Page 1 of 1

Who likes Diplomacy?

Posted: 2011-09-23 10:21am
by Simon_Jester
Basically, the question in the title.

For me, it's an unpleasant game (on admittedly little experience). My problem is that I keep becoming convinced that it is actually in other people's interest to cooperate with me, and then getting exasperated when out of sheer distrust and hope of grabbing a chunk out of my territory on the way down, they don't do so.

There is a certain perverse satisfaction, though, in watching problems cascade for people who had the option of simply trusting me to do as I said I would do, didn't take it, and wound up worse off on other fronts because of it.

Re: Who likes Diplomacy?

Posted: 2011-09-23 10:24am
by Gandalf
I like the theory behind it, but I tend not to enjoy it for too long unless it's online with strangers.

Re: Who likes Diplomacy?

Posted: 2011-09-23 10:46am
by Spoonist
Its amazingly fun to play with people who have played it a lot. Its not fun to play with newbies or non-gamers.

I also agree with Gandalf's asertion that its better if they are not your friends. Especially if you stab them hard. But usually Diplomacy is a convention game for me so that works splendidly by being strangers that are "gamer" friends...

A decade ago I played some games with the elite, oh boy what an eye opener that was, they could convince you that it was in your own interest that they moved armies into your centers. It was only after the debriefing/mindwash that you could go through your mistakes and see how they crushed you.

Re: Who likes Diplomacy?

Posted: 2011-09-23 11:27am
by irishmick79
Pretty fun, if you have the right group of friends - definitely need to go into the game with the explicit understanding that whatever happens in-game is nothing personal.

Re: Who likes Diplomacy?

Posted: 2011-09-23 11:45am
by Skgoa
That reminds me of most games where you can directly hinder other players. People would stand idly by while someone goes on to win... I once literally said: "If you don't join in the attack right now we are all going to loose." Yeah, we lost a couple of rounds later. *sigh*

There seems to be some remnant of our forefarthers left in the basic make-up of the human psyche that will trigger a "I am not helping anyone if its not an immediate benefit to me" response in these situations. In my experience, this tends to come up even more often with people of higher intellect, wich might be due to - WARNING: wild guess - a learned reduced tendency to cooperate.

Re: Who likes Diplomacy?

Posted: 2011-09-23 12:46pm
by Narkis
I like the idea of the game. I don't really enjoy playing it though. And I really dislike its mechanics.

Re: Who likes Diplomacy?

Posted: 2011-09-23 02:58pm
by Simon_Jester
IMO, the mechanics are OK- they're not that bad a WWI simulator, as it were, subject to the very abstract and strategy/diplomacy-oriented way in which the period is being simulated.

The real problem is the people. There are basically two overall strategies for the game as I see it:
-Trust no one
-Trust some people while beating up on third parties.

"Trust no one" leads to disaster, or at least stasis.

But to "trust some people," you must have at least some willingness for all parties involved to enter alliances that are mutually beneficial in the short term without actively betraying or screwing people at the first opportunity. Sure, both parties may be wondering when the other shoe is going to drop and they start fighting, but that doesn't happen right away while the enemy is at the gates.

And it's very hard to establish that, given the way the game works and the fact that everyone seems to go in thinking "This is a game of backstabbing, therefore everyone will always backstab me, therefore I will always backstab everyone or screw everyone by inaction."

Excellent illustration of the Prisoner's Dilemma in action.

Re: Who likes Diplomacy?

Posted: 2011-09-23 04:11pm
by Nieztchean Uber-Amoeba
I've played Diplomacy a few times and it isn't really to my liking.

Oddly, enough, there's a game whose mechanics are based heavily on Diplomacy, the Game of Thrones boardgame from FFG, which I think solves a lot of the mechanical issues with Diplomacy - the mechanics are more flexible and flavourful, but also force players to choose between the interests of different third-party factions more often, and the Storm of Swords expansion adds a new level of the kind of informal Trust-Ally-Backstab-Kill-Ally play that's the most fun part of competitive boardgames through hostage negotiations.

Re: Who likes Diplomacy?

Posted: 2011-09-24 02:13am
by dworkin
It's a fun game but is best when you mix it with Cosmic Encounter.

Re: Who likes Diplomacy?

Posted: 2011-09-24 01:14pm
by Faqa
Simon_Jester wrote:IMO, the mechanics are OK- they're not that bad a WWI simulator, as it were, subject to the very abstract and strategy/diplomacy-oriented way in which the period is being simulated.

The real problem is the people. There are basically two overall strategies for the game as I see it:
-Trust no one
-Trust some people while beating up on third parties.

"Trust no one" leads to disaster, or at least stasis.

But to "trust some people," you must have at least some willingness for all parties involved to enter alliances that are mutually beneficial in the short term without actively betraying or screwing people at the first opportunity. Sure, both parties may be wondering when the other shoe is going to drop and they start fighting, but that doesn't happen right away while the enemy is at the gates.

And it's very hard to establish that, given the way the game works and the fact that everyone seems to go in thinking "This is a game of backstabbing, therefore everyone will always backstab me, therefore I will always backstab everyone or screw everyone by inaction."

Excellent illustration of the Prisoner's Dilemma in action.
I.... think your gaming group needs improvement, really. As you point out, the game is deliberately set up to force you to work with other players - something Diplomacy's spiritual successor, Game Of Thrones (more on that later) foregoes somewhat. You have a very simple stalemate if you don't work with other people or agree with them.

At the same time, they're not your friends (in-game). They will work with you as long as it is to their benefit. The trick - and fun - of Diplomacy is:

A - convincing people of what is to their benefit
B - understanding what can benefit other players.

It's partially a battle of wits and partially personal charisma. Reading out the 'order resolution' is incredibly tense, simply for that uncertainty.

Your gaming group is missing this - and of course there is no interest when people act the way you describe. If everyone backstabs everyone the first chance they get, not only do you have the problem of nobody working with anyone, you also have the problem of order resolution lacking any tension. Of course that game is going to suck.

What is the right way to play? By keeping assumptions A and B in mind. Paying attention to the unfolding situation and seeing what your angle is on the situation, and who could be helping you. They WILL betray you if it makes sense - your trick is to convince them it makes more sense to not betray you. And really, there are situations where it makes considerably more sense to work with you than not. That's ALSO baked into the game. If you're France, you'd better fucking believe you have reasons to work with Britain, or fight them - and then you need to work with Spain or you lose.

It's not really a prisoner's dilemma, because you have little-to-no guaranteed reward for non-collaboration and many MANY situations in which betrayal does not net you the proverbial huge reward. In fact, if you get into a situation where you have little to lose and a lot to gain from backstabbing an ally - DO IT, and your ally is an idiot for allowing things to come to that.

Also, consider that every backstab hurts you later on - and moreso if you did it for little-to-no-gain. People can't personally trust you, but they need to rely on you to be rational, or they can't work with you. Professor Jack Sparrow has lectured at length on this topic: "Now, me, I'm a dishonest man, and a dishonest man you can always trust to be dishonest. It's the honest ones you have to watch out for, because you never know when they're about to do something incredibly stupid". That's about it, really. If you can be relied upon to always work in your self interest - long term as opposed to short - then there is the basis of mutual benefit to work with, and that can be the basis for quite a lot of dynamics. If you can't.... no one can work with you, and you are therefore screwed.

In short - chronic backstabbing is a terrible strategy for Diplomacy, both for advancement and for fun. The alternate, and better strategy is to treat it as continuous puzzle of "who stands to gain from what?".

Or... you could play a nice game of Munchkin and ensure fun without all this crap. I guess you could do that.
Oddly, enough, there's a game whose mechanics are based heavily on Diplomacy, the Game of Thrones boardgame from FFG, which I think solves a lot of the mechanical issues with Diplomacy - the mechanics are more flexible and flavourful, but also force players to choose between the interests of different third-party factions more often, and the Storm of Swords expansion adds a new level of the kind of informal Trust-Ally-Backstab-Kill-Ally play that's the most fun part of competitive boardgames through hostage negotiations.
I love Game Of Thrones, and as I said, it is without a doubt heavily inspired by Diplomacy, but... it's a completely different dynamic. The ability for individual action is greatly increased - while a single army can't dominate the board, it CAN pull off complex tactics to take opponents by surprise. You are not forced to work anywhere near as closely with players as you are in Diplomacy. A lot of negotiations will be more non-aggression ("I'll take the Lannisters, you fight Baratheon") than they will be cooperation. Tactical maneuver will be far more important than establishing trust and relationships. While this makes it better suited for nerds lacking in people skills (what's a demographic?), it removes some of the tense air of Diplomacy, and replaces it with a lot more time of players staring at their own counters.

It's huge fun, but it's a much different kind of fun from Diplomacy. Also, they STILL can't get the Greyjoy-Lannister balance right, which is annoying.

EDIT: Seperating in-game conduct from out-of-game conduct in these games is a question of maturity, really. Being immature, I used to suffer from that particular ailment, but... it's about as absurd as taking it personally when your character gets beaten up in a session of Tekken, or losing a sparring session in a martial art. Trust games are written into the rules!

Re: Who likes Diplomacy?

Posted: 2011-09-25 01:19pm
by Simon_Jester
Faqa wrote:I.... think your gaming group needs improvement, really...
Yes, it does.

Also, I was partly bitching about what's happening to me in the game, to be honest. There are some other groupings which are partnering up just fine and are reasonably coordinated; my perception is not entirely the rule for the rest of the group.

Personally, just from my personality, I am unlikely to be the best, or one of the best, wheeler-dealers or backstabbers in a group of seven randomly selected people. This may explain why Diplomacy is not working out to be my game.
Your gaming group is missing this - and of course there is no interest when people act the way you describe. If everyone backstabs everyone the first chance they get, not only do you have the problem of nobody working with anyone, you also have the problem of order resolution lacking any tension. Of course that game is going to suck.
It's not that simple, Faqa- it's not mindless, it's just... a product of predisposition and distrust and inertia. I've had situations: "Well of course you're going to betray me after we've partitioned this region, so I'm going to stop you from getting a chunk of the region according to the partition agreement and give some other poor sucker a foothold because I'd rather have him on my side."

Which I wouldn't mind so much except for the assumption that yes, I'm going to renege on my side of bargains, because I don't actually enjoy playing a game that way, not even Diplomacy. Because any other option for my ambitions to expand is 'irrational' in the eyes of the guy who's turning on me. Sigh.

Then the next turn or two I'm trying to convince Russia, who's dangerously overextended, to pull one of his armies off my (non-supply) soil so I can free up units to do something more interesting instead. He just... does not perceive the fact that he's overextended, or that having a defensible frontier is good, because of course as soon as he pulls out I'm going to (somehow!) attack and screw him over while I'm getting pounded on from all sides elsewhere. :roll:

Then again, I'm beginning to get the idea that this guy is a bit dim anyway.


Sigh.

I would rather lose a game by playing in a reasonably honest fashion, declaring my intentions to one or two other people and cooperating with them by actually carrying those intentions out, than have to constantly stagger through a murky fog in which the only constant seems to be that all decisions are made at my expense. I have more fun doing the former than the latter.

In short, in a prisoner's dilemma I have a huge mental bias towards "do not defect."

I suspect I would be deliriously happy playing Diplomacy with people who already understood this.
In short - chronic backstabbing is a terrible strategy for Diplomacy, both for advancement and for fun. The alternate, and better strategy is to treat it as continuous puzzle of "who stands to gain from what?".
What's problematic with my game experience is that I'm assessing "gain" in different terms from everyone else. I perceive an intrinsic gain in not banging heads with all my neighbors at once, which will motivate me not to fight one neighbor while having to deal with another.

Other people, seemingly, do not perceive this, and instead calculate gain in terms of "I can get one more point-scoring province out of X than Y."

Sigh.
EDIT: Seperating in-game conduct from out-of-game conduct in these games is a question of maturity, really. Being immature, I used to suffer from that particular ailment, but... it's about as absurd as taking it personally when your character gets beaten up in a session of Tekken, or losing a sparring session in a martial art. Trust games are written into the rules!
In my case, it's not so much this as that I have a certain personality type which means I take pleasure from playing a trust game in a certain way, and not from playing it in other ways, and I suspect there are a lot of Diplomacy players out there who don't play it my way.

Re: Who likes Diplomacy?

Posted: 2011-09-26 03:23am
by Faqa
Yeah, it's beginning to sound like your gaming group just isn't very good. At the very least, they can't seem to see in any sort of long-term, if they're breaking agreements for the sake of a few extra points. How does anyone work with anyone else in that condition?

I'm not saying agreements are sacrosanct - far from it, that would make the game boring - but breaking an agreement for little gain is just short-sighted.

That said, your desire to avoid continuous conflict is also not the best attitude for the game. While obviously alienating everyone is not a strategy, it is perfectly alright and in the spirit of the game to have only tenuous alliances of convenience. How do you define "not banging heads with [your] neighbors"? Not being in conflict with them all? Well yeah, you lose if you're fighting all your neighbors. But you can be neutral or running quiet deals with or against them without open conflict.

I'm getting the feeling you like co-operating with other players on the board, the same players constantly. That's.... not a good way to play. Any 'war' board game, really.

Re: Who likes Diplomacy?

Posted: 2011-09-26 04:41am
by Spoonist
To top of what Faqa says.
When playing with the top players they can easily have a conflict in one end of the board while at the same time cooperate on the other side. Stalemate lines being the obvious reason but also because they can see that the one have nothing to do with the other.

Also on that level, all agreements are only valid as long as the board is at the same level. But if someone suddenly makes a breaktrough on the other side, then sometimes you need to switch sides regardless of how you have cooperated or stabbed in the past.

So looking at top level games without hearing the dip would leave one to believe that they constantly stab while the opposite is true.

Me however, I'm just not that good a diplomat. For me it works best if I can bully one player and 'mate' with another. So my best games are usually when everyone is sleep deprived and goes into gunboat-ish mode.

Re: Who likes Diplomacy?

Posted: 2011-09-26 09:14pm
by Simon_Jester
Faqa wrote:Yeah, it's beginning to sound like your gaming group just isn't very good. At the very least, they can't seem to see in any sort of long-term, if they're breaking agreements for the sake of a few extra points. How does anyone work with anyone else in that condition?
Eh.

Really, with others it's working out pretty well among themselves; I have Turkey and it just seems very difficult, given my position, to convince anyone that it makes sense to cooperate with me. Plus the guy playing Russia... I don't know exactly what he's thinking. Again, I don't think he's thinking through his dispositions; he'd rather keep an army parked permanently in Armenia and a fleet parked in the Black Sea, even as the Brits are rolling him up in the north and the Germans threaten to roll him up in the center. With half his military in positions where he can't use it to defend himself against anything, I think it's really limited his ability to do anything in Europe... and yet I was never able to convince him of this, and now it's probably too late for him to do anything about it before he hits the "I'm losing supply centers" death spiral.

[shakes head]

More generally, I recognize that the drive to expand is part of the point of the game- what bugged me about this case was more that I could not form any alliance, or convince anyone to seek common interest with me, which caused the game to become very frustrating very quickly as I was forced into a totally defensive posture. Also that my one attempt to form such a limited agreement led very quickly to a "I must betray you, before you predictably betray me!" maneuver as the guy playing Austria... well. I can't entirely fault him strategically, it's just fucking annoying and the way he went about justifying himself was equally so.

What's kept my nation in the game at all is that everything consolidated into a block of Britain/France/Germany vs Austria/Italy/Russia, with me as the odd man out stuck back in the corner. I'm not having a lot of fun, and I don't think I'll try the game again, because it really doesn't suit my personality, especially when I'm chronically in a bad mood like I've been lately.
I'm getting the feeling you like co-operating with other players on the board, the same players constantly. That's.... not a good way to play. Any 'war' board game, really.
Well, I'm pretty comfortable with the model of "we will cooperate to achieve a limited objective, then all bets are off." Or the model "it's everyone against everyone" found in Risk.

But I like being able to do basically what I say I'll do, to make agreements with some reasonable expectation that they'll be honored, and so on. Which, yeah, means this genre of game isn't really for me.