Terraforming Mars Competition

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Boleslao Drinker

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Aug 5, 2024, 10:33:18 AM8/5/24
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TerraformingMars is a Sci-Fi themed game where players compete as corporations (either as generic starting corporations or as customized individual corporations) sponsored by the World Government on Earth, to finish Projects that lead to increasing one of three global parameters including temperature, percentage of oxygen and the number of oceans. The ultimate goal is the creation of a livable environment on the 4th planet from the sun in our solar system so that it can be colonized and this is done through increasing your Terraform Rating or TR. The game is a medium weight Euro style game incorporating several mechanics seamlessly into gameplay including hand management, resource management (resources other than sheep, wheat and wood though!), tile placement, and if utilizing the various game variants, card drafting and variable player powers. The player who wins will most likely build the most efficient engine to meet the global parameters and score victory points. The interesting twist to the game is that while the corporations are in direct competition to claim the end prize, they must work together in the terraforming process, while competing for victory points that are awarded not only for your contribution to the terraforming process, but also for advancing human infrastructure throughout the solar system. As you look through the various Project cards you will see that many have minimum requirements in order to be played. These minimum requirements are usually in connection with one of the global parameters and the cards will identify that minimum requirement (e.g. Symbiotic Fungus requires that the temperature be -14 degrees C or warmer). It will be impossible for each player to be able to meet the varied requirements for the cards and therefore must rely on others to increase parameters as well.

The game time is marked by Generations which account for the great amount of time needed for the completion of some of the Projects and each Generation is made up of four distinct phases. The phases are as follows:


Funding an award works similarly except there is no requirement that must be met to fund an award. The first player to fund an award simply pays 8 MC and places a player market cubes on it. The next player to fund an award must pay 14 MC and the last to fund an award pays 20 MC. Only 3 awards may be funded. The award funding is in essence a bet as you are stating that you think you will be first in the various area. First place in each area receives 5 VP at games end and second place gets 2 VP. Ties are friendly and the two players will each receive 5 VP but second place will be left out in the cold. The Awards are as follows:


The layout of a Wingspan game is one of moving pieces. Each player has a board upon which their game progresses. There is a common supply of markers used to indicate available food and eggs. There is a scorecard for round-objectives and a caddy which holds both face-up bird cards and and the decks of face-down cards that players can draw from as required. There is also a dice tower; and here is one of the places we have to stop to admire the commitment of the game to its visual motif.


There are four actions a player may take with each of these tokens. They may play a bird card into a habitat. They may select dice from the bird feeder. They may lay eggs into the nests of played birds or they may draw additional bird cards. Aside from playing bird cards, which only gets progressively more expensive, each action is associated with a habitat. Woodlands produce food, grasslands produce eggs, wetlands allow you to draw cards. As you fill the spaces in a habitat with more species, these actions become progressively more efficient, allowing a player to draw more dice from the feeder, to lay more eggs, to draw more cards. And of course, many of the cards played into a habitat also have effects that are activated by a player when they take an action in the habitat of the bird. These actions are also heavily impacted by order-of-play as a player always activates the most recently played bird first, and then works backward to the oldest bird in a habitat when activating card-based effects.


McLuhan saw games as an intrinsically communicative and parodic medium. People deliberately put themselves into a contrived social situation, one bounded by strict but arbitrary rules, in a kind of mimetic replication of life. But games, being bounded by their agreed rules, limit the ways a person can think about playing the game.


In Orlans the narrative explicitly situates a player as a merchant. While they may fund the building of forts or the work of farmers, the principal objective of the game is to obtain goods for trade and markets in which to trade these goods. As players build up their supply chains, introducing automation, hiring guards, and sponsoring technological innovation they may call upon more employees to assist them in the execution of actions each turn. The ludonarrative treats the player as a human resources manager carefully arranging the task-assignments of various work specialists such that you can make more money.


Scythe has a more complicated relationship with production and profit but only slightly. Scythe concedes that state power can appropriate the productive capacity of other agents by positioning most of its currencies on the board. And it also imposes a minor penalty on production when a player has reached certain critical milestones in their ability to produce. But even so, this sense of increasingly being able to do more as the game progresses is built in. Deploying mechs improves your mobility immensely, allowing a player a far greater ability to navigate the board and secure strategic resources. Deploying workers allows a player to produce more and build industrial improvements and monuments that increase what they gain each turn.


While there is an element of cost-benefit analysis in Terraforming Mars and in Scythe, this is entirely absent from Orlans whose ludonarrative is entirely about the maximization of profit. And in all three of these popular engine building games, the assumption of game structure is that as the game progresses the player will have to do more.


In contrast Wingspan asks its players to successively do more with less. Each round of play in wingspan, a player has fewer actions in which to accomplish a broad variety of objectives. Depending on random factors a player will have somewhere between one and three bonus objective cards to fulfill. They will also have a round objective. They will need to consider the value of the birds they are introducing to their habitats and they will need to consider the interactions between these birds and none of these factors suggests an accumulation of profit. Wingspan is a game about expenditure.


And to succeed at one thing requires, to a certain extent, sacrificing another, engaging in an act of expenditure. This is even the case at the start of play. Each player is dealt a hand of five bird cards and five food, one of each of the types available in play. This represents a set of ten play markers. A player must reduce that to five play markers by discarding some combination of bird cards and food tokens. Every player starts play on equal footing; asymmetries in starting play emerge out of an act of expenditure for which there is no synchronous gain. This presents another contrast to the arch-capitalist Terraforming Mars, where each player will have a pre-set advantage that will include the starting resources and income a player has available.


In terraforming Mars, success is measured very clearly in building a profit-generating engine. Wingspan is also centered around the building of an engine, but you know you will be entering into a position of loss with each successive turn. Instead the engine in Wingspan is about optimizing system efficiency such to counter the reduced resources available to you. This may seem like a very small tweak on the engine building model but it creates a very different economy of play and this changed economy is far less capitalist than what we see from most other engine building games.


There are other problems that arise from this in the creation of secondary false dichotomies, and one of these is what interests me the most about Wingspan. A capitalist mindset plots a right-left dichotomy between cooperation and competition. According to capitalist ideologues, the more cooperative an action is, the less competitive it becomes. This is because capitalism sees competition as being an act of taking all the surplus.


And yet, here we have Wingspan, a game in which there is no surplus to take, a game in which people start symmetrically and in which people lose resources at a symmetrical rate, where each player will have, in any given game, some ten to twelve contradictory objectives they must try to prioritize and spend their equally limited resources on. Success in the ludic level of the game involves a clever weighing of a sort of multi-column arithmetic in order to most efficiently achieve those goals it is possible to excel at without falling too far behind on goals that are off-meta. Success in the narrative level of the game involves producing a diverse and complicated ecosystem within your three zones of habitability. You succeed by building the most delicately complicated bird sanctuary possible.


Wingspan puts lie to the idea that competition and cooperation are antonyms, and it puts lie to the idea that competition is intrinsically capitalist. Instead it gives us an idea of a world in which people strive to create good works, and where competition and prestige arises not from monetizing that work but by doing the most you can with the least resources input. It presents an idea of competition where personal flare matters more than market effectiveness. It presents an idea of competition where cooperation is a part of the competitive act and where the measure of your success is improved when everyone plays their best game.

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