I’ve bee playing a bit of Playdek’s Lords of Waterdeep on iOS ($7). This wholly competent boardgame adaptation should be right up my alley. It’s D&D-themed, which I like. It’s a worker-placement game, which tends to be the sort of thing I appreciate and excel at. And yet it’s ultimately rather hollow. Not bad, mind you, the core game mechanics are very good and faithfully translated. Playdek, from whom I received a free code to download this game (full-disclosure and all), could not have done a better job of translating this for iOS. The problem is that the D&D aspects of it don’t add anything to the game. At all. And yet, as an iOS port of a game that doesn’t have many Apps Store counterparts, I can’t help but recommend it for fans of worker-placement games. It’s good enough to be worth your time.
More on Waterdeep, as well as thoughts on the PAR closure and some new Elder Scrolls Online trailers, after the break…
Waterdeep is a game in which, on behalf of a randomly assigned patron, you must complete quests using hired henchman of the fighter (orange), rogue (black), cleric (white), wizard (purple) variety. In any given turn you have three or four avatars (or whatever they’re called) that you can place in one of a host of locations on the game board. Put one on the inn and you can choose a new quest to pick up. Put one on the Fields of Triumph and you can pickup a couple fighter cubes. Put one on the Builder’s Hall and you can add a building to the town. Build the Yawning Portal and you can grab any two cubes of your choice, paying the owner a bit of rent (in the form of a cube). There’s variety to be sure, but mostly it’s about amassing cubes and gold.
Cubes are color-coded to their class, but the game’s biggest problem is that, ultimately, you’re never going to think about them as rogues and wizards. They’re a collection of colored cubes that you acquire and dispose of to complete a quest. (Completing quests, if you haven’t guessed already, is how you acquire victory points for the end game.) That’s not really what characters in D&D are all about. The fact that neither they nor the various places on the map are particularly memorable is telling. I’m not putting my little avatar guy on Waterdeep Harbor, I’m just putting it in that spot that gives me an Intrigue card.
For me, it all makes an interesting contrast with the Firefly boardgame, which I’ve played a few times of late and that Michael reviewed here last week. Firefly is so strong in theme that it makes everything about the game better. The captain I choose for my ship matters and affects how I go about hiring my crew. The jobs I take impact where I go on the board and what kinds of equipment I need. The mechanics are wonderful too, but flying ’round the ‘verse and picking up crew with characters from the show and items from the series all enhance those mechanics. The whole is worth more than the sum of it parts.
Not so with Waterdeep, where my cubes could well be anything and the locations could be replaced with a modern set or a sci-fi set and it wouldn’t make much difference. That’s rather shocking, given how rife with potential the source-material actually is. Imagine if all those little cubes weren’t so disposable. If they carried some kind of more unique identity (as D&D characters should) and the system allowed them to level and grow more useful over time. There are no, “Hey, look, I just got Drizz’t for my party. You guys are so screwed!” moments to cling to here. It’s all generic and replaceable cubes all the time.
This is not said in an attempt to play amateur designer. It’s just that there’s so obviously a great D&D game lurking in this design, but the team of Peter Lee and Rodney Thompson, despite coming up with a very solid worker-placement game, failed to bring it out out as fully as they needed to. Because of that it really doesn’t so much matter how good a job Playdek did of implementing it for iOS. And, as noted, they did do a good job of that. I haven’t touched the online multiplayer, mostly because this is not the sort of game that suits asynchronous play. But as a pass-and-play game it works well and the AI opponents (set to one of three difficulty levels) do a credible enough job to make any game a challenge, especially while you’re still learning it. (The tutorials, which Playdek has sometimes struggled with in the past, also do a swell job of explaining the game to you. One run through the tutorials and one practice game should be all you need to get comfortable.)
If you like worker-placement games and want a competent one to play on your iPad the, by all means, buy this. It’s solid and competent and, in the absence of much competition, it’s worth owning. Just don’t go in expecting a unique D&D experience.
PAR, closed for business. I was shocked (SHOCKED!) to point my Feedly subscription at Penny Arcade Report this weekend, to find an article from Ben Kuchera announcing that Penny Arcade had closed up shop on PAR. (The official explanation from PA, here.) That’s depressing. I don’t always see eye-to-eye with Ben’s take on games and the industry at large, but I’ve followed the man since he was at Ars and the fact is, he wrote stuff I was willing to read. Most gaming sites I follow via RSS I click over to read about 1% of what they post. Maybe 3%. PAR and RPS are the exceptions (probably more like 10-20%) and now I have one less reliable place to find quality coverage of the industry that isn’t lumped in with sixteen posts of pure dreck. I doubt you’re reading this, Ben, but you did great work at PAR and we’re all hoping you find a solid place to land in the very near future!
Hey, look! A fantasy MMO! Yay? Speaking of depressing, Elder Scrolls Online has a new trailer:
There’s also this one on class building:
There is nothing about these that tell me why I should be interested in this game. Though it’s true that I’m not an Elder Scrolls guy at heart, I’d sooner load up Skyrim or Oblivion than this.
On the other hand. This Apotheon trailer looks rather nifty:
Makes me think of Mark of the Ninja… in a good way.
Around the web: Telltale will bring us Borderlands and Game of Thrones-licensed games next year. There are trailers for them, though the one for Borderlands shows little and the GoT shows basically nothing. Evidently Telltale aims to monopolize all of my free time next year. Galactic princess looks interesting. Zombie-survival RPG, Dead State, is getting a demo. There’s also a video. GOG wants to let you return your purchased games if they don’t work. I’ve never bought a game from them that hasn’t worked. This actually happens? (rhetorical)
2 thoughts to “Brakketology Plays Waterdeep, Muses About Theme”
Most of what I’ve heard about the TESO beta can be seen in those trailers: boring. There is some people who like it (arne’t there always), but after so many MMO betas being positive outside of bugs, it’s pretty weird to hear so much meh coming from people.
I think it’s mostly that, other than the Elder Scrolls name, there’s nothing stands out about it relative to playing some other fantasy MMO. I can’t imagine what even an MMO player will see in this that makes them think, “Yeah, I’m going to forsake my World of Warcraft, Guild Wars, or LOTRO account to play this.”