Oct 2, 2009

Ideas for OCS, take 1

In the original Monopoly game, the basic strategy is to control entire sets of properties. Even better, control contiguous sets of properties so that you increase the chances of a player landing on one of the properties you control. This fundamental concept is missing in MSC. Here are some ideas on how to provide something similar in a global street game.

First, rent must be based not only (if at all) on street length, but on how many other streets in the area or intersecting the street are owned by the same player. One way to do this would be to value streets based on the number of intersections they have, and then count intersecting streets owned by the player towards a rent multiplier. I made a post to this effect on the MCS blog and received encouraging feedback from other posters.

For example, by making each player owned intersecting street add some amount to a multiplier, you encourage players to own grids of streets so that you maximize the multiplier for a given number of streets. Owning 2 streets, the maximum rent multiplier is given by any two streets that intersect. But with owning four streets, the maximum rent would be obtained by finding two sets of two parallel streets that intersect, a grid type arrangement. This expands to any number of streets, always the most valuable arrangement is to control a grid of streets in a single area.

This system would strongly reward players who manage to control an area of space. It also naturally makes cities with many close by intersections more desirable than long empty roads in the wilderness. I'd be interested in any system that accomplished this goal, whether it resembles my intersection based model or not.

Another important aspect of the original game is that a particular street has a different value to each player. A street that is the final part of a set owned by player A is worth much more to them then it would be to player B who owns none of the set. A system where a single item can have different perceived values to different players is essential to a good trading system. The current MCS system gives every street the same value to every player, and leads to little competition or trading until valuable streets are exhausted. A good game would have trading as an important aspect at every level.

Well those are thoughts for now. Comments and better ideas are welcome.

3 comments:

  1. While linking costs and rent to street characteristics may be a good idea, wouldn't it be simpler to use the system in monopoly itself, where owning two properties gives the player a certain premium in rentals, owning three gives a slightly higher premium and so on with a cap of three times if they own a grid of a certain size.

    It might also make sense to code streets based on location as urban, suburban and rural and also based on location in a developed or developing country for the purpose of valuation. You can also think of linking street values to actual property values using a database like the Global Property Guide, for example.

    The rentals for properties on MCS are totally unrealistic and it has resulted in the exponential growth in earnings. Again, it would be great if you are able to link this to some database, but otherwise, it might make sense to cap it at about 10% of the property value for the rural streets, at say 15% for a suburban street, 20% for urban streets and 30% for the really desirable locations. These are obviously only indicative and you can figure out the best way of going about it.

    The idea of assigning street values based on the worth to a player is interesting and worth pursuing, although I am not sure how much complexity it will add to the coding. Also, unless you have a well designed marketplace and auction format, it will be difficult to put the price discovery process into the game.

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  3. I do not like the idea of counting intersections, it seems very biased towards 'New World' Grid bassed cities and towns. If you look to countries in europe its very reare to see cities laid out in grids, streets may have 1 or two intersecting roads, whereas in a city in the midwest of the USA 10 intersecting streets is not uncommon.

    I think the original idea of MCS was right, look to the density of developement in an area. ie count up how many buildings have been built there, and what size they are.

    Simple Density bassed rent modification is also considerably simpler that intersection counting.

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