EXTER- ahem- sorry. DECIMATE
So decimate. A show so exciting that this review has been
put off until weeks after the last episode was broadcast.
Our episode begins with a ominous introduction from host
Shane Richte, followed by a chance to play that
sting. Get used to it, you'll be hearing it a lot. Well, if you keep watching.
The titles are too bland for me to comment, then it's
time to MEET THE CONTESTANTS. There are three of them. Yes, three. This author
isn't sure what the last show to have teams of three contestants was: examples
that spring to mind are late-era Jungle Run, Scrapheap Challenge (ish), or TheAdventure Game.
We chat to the contestants for slightly shorter than
seems usual, and then Shane explains the rules, complete with a play of the DECIMATE.
Is that effect, that really cool effect that the producer obviously loves with
DECIMATE and the wall of gold collapsing getting old yet? Don't worry, it will.
There are 3 main rounds, each the same. 10 questions,
each for 10% of the money you had at the start of the round. The maths here is
sound - pedants may claim \pedantvoice
"oooh but they only decimate for the first wrong answer", but doing
it this way makes questions be worth more in general, seem more important in
general, and keeps the numbers nice... ish.
Wrong answer. DECIMATE. |
Indeed, the problem is more that 10% of the money you had
at the start of the round often isn't a compelling enough amount. If you look
at decimate's main game as a way to ask 30 questions which result in an amount
of money between £20,000 and £0, the
system is certainly elegant, but it feels a bit too spread:
On, say, The Chase, there is only a one question
difference between success and failure, but the game conceals exactly where
that boundary will fall until quite late. On Decimate, there is no boundary
between success and failure: rarely if ever do we see a team score 0/9 in a
round and need an answer to avoid elimination (and even if they did, the total
would be so low as to prompt a bit of a 'who cares?'). Every question in round
1 is worth £2,000, of which you can consistently expect about £1,000 to be kept
during the next two rounds. 30 questions over 3 rounds is just enough that the
team seem to hit a consistent average, and so a brief spell of good or bad
answers isn't that interesting, and during 30 questions over about 35 minutes
it all just feels very bland and soulless.
This isn't helped, and really isn't helped at all by the set being the most boring
environment since Traitor (probably the most obscure reference this blog will
make for a while). It really isn't helped, at
all by the obsession with the DECIMATE effect and graphics, to such an
extent that I begin to wonder whether that repeated horrible sound is actually
being played over this otherwise inoffensive quiz show as a mild form of
sabotage.
The problem, with Decimate, though, and the reason this
review must continue, is the game from a Game Point Of View is Excellent. See,
when I was trashing it, I didn't tell you about 'keywords' mechanic, where
before choosing who's to play the team are shown 10 keywords, which AREN'T
CALLED SUBJECTS, and actually aren't really subjects, perhaps just about in the
Perfection Final sense, because they tend to be specific in a way which is
actually helpful, but not that helpful.
For example, we saw "storm" as the keyword for
"On which planet is ... the great red spot?". We also saw "Anglican
church" for the question "in which year was the Anglican church
established?". It's not HUGELY useful, but on the list of 10, most people
might see one or two keywords about which they could offer a couple of bits of
trivia.
This is crucial because after the player is chosen, there
is a frantic 20 seconds for the other two to 'brief' them on anything that
might be helpful for the round. This is imaginative and makes a great, frantic
moment of television. It would work much better if the questions were a little
more accessible, or the keywords a little more useful, or, indeed, there was
not another two ways for the team to collaborate during the round, but, it
still deserves praise for originality.
Briefing in progress. |
Those other two ways then. Across the three rounds there
are 5 chances for the player to 'pass' the question over to the other two
players, and 5 chances for the team to 'overrule' after the main player has
given an answer. Regardless of the fact these are good mechanics, 5+5=10
chances for the team to answer, plus the start of round briefings, plus the fact
that a fair and constant % of the questions are impossibly hard anyway, makes
it feel like they might as well have all 3 players answering all 3 rounds.
Using a passback. It's not Caravaggio. |
But, let me emphasise that these ARE good mechanics. The 'passback'
challenges the player to anticipate where their team's strengths will lie. The
'overrule' encourages the player to talk through their knowledge and reasoning
in detail, so that the team can gauge whether the player should be overruled.
The fact that both are available, but in limited supply, creates a resource management
problem: is the player better guessing a dodgy answer, and hoping the team will
overrule if required, or should they risk putting it back to the team who may
then have no idea?
Both of these ideas create interesting points of
strategy, these could be used for discussions with the host, if the host were
more Game-oriented than the Comedy/Emotion-oriented Ritchie. They also create
interesting setup/payoffs: were the team right to overrule? Will [team member]
be able to answer this question on [thing]? They also encourage the player to
talk, which ensures the player will talk, and also means the host/player can
stall to fill out the needed time without the Eggheads-weary audience shouting
'Why don't they get a move on?!'.
The problem, then, with Decimate, is it has not only a
good Game, but a good Game which could be made into a Good Gameshow, and,
between the host, the pace, the obsession with yelling DECIMATE, the set, the
obsession with a big gold wall, yelling DECIMATE, the weirdness of some of the
questions, the lack of audience, the final, which is so exciting I remembered
to mention it, and the, for want of a better word... lack of a 'soul', they've
just made something incredibly bland and uncoupling.
The problem with Decimate, is I wrote this review, THEN
added in the positive bits.
The problem with Decimate is that I didn't feel compelled
to write about it for 6 weeks after the first transmission.
The problem with Decimate, is that I just watched a 45
minute episode while writing the review, and nothing happened and at not one
moment did I care at all.
And for me, for a gameshow that's impressive.
So there you have Decimate. If you missed it, don't
worry, it wasn't very good, and if you didn't miss it, don't worry, I doubt
it's coming back.
Oh, and in case you didn't keep watching right to the end
of the credits.
DECIMATE.
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