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The Runaway Leader “Problem”

The Runaway Leader “Problem”

The Runaway Leader “Problem”

By Matt Pioch

July 29, 2023

Originally Published Here

Summary

Things like analysis paralysis, how long a game should sit on the shelf before getting played, whether or not new games should be purchased if there are still games on the shelf of shame, fear of missing out, etc.

Throughout these conversations, the topic of the runaway leader was brought up; i.e. is it problematic if a game has the possibility for a player to get way ahead of the other players to the point where they are incredibly difficult to catch or even impossible.

If an individual loses by 5, it was a close game and clearly they "Understood" the game; however, if that individual loses by 30, they didn't have a chance and the game fell outside the realm of their own comprehension.

The largest problem with designing games to have players end with similar results is that it further adds to the myth that someone should feel stupid when they do not perform well.

If gamers are consistently getting close scores over and over, game after game, than it becomes more difficult to play a game without such even scoring because it tricks the gamer into believing they are not smart enough to play the game or that they are somehow inferior.

Many who advocate for mechanics that lead to preventing a runaway leader say that having closer scores will reduce this feeling in the individuals who play the game, but in reality, it perpetuates the notion that no one, unless they are dumb, should lose by more than a handful of points.

Games should be designed to offer choices that make an impact, that allow for players to engage in the game in meaningful ways, and, more than anything, call gamers back to the table time and time again.

Reference

Pioch, M. (2023, July 29). The runaway leader “problem.” Inside Up Games. https://insideupgames.com/board-game-reviews/the-runaway-leader-problem/