Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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If you look at the Caylus and Agricola BGG pages, under "Mechanics" N/A is listed. Shouldn't there be a "Worker Placement" option for these games and others such as Stone Age, Kingsburg and The Pillars of the Earth?
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Dan
United States Bountiful Utah
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Discussion on this in the past concluded that worker placement was the same as action drafting or something similar, although I can't seem to find that in the mechanics list right now.
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Tim Seitz
United States Glen Allen VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
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ytter wrote: Discussion on this in the past concluded that worker placement was the same as action drafting or something similar, although I can't seem to find that in the mechanics list right now. "Action drafting"?! What the heck is that? Why can't we jsut use terminology that everyone is already using?
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"Worker Placement" is only a valid description when you are placing components that can be recognized as "workers." It's therefore a rather narrow category.
It's really just an action-selection mechanic. In a game I've had brewing for several months, I came up with what I thought was a unique method for choosing actions. But recently I determined that everyone would just call it "worker placement" even though there aren't really any workers that you're placing.
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A Derk appears from the mists...
United States Portland Oregon
BGG for the videogame world!!
BGG for the videogame world!!
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"Worker placement" has always struck me as "resource management". That is, it's not really a mechanic to break out...
Resource management. Feh.
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Jim Cobb
United States Alpharetta Georgia
visit rollordont.com for a free computer game with a challenging AI player!
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derk wrote: "Worker placement" has always struck me as "resource management". That is, it's not really a mechanic to break out...
Resource management. Feh.
Hmm, it seems really different than resource management to me. It's more about selecting your actions than managing your resources, though of course you often get resources by selecting your actions.
Well, I guess that didn't clear it up much!
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A Derk appears from the mists...
United States Portland Oregon
BGG for the videogame world!!
BGG for the videogame world!!
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Jim,
I can't seem to type what I mean these days. I try to be concise, and I miss stuff. I meant that "resource management" as a mechanic seems bogus. I mean, isn't that just playing a game? I have resources (money, workers, etc) and I have to manage them. By that I mean, I have to play the game..
Worker placement strikes me as essentially the same thing, since it's common enough. But the problem is each of the instances can be very different from the others, thereby reducing the effectiveness of drawing comparisons between the two games in the first place.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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ytter wrote: Discussion on this in the past concluded that worker placement was the same as action drafting or something similar, although I can't seem to find that in the mechanics list right now.
Derk wrote: "resource management" as a mechanic seems bogus. I mean, isn't that just playing a game? I have resources (money, workers, etc) and I have to manage them. By that I mean, I have to play the game..
Worker placement strikes me as essentially the same thing, since it's common enough. But the problem is each of the instances can be very different from the others, thereby reducing the effectiveness of drawing comparisons between the two games in the first place.
I'm not necessarily tied to the term "Worker Placement" although, it is the term most are using to describe the mechanism where you take a playing piece (dice, meeple, worker, etc.) and place it on a space that will claim an action or resources and it will in some cases block other players from taking that action/resource space.
I suppose the points I'm trying to make are:
1. Since games like Caylus, Agricola and Pillars of the Earth (all popular games) use this mechanism, it would be nice for that game mechanism to be recognized when looking at the game pages instead of "N/A"
2. As more games are designed that use this mechanism, it would make sense to track them and group them accordingly. Every once in a while, I like going to Games->Mechanics, clicking on a particular Mechanism I'm fond of and discovering new (to me) games that use that mechanism. It only makes sense to begin tracking the "Worker Placement" mechanism now as opposed to retrofitting it after many more games are released with some variation of that mechanism.
Edit 1: Typo, Edit 2: Added Derk's quote, as it applies
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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Drew1365 wrote: "Worker Placement" is only a valid description when you are placing components that can be recognized as "workers." It's therefore a rather narrow category.
It's really just an action-selection mechanic. In a game I've had brewing for several months, I came up with what I thought was a unique method for choosing actions. But recently I determined that everyone would just call it "worker placement" even though there aren't really any workers that you're placing.
Personally, I'm not that nitpicky about what it's called. If it makes more sense to generalize the mechanism to cover more games, that's fine.
That said, there currently is no Worker Placement, Action Drafting or Action Selection mechanism in Games->Mechanics, so we have nothing in BGG to track this mechanism.
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Julien Vion
France Préseau
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IÂ recently tried to write a geeklist about that, but got cramped in terminology issues, as well as on the "fuzziness" of some implementations.
PR or Yspahan's action selection mechanism is actually the same as Caylus. You could as well put a worker pawn on a PRÂ role to claim it. The main difference with Caylus or Pillars of the Earth is that you can only choose one action per turn. For Yspahan, the available actions are not even the same each turn (depends on the dies).
On the other hand, games such as Aladdin's Dragons or Leonardo da Vinci use worker placement, but the majority rules make them very close to area majority games such as Ys or In the Shadow of the Emperor where the control of an area gives you an additional action…
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Alan Goodrich
United States Centereach New York
Toughen up and use the original ruleset!
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remus wrote: Drew1365 wrote: "Worker Placement" is only a valid description when you are placing components that can be recognized as "workers." It's therefore a rather narrow category.
It's really just an action-selection mechanic. In a game I've had brewing for several months, I came up with what I thought was a unique method for choosing actions. But recently I determined that everyone would just call it "worker placement" even though there aren't really any workers that you're placing. Personally, I'm not that nitpicky about what it's called. If it makes more sense to generalize the mechanism to cover more games, that's fine. That said, there currently is no Worker Placement, Action Drafting or Action Selection mechanism in Games->Mechanics, so we have nothing in BGG to track this mechanism.
I agree, what it's called hardly matters, as we can all understand and see has distinctive the "mechanism" that we are talking about here.
As someone who really likes action drafting or whatever you want to call it, the ability to search for it would be greatly appreciated.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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derk wrote: Jim,
I can't seem to type what I mean these days. I try to be concise, and I miss stuff. I meant that "resource management" as a mechanic seems bogus. I mean, isn't that just playing a game? I have resources (money, workers, etc) and I have to manage them. By that I mean, I have to play the game..
Worker placement strikes me as essentially the same thing, since it's common enough. But the problem is each of the instances can be very different from the others, thereby reducing the effectiveness of drawing comparisons between the two games in the first place.
I agree that resource management is too broad a term to list as a particular game mechanism.
But is worker placement really the same thing as resource management? IMHO, no. worker placement is a subset of resource management. resource management is pretty broad. managing your resources in Settlers of Catan and Power Grid are on some level resource management, but would you consider SoC and PG to have the worker placement mechanism? Of course not.
So, again, my point is more that so called "worker placement" (as described earlier in the thread) is a particular mechanism that is prevalent in some of the more popular designer/euro-games. So why not track it along side other game mechanisms?
I've only been involved in the gaming hobby for a couple of years, and maybe I'm missing something, but this just seems obvious to me.
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Gabe Alvaro
United States Berkeley California
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To answer the OP's question, yes there should be. If the BGG list of mechanics had been designed today, it would be included. Surely it is as important and relevant a mechanic as say simultaneous action selection. But worker placement wasn't around when the list of mechanics was created.
So evidently adding a mechanic to that list is not as easy as we would like to think it should be. Also, if it were easy to add I would also think it would be easy to change its name, therefore it wouldn't matter if we just called it worker placement today or action drafting tomorrow.
So is it easy to add or isn't it. And if so, then why not? I think all the games that have it clearly make the case.
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Jonathan Morton
Canada Kitchener Ontario
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Quote: PR or Yspahan's action selection mechanism is actually the same as Caylus. You could as well put a worker pawn on a PR role to claim it. The main difference with Caylus or Pillars of the Earth is that you can only choose one action per turn. For Yspahan, the available actions are not even the same each turn (depends on the dies).
One action per turn is a MAJOR difference. And an even more important difference for Puerto Rico is that choosing the action grants you a privilege, not exclusivity. The core of Role Selection games is manipulating which roles your opponents will choose such that they help you more than you help them. In Worker Placement games there is no benefitting from what your opponents choose, only blocking what they may choose.
I think "Action Drafting" is a good term to use. And "Role Selection" should also be an official mechanic.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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blindspot wrote: To answer the OP's question, yes there should be. If the BGG list of mechanics had been designed today, it would be included. Surely it is as important and relevant a mechanic as say simultaneous action selection. But worker placement wasn't around when the list of mechanics was created.
So evidently adding a mechanic to that list is not as easy as we would like to think it should be. Also, if it were easy to add I would also think it would be easy to change its name, therefore it wouldn't matter if we just called it worker placement today or action drafting tomorrow.
So is it easy to add or isn't it. And if so, then why not? I think all the games that have it clearly make the case.
If what you are saying is correct, then this is more a technical issue than anything else.
Are you sure it's merely a technical issue, or is that a guess?
derk, who is a BGG admin, eluded to the suggested new mechanism being too vague to be considered a mechanism. derk hasn't mentioned any technical roadblocks. No other BGG admins have chimed in on this, either.
I am an IT person by trade. I obviously know nothing of whats under the BGG covers. My best guess would be that while it might be a chore to cycle through the database and find the correct games to link to a newly added mechanism, I can't imagine a tecnhical roadblock that would make it difficult for Aldie or another admin to add a new mechanism to the list and link a few of the well-known games that have this mechanism, as a start. As time, goes on, the rest of the links (if any) could be established when suggested by BGG community members and as new games with this mechanism are added.
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A Derk appears from the mists...
United States Portland Oregon
BGG for the videogame world!!
BGG for the videogame world!!
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There isn't a technical reason at all. I merely wanted to contribute my two cents to the conversation.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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derk wrote: There isn't a technical reason at all. I merely wanted to contribute my two cents to the conversation.
And your 2 cents is appreciated! Now that we know there aren't techincal roadblocks; as a BGG admin, could you respond to this when you get a chance?:
remus wrote: I agree that resource management is too broad a term to list as a particular game mechanism.
But is worker placement really the same thing as resource management? IMHO, no. worker placement is a subset of resource management. resource management is pretty broad. managing your resources in Settlers of Catan and Power Grid are on some level resource management, but would you consider SoC and PG to have the worker placement mechanism? Of course not.
So, again, my point is more that so called "worker placement" (as described earlier in the thread) is a particular mechanism that is prevalent in some of the more popular designer/euro-games. So why not track it along side other game mechanisms?
I've only been involved in the gaming hobby for a couple of years, and maybe I'm missing something, but this just seems obvious to me.
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Walt
United States Orange County California
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First, let's realize that changing the Mechanics list (or the Category list) is a huge undertaking! It's even bigger than the project to add ages to the DB if only because mechanics are somewhat a matter of judgment.
Second, realistically, we probably ought to think and discuss long and hard so we change things only once. So, it's not as simple as, "Let's just add this one little mechanic." The mechanic(s) have to be added to the listings of over 35,000 games and added to the advanced search system.
That aside, I think cases can be made for changes. I'm just going to comment on what's been mentioned: this isn't exhaustive.
Resource management: If you have resources (some games don't), you usually manage them. I suppose, like a tech tree, you could consider technology to be resources, and you would either have them or not, and you wouldn't need to manage them in the sense of, "I've only got 4 Agriculture points this turn; where shall I spend them?" But I would tend to call such a situation "Variable Player Powers" (an existing mechanic) or "acquirable powers", the former distinguishing games like Arkham Horror or Strange Synergy where you have a (mostly) fixed powers different from other players, as opposed to Agricola or Puerto Rico, where you start equal to other players but gain powers.
Moving to the OP's worker placement and action points, I think the comment that worker placement is just having the workers symbolize the actions you can take is valid, just an evolution or variation on the "Action Point Allowance System" of Tikal, Java, or Torres. However, I see several distinct mechanics that have evolved: 1) You have so many action points to spend any way you want. (Tikal, Java, Torres.) 2) You claim actions, which limit other players' actions. (Puerto Rico, Agricola.) 3) You claim several actions, claimed from a pool, then execute the actions after the placement phase. (Stone Age, Pillars.) 4) You can increase the number of actions you have per turn. (Stone Age and Agricola, but not the other games mentioned.) However, if we start cutting mechanics into such small differences, the mechanics will become useless because only a few games will have a given mechanic.
But, returning to the issue of changing the canonical list of mechanics, worker placement has been very popular for a couple years, but still only a handful of games have it (however popular and respected they are). Given the number of mechanics (43) vs. the number of games (35,000+), maybe we need to see if worker placement becomes a significant, long term mechanic used by hundreds of games and not just a fad of a few years of the 2000s that will be abandoned in the 2010s.
What might be a solution with less impact on the whole DB is to change "Action Point Allowance System", which seems very geared to particular games, into something more general that would encompass all worker placement mechanics. Maybe "Multiple Actions per Turn". Then add it to the few games we're talking about.
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Jonathan Morton
Canada Kitchener Ontario
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Tall_Walt wrote: First, let's realize that changing the Mechanics list (or the Category list) is a huge undertaking! It's even bigger than the project to add ages to the DB if only because mechanics are somewhat a matter of judgment.
Second, realistically, we probably ought to think and discuss long and hard so we change things only once. So, it's not as simple as, "Let's just add this one little mechanic." The mechanic(s) have to be added to the listings of over 35,000 games and added to the advanced search system.
This is where the collective knowledge of the BGG community can be put to good use, as it has been with determining the optimum number of players for each game. Rather than sticking the admins with the huge and ongoing task of determining which mechanics define which game, add a Mechanics Poll to each game wherein BGG users can vote yes/no on whether or not a game has particular mechanics. The interface for this could be identical to what you currently see under Advanced Database Search. In the mechanics section for the game, list all mechanics which a minimum number of users have voted for with a minimum number of dissenters - say 75% support with at least 20 in favour.
And while we're at it, let's have polls on actual playing time, and let's make Weight a whole lot less ambiguous by splitting it up into Rules Complexity and Strategic Depth.
Hmmm, speaking of the Advanced Database Search, I just noticed that Worker Placement is listed as a mechanic there. But it returns 0 hits.
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Ben Lott
United States Mason Michigan
It's time to play the music, It's time to light the lights...
Wocka Wocka Wocka!!
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Do people still look at the "Mechanics" section of the game pages? You do realize that the number one ranked game has ZERO mechanics listed?!
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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Jonny5 wrote: This is where the collective knowledge of the BGG community can be put to good use, as it has been with determining the optimum number of players for each game. Rather than sticking the admins with the huge and ongoing task of determining which mechanics define which game, add a Mechanics Poll to each game wherein BGG users can vote yes/no on whether or not a game has particular mechanics. The interface for this could be identical to what you currently see under Advanced Database Search. In the mechanics section for the game, list all mechanics which a minimum number of users have voted for with a minimum number of dissenters - say 75% support with at least 20 in favour.
Go Jonny Go!! These are great ideas!!!!
Jonny5 wrote: And while we're at it, let's have polls on actual playing time, and let's make Weight a whole lot less ambiguous by splitting it up into Rules Complexity and Strategic Depth.
More great ideas! Another feature I've asked for that went ignored is sort by/filter by weight. If we split weight into two categories it would be even more helpful.
Jonny5 wrote: Hmmm, speaking of the Advanced Database Search, I just noticed that Worker Placement is listed as a mechanic there. But it returns 0 hits.
Interesting! So apparently the mechanism is in the database somewhere, it's just not linked to any games!
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Gabe Alvaro
United States Berkeley California
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remus wrote: Jonny5 wrote: Hmmm, speaking of the Advanced Database Search, I just noticed that Worker Placement is listed as a mechanic there. But it returns 0 hits. Interesting! So apparently the mechanism is in the database somewhere, it's just not linked to any games!
That's new! It wasn't there this morning. Huzzah!
Edit: So now it seems, in order to get the "worker placement" added to the game description, you'll have to click "Submit Corrections" for each game that has this mechanic. I just submitted corrections for AOEIII.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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Tall_Walt wrote: First, let's realize that changing the Mechanics list (or the Category list) is a huge undertaking! It's even bigger than the project to add ages to the DB if only because mechanics are somewhat a matter of judgment.
Could someone please explain why this is such a huge undertaking? I doubt it's bigger than adding ages to the database. For adding ages, someone needed to add an age range to ALL games in the database. What I'm suggesting is adding one record to Game Mechanics and link that mechanic to a handful of popular games that use that mechanic. Once that's done, as new games are released with a similar mechanism, then they easily can link to that mechanic as any other mechanic.
Tall_Walt wrote: Second, realistically, we probably ought to think and discuss long and hard so we change things only once. So, it's not as simple as, "Let's just add this one little mechanic." The mechanic(s) have to be added to the listings of over 35,000 games and added to the advanced search system.
Again, the mechanic doesn't have to be added to 35,000 games and apparently it's already in the advanced search. We only need to link the mechanic to a handful of games that use the mechanism.
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Dave Seidner
United States Willow Grove Pennsylvania
In another time's forgotten space, your eyes looked through your mother's face. Wildflower seed on the sand and stone, may the four winds blow you safely home.
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blindspot wrote: remus wrote: Jonny5 wrote: Hmmm, speaking of the Advanced Database Search, I just noticed that Worker Placement is listed as a mechanic there. But it returns 0 hits. Interesting! So apparently the mechanism is in the database somewhere, it's just not linked to any games! That's new! It wasn't there this morning. Huzzah! Edit: So now it seems, in order to get the "worker placement" added to the game description, you'll have to click "Submit Corrections" for each game that has this mechanic. I just submitted corrections for AOEIII.
Sweet! I'm on it!
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A Derk appears from the mists...
United States Portland Oregon
BGG for the videogame world!!
BGG for the videogame world!!
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remus wrote: Interesting! So apparently the mechanism is in the database somewhere, it's just not linked to any games!
It was for like two minutes. Then I deleted it again. I think perhaps we need to flesh this out a bit more 'fore we proceed.
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