In the first half of this year, we’ve published article series on game balance, the “dimensions” of games, means of assessing the value of games, and approachability in games. This month, we’re doing something a little different and apply our design analysis to some of our favorite games from the past couple of years. Today we’ll look at Bora Bora, which was a Stefan Feld title released in his busy 2013 campaign. We’ll be taking a critical look at the structure of Bora Bora to evaluate its design decisions in further detail, according to the framework we’ve developed over the past few months.
Balance – Internal Balance
A strength of Bora Bora is that there are so many methods of scoring victory points and there is always a viable option. Internal balance seeks to identify and remove false decisions and understand and regulate dominant strategies. Bora Bora offers several scoring opportunities that could be considered superior to other areas of the game when isolated but it is important to note that each scoring area in Bora Bora is balanced by at least one of three aspects:
- The Point Ceiling: The maximum number of points that is attainable in any area is capped.
- The Opportunity Cost: Pursuing dominance in one area requires sacrificing viable scoring opportunities in other areas.
- The Relative Valuation: The value of scoring in different areas of Bora Bora fluctuates entirely based on how opponents interact with that area. Adapting to your opponents and pursuing scoring opportunities they ignore will produce strong performances in Bora Bora.
These three factors combine to explain why Bora Bora doesn’t have a dominant strategy problem. A winning score in Bora Bora requires points from multiple sources and generally that player will still have to leave other lucrative scoring opportunities on the board.