots; bidding on one lot at a time vs. multiple; open vs. blind; losing your bid even if you lose; not being able to change your bid if you are outbid (Peloponnes); etc, etc. There are also "Take/don't take" systems which are auction-like (Coloretto, and maybe Power Grid: The First Sparks).


For your aside, I think any terrain-based tile laying is entirely unrelated to the real world. But laying building tiles can simulate city planning. Maybe like Alhambra or Sunrise City (guesses, since I haven't played either one).
 
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  • Posted Thu Nov 10, 2011 3:34 am
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Russ Williams
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Quote:
So, what is it about auctions that have made them such a fixture in games?

I think they are also a very convenient way of giving some self-regulating balance to a game. E.g. suppose in Power Grid that a player could simply choose a plant and buy it outright. Then the designer has to do some more serious work to make sure the prices are congruent with the true value of the plants. But if players must get them via an auction, then if some plant really is worth more than playtesting showed (or if a group believes it is), the bidding will sort that out.
 
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  • Posted Thu Nov 10, 2011 6:13 am
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Patrick Carroll
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I've always had a distaste for auctions. But when it comes to multiplayer games, my intuition tells me "auction" as a general principle is of the essence. I read an article about Blue Moon, for example, which says it's basically an auction game (and it's a two-player game!); it appears to be a battle game, but because you want to lose certain battles in order to win big on others, it comes down to being an auction of sorts.

The essence of "auction" is evaluation, of course. And that's at the root of all games, as far as I can see. Even in chess, you're evaluating the worth of this move versus that one; what can you sacrifice in order to ultimately get something worth more?

The auction mechanic differs only in that it involves making public statements or contracts. In whist, the cards have different values, and trumps function as trumps. Once whist morphed into contract bridge, players had to make statements about the value of their hand, with the final statement being a contract the partnership tries to fulfill.

In Go, you basically make a public statement about the worth of a point by placing a stone there.

So, while the auction mechanic may show up only in certain games, I have a hunch the auction principle is much more far-reaching.

Oh, and as to my distaste for auctions, I guess there are three parts to that: (1) I tend not to like games with money (even play money) involved; (2) I don't like having to do anything renmotely like negotiation; and (3) I like to fool myself into thinking things have more fixed values than they actually do, so it's disconcerting when things are just up for grabs to the highest bidder.
 
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  • Posted Thu Nov 10, 2011 1:22 pm
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