On Monopoly Part 3: Monopoly Streets

I love Monopoly. This puts me in the vast minority of people in every gaming group I’ve been in since I was thirteen. And while I do enjoy the game, and defend it at every turn, I do also understand that it’s a pretty shite game. I have a great deal to say about Monopoly, both good and bad.

And I’d like to know whether or not the digitization of the game holds up.

So yes, this is a board game site. And Monopoly Streets is a video game (for all the major consoles). But it IS Monopoly, and Monopoly is a board game. So I can talk about it. You can’t stop me.

Monopoly has come out in many forms. Novelty Monopoly re-skins aside, the game has had many iterations, including releases on every major console since the NES. There are card games, dice games, electronic banking versions, and new designs to the board (my personal favorite is the Onyx Edition, though the deeds and money are a bit too small). But the board game itself has not changed much since the modern version hit the shelves more than 70 years ago. When an edition of Monopoly came out for the Xbox I was thrilled. My good friend and fellow Monopoly enthusiast Nick lives in Florida, and this could have been a fantastic way for us to play Monopoly together.

Except it had no online support. Bull. F***ing. S***. Why the hell would you get a Monopoly video game you can’t play online? What is this, the eighties? And who would sit around and play Monopoly on the Xbox? You may as well break out the board, you’re bound to have a copy laying around. The game went back almost immediately (some in-game achievement hunting aside).

Fast forward a couple years. Monopoly Streets comes out, and delivers online play. The $30 price tag is a bit steep to buy out-right, but I rent it and put it through the paces. So how does it match up? Let’s get into the nitty-gritty and compare the minutiae of this digitized version of the classic game.

If Monopoly was a city I’d vandalize it

The Grand Splendor

One of Monopoly Streets’ biggest selling points is the different boards. You can play on the classic board, or in a 3D cityscape version. They also have a space-age board, cheese board, ice board, etc. They look kind of cool, and for a game lauded as much for its iconic imagery as the game itself, it bears mentioning. But collecting digital versions of boards (and some cost real cash) isn’t at all like owning a physical copy. And the boards have no effect on gameplay.

It’s neat watching your characters march around the board, wearing or riding their pieces. They, and Mr. Monopoly, all have voices, which I promptly muted 30 seconds into the game. When you just want to play the game, these sorts of things need to be skip-able, and thank God, they are. With the exception of the intro and end victory screen, all movement and dialogue is skip-able and mute-able (mutable means something completely different).

The updated boards and pieces (again, some cost real cash, what a rip-off) are a neat addition, but it’s not what interests me. I wanted to see how this stacks up against a live game. The rules, and the people.

Nuts And Bolts

The game itself plays pretty smoothly. You can play with the avatars that each piece has (the battleship has a captain, the top hat is worn by an infant Richie Rich, etc.), or use your Xbox Live avatar, which I recommend, because the in-game voices are annoying as hell, as is Mr. Monopoly. As I mentioned before, you can skip most dialogue, but you’ll still hear the character voices before each roll, so it’s best to turn the voices all the way off and be prepared to hit the B button a lot.

The rules for auctioning deeds in Monopoly isn’t exactly standardized; the auction can be run any way the players wish, though when the auctioneer also has a vested interest in the bidding there’s a conflict of interest. In Monopoly Streets the system is pretty sleek; there’s a 20 second (adjustable) time limit, during which players raise and lower their current bids, all viewable. It becomes a game of cat-and-mouse, raising to beat someone, lowering to make sure you’re not caught with the deed, trying to get the best value for the purchase. It’s quick, which is critical, but the sliding scale doesn’t have a lot of control; just pressing up doesn’t increase the bids quick enough. There are buttons to increase and decrease the bid by $10, and most times I would just use those, but it would be nice to have a more robust bidding system. The AI can change their bids rapidly, human players should be able to as well.

Trades can only happen with the current player, and then only once he’s rolled the dice. This is again designed to speed the game along, and I like it. It would be nice if players would use mics and chat about prospective trades to speed things along further and minimize downtime, but that doesn’t happen often.

Building can also only happen at the end of your turn. I like this change too; ordinarily you can build at any time, including during other players’ turns (but not between dice rolls and the movement). This has the potential to grind the pace of the game down as folks chime in, and it can cause conflict when there’s a housing shortage. Ordinarily the houses have to be auctioned off, but the rules for that aren’t very well defined. Here there’s no confusion, and it forces you to make a tactical decision before you relinquish the dice. It also speeds things up, which I’m always a fan of.

Overall the game plays very smoothly for a digital version of the original. The original rules are preserved, and a great deal of customization is allowed to accommodate favored house rules, new versions, or little tweaks you think would improve the numbers (houses sell back for less, or more, jail can last more or fewer turns, etc.).

But the question remains; how does it work with other people?

The Humanity

$#!^*@%

There’s online play. And you can still play with people locally on one console/TV. Oddly enough, you can’t combine the two. That seems awfully unfair to me, but what do I know about programming?

When playing an online game, if somebody leaves before they’re bankrupted, the game sends you back to the menu. There’s not a lot preventing people from pissing off and ruining your game. I’ve seen it happen a number of times: system crash, people get tired of watching trades happen, somebody’s just losing and doesn’t want to stick around to their end. Sometimes a bot comes in to replace them, but if the host leaves you’re chucked back to the lobby. It’s a very irritating setup.

It’s kind of funny, the way the lobby is set up. There are ranked matches, which must follow one of the pre-defined rule sets, of which there are many. There are custom matches, where you can play with custom rule-sets, and presumably they don’t apply to your online ranking. And you can sort the games in the lobby by; players in game; alphabetically by rule set; max number of players; and alphabetically by user name. But the funny thing is that there’s never enough games to merit such organization. There’s often not any games at all. Also, you can see the name of the custom rules set someone has set up, but not the rules themselves. And since nobody chats online, you can’t ask; you just have to figure it out as you play. You also need to be careful not to hit “ready” if you don’t want to jump into a two-player game; the game starts when everyone is “ready.”

One unfortunate thing about the game is there’s no enforcement to get a player to end their turn. There’s a time limit, but it gets reset when a player chooses to either build/mortgage, or conduct a trade. Even if they don’t do those things, the clock still resets, so there’s nothing to stop a player from constantly offering trades when nobody is interested, or simply stall the game. And if someone gets frustrated and leaves, it’s back to the lobby. Monopoly can cause raw feelings, which can lead to poor sportsmanship, and that coupled with anonymity usually leads to aborted games.

The Verdict

The game can be easily summed up as: if you like Monopoly, you’ll probably like Monopoly Streets. Still, the Devil is in the details. The graphics are neat if you like that sort of thing. The game implementation is solid, and only frustrating at times. The community is pretty weak, but not yet dead.

It doesn’t fit the scenario I specifically want, that me, my girlfriend, Nick and his wife could play a game together, since the hot seat/online play doesn’t blend (not that Katie likes the game at all, but I feel this would be the best place for her to give it another chance). If it had a better community I’d love it, but that’s something no game designer can simply fix.

UPDATE: The last time I played a match two guys with remarkably similar screen names ended up trading mid-game, before anyone was in trouble, so one guy got everything. The disc was immediately (after submitting Code of Conduct violations to Microsoft on both names) returned to its Gamefly envelope and sent back.

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This entry was posted in Review and tagged , , , , by dasilodavi. Bookmark the permalink.

About dasilodavi

I'm a big fan of gaming of all sorts. I particularly love board games, and I'm getting into nifty pencil-and-paper RPGs that I never would have considered back in the days of 2nd Ed D&D. I'm a guy who sweats the small stuff. Employment, marriage, big picture stuff, I don't worry too much about. But an hour of perfect weather, a lovingly-made home meal, that sweet sense of success you get when you finally get that popcorn skin out of your teeth, those are the moments worth talking about.

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