The Joys of Unsophisticated Play

I spoke yesterday about playing “solved” games, and how quickly it can make the fun of playing a game evaporate for all except the players at the top of the heap. Games tend to fall apart when there’s unequal skill and meta-level understanding between the players involved.

One of the places where this can become a huge problem is tabletop RPGs. I’ve heard countless stories of players who figure out an unstoppably powerful character in a game where the other players aren’t doing that, who dominates the game as the only relevant player– either the DM has to throw challenges appropriate to the super-player that would crush any of the others or the super-player just walks all over every encounter.

I’ve been running tabletop RPGs on and off for quite a number of years at this point, and I’ve had to figure out how to balance parties of players who absorb the rulebook and look for loopholes and players who throw together something fun and/or have never played a pen-and-paper RPG before, and figure out how to make it fun for everyone.

The tack I’ve taken is to enforce unsophisticated play. I tend not to give my players the resources to become unstoppably powerful, offering “interesting” rather than “good” rewards. Rather than giving powerful loot, I like to create powerful choices. The phrase that comes up in my group is “bad ideas treasure”. I use next to nothing from the standard magic items tables in D&D– no simple +1 swords of frost here. Instead, here’s a sword that casts a cone of flame out from your target when you kill it or roll an even number on the attack roll. The direction of the cone of flame is random. 25% of the time, it’s going to blow up in your face, but the other 75% of the time it’s going to deal a bunch of extra damage, possibly hit some extra targets, and hey, magic sword!

This item was hugely effective in mixing up the combat strategies of the group. The alternative being a stock, non-magical sword, the fancy-but-potentially-dangerous fire cone sword was quite good. The player wielding it started prioritizing things that would protect him from fire, and turned into more of a flanker than a frontline warrior, since staying close to his allies was a liability. There were some tense moments when something REALLY needed to get smacked with a magic sword but there were nearby wounded allies, and that fire cone might’ve been a disaster.

If that had been a regular +1 sword, it would’ve been boring, and combat would’ve been the same “walk up and hit things” that it frequently was before. The trick is to keep it simple but add a slight twist. Without being able to rely on particular powerful items, the ability for play to quickly turn into a game of “who’s figured the system out the best” goes down dramatically, particularly if players are trying to play around the weird items they’ve gotten rather than mark their stat boosts down and forget about them.

I’d be interested in seeing this kind of thing adapted to other sorts of games, where the level of play is maintained at a relatively unsophisticated level, offering more exploration into the low- and mid-tier play experiences and preventing a rise to the higher tiers of play. Minis games are often very good at this, with supported alternate gametypes and game sizes that significantly change the way the game is played and what strategies arise, and tend to keep things at that nice, everyone-is-still-learning tier of play.



Source: Digital Initiative
The Joys of Unsophisticated Play

Playing “Solved” Games

I don’t play card games with Kodra, a reality that I think makes him a bit sad. I’ve also tried, at the behest of a wide variety of friends, to play the Battlestar Galactica board game, which I’m told is a wonderful and amazingly fun experience but for me has been hours of misery as one or two experienced players dictate the entire game for everyone else.

I love the moment of stumbling into a new game experience entirely blind, and trying to make sense of it and turn confusion into victory. Stepping foot into a new dungeon in an MMO without knowing any of the mechanics of any of the encounters and figuring them out on the fly is amazing, thrilling, and magical. The magic evaporates instantly once even one person knows what’s up, because then you have the answer key.

High level play in a lot of games becomes a question of knowing the dominant metastrategy, and very rarely does it correlate to the intuitive choices being made by players learning the game. Once I know how to win a game, or beat an encounter, and can do so reliably, the game stops being fun. This is what’s called a “solved” game, and while there are often elements of randomness and uncertainty that prevent a game from being perfectly solved, there’s not a lot of fun left when a game is *almost* solved, enough so that there’s a clear right-way and wrong-way to play.

On the other hand, that learning process and the associated discovery that goes along with it is a true joy, and one that is all too often lost far too quickly.

One of the reason I like Infinity is that in three years of playing it rather heavily, and keeping up with all of the available information, a dominant, game-solivng metastrategy still hasn’t emerged, and the new releases continually stymie and obfuscate any attempts to create one. I wonder what that would be like in other types of games. I think I’d like PvP more if it were more common.

Diablo and other games of its type do a bit of this with randomized enemy generation and level layouts, and it keeps the game fresh for a lot longer than you might expect, lasting multiple playthroughs. I don’t think this is as big a deal, though, because when you’re not playing against other players the gap between having all the information and knowing all of the combos and not isn’t so stark. When the only point of comparison is how you perform relative to other players, one player having more information or a superior combo is a quick downward spiral.

I want games where I can continually strive to improve without ever reaching a solved state. I also want to have a metastrategy that’s either changing too rapidly for any player to get a solid, dominant foothold or that doesn’t have giant gaps between strategies. These gaps effectively shut out players who are learning from being relevant to the game as anything other than a resource to be exploited, and make for terribly unfun games. I don’t terribly enjoy games that are won or lost before the game even begins, just based on what the players already know/own.

I’m really excited by the potential of games like the new Fable, moving towards asymmetric PvP. I had a lot of hope for Netrunner, but my understanding is that the game devolves into the same “this combo wins” strategies that so many other card games do. I would like drafting in theory, except that most draft games (draft Magic, as an example) have a prevailing *draft* metastrategy that if you’re still learning and don’t have all of the cards in the set memorized, you will lose at– again, before you play the game.

I don’t know how alone I am in this feeling. I get the impression that many people prefer games, even PvP games, where they can use a dominant strategy and win continually without changing anything. Possibly I’m in the minority here, in wanting to be continually challenged and having the ground move underneath me?

 



Source: Digital Initiative
Playing “Solved” Games

JRPGs and What They’ve Become

I love watching trends in video games. Genres form and evolve, and it’s really interesting to watch how the threads move about and take shape. As you might’ve heard on the podcast, I’ve played a bunch of the Final Fantasy XV demo. To me, it’s the culmination of a decade of Final Fantasy games trying to push the genre forward.

I’ve made no secret of my feeling that JRPGs as a genre have gotten stale. The days of standing in a line selecting commands from a menu as the primary form of gameplay and watching canned animations play out is well behind the times. The formula is so well defined that you can boot up RPG Maker and whip up a functional JRPG over a weekend. Seeing “classic” JRPGs released in the states at all is fairly rare, now, doubly so on major modern consoles.

From the above, you’d think I hated JRPGs, and for a while in there I would’ve agreed with you. I think the technology has reached the point where interesting choices aren’t just doable in games, but important and expected, and the necessity of a turn-based combat system isn’t a technological limitation but a design choice. A great many JRPGs have unbending linear plots where the only choice you have is which NPCs to listen to in what order, and have a static turn-based combat system simply because that’s what the genre does. Having worked in MMOs, I’m strongly convinced that following genre conventions simply because they’re genre conventions is a fast way to a dead genre.

In the meantime, though, I’ve played the (truly excellent) Persona 3 and 4. These games are fascinating, because the core gameplay loop is not what you’d expect. Instead of wandering through areas with random encounters (ugh) or random wandering enemies that spawn a combat vignette (better), comprising the majority of your game time, Persona 3 and 4 are about time management. There are a vast number of things to do and a limited amount of time to do them in, and sometimes the things are of limited availability. The games are more about the stories of the characters against the backdrop of some calamity that you’re also dealing with than the forward press of Saving The World. You might save the world, but it almost feels incidental to the more important relationships you’re building. Both games also let you make some interesting choices– relatively shallow in scope, usually “who do I date” and “do I encourage or rebuff this person”, but the ramifications of those choices feel significant because they’re tied to a limited resource: time.

Persona games have taken the trope of JRPGs and combined them with a time management and dating sim. When you get into combat, it’s less about chipping away at an enemy’s health and more about exploiting their weaknesses– combat encounters are like a high-stakes puzzle game. The rest of the game focuses deeply on a single slice of life, where you get to know the people and the places in great detail.

At the other end of the spectrum, you’ve got Final Fantasy, games about world-spanning adventure and various travels with a party who, ideally, become your friends. It’s almost like… wait for it… a road trip, really fitting for the newest upcoming installment of the series. The focus is on getting to see the sights and sounds of a great big world, and seeing a lot of variety in the process. I’ve commented before that I think that the MMORPG is the natural evolution of the JRPG– it’s a great big world that you adventure in alongside friends, and you level up and get better gear to fight bigger and badder monsters to see more of the world. The other evolution of the JRPG, the one that’s taken longer to form, are games like Mass Effect, taking the same basic construct and upping the fidelity of the story and the choices you can make in it, as well as a more modern, fast-paced combat system.

Final Fantasy has been pushing the boundaries of the genre almost since its inception. Every game is a different twist on character progression, combat mechanics, and so on. Action Combat has been something they’ve clearly wanted for a very long time– even before the prototypical spinoffs like Dirge of Cerberus, the fast-paced semi-turn-based combat of FFX-2 and Crisis Core, and the MMOs (XI and XIV) and MMO-alikes like FFXII, they’ve been incorporating the ATB (Active Time Battle) system, a way of timing your turns. They’ve previously acquiesced and allowed you to turn ATB off, and more recently have (I think) realized that that was holding back their attempts at advancing the genre.

Now we have FFXV, a game I’m surprisingly excited about. It’s Final Fantasy tone and style in a game I actually want to play, that feels like an evolution of the series (the culmination of 15-20 years of experimenting) and not a retread of existing ground. I’ve also got FFXIV’s expansion, the continuation of a slightly different evolutionary path and one that’s kept me hooked for far longer than I expected.

I’ve also got the upcoming Persona 5, which I’m unreasonably excited about for the music alone.

All of this is coming at a point in my life where I’m doing a lot of rebooting and starting over, which is itself reminiscent of things I did 10-15 years ago. It’s fitting, somehow, that I’d return to school and return to Final Fantasy in the same year.



Source: Digital Initiative
JRPGs and What They’ve Become

The Silent Protagonist and its Effect on the Psyche

Something interesting I noticed about myself, and I’m curious if anyone else shares this experience.

I grew up playing a *lot* of Zelda, JRPGs and point-and-click adventure games, particularly the Sierra style with the interaction icons. Many (most?) of these have silent protagonists, and in some recent discussions with friends, I’ve come to realize that this may have been a notable formative experience that’s flown under the radar for quite some time.

In a lot of these games, you play a character who “talks” to a lot of other characters. Really, what happens is that the other characters are prompted by you to monologue at length, and the things they say can become useful things for you to do later. When you have a (rare) choice to select some kind of response option, it’s generally abstract and it falls into one of two categories: the more common “which information do I tell you next” monologue branch or the less common “choose the right answer to proceed” selection.

I’d like to contrast this with certain other major types of RPGs, specifically the ones like Black Isle’s CRPGs (Baldur’s Gate, etc), Arcanum, nearly every Bioware game, etc. In a lot of these, even when NPCs are the only characters with speaking voices, you’re making conversational choices that define your character (and, while they may get you in trouble, rarely cause a point of no return where you need to come back and choose the “right” answer from the same dialogue). I’ve played a number of these, and while they are in many ways spiritual successors to the previous, “classic” type, there’s a really subtle difference that leaks in: how you feel (and what choice those feelings drive you to make) is relevant. Not just from a “the game progresses when you choose the right answer” perspective, but from the perspective that your experience is different based on how you express yourself.

Here’s where it gets interesting for me. The classic silent protagonist goes out and does a lot of things for a lot of people without expressing his or her opinion on any of the things being done. People ask you to do things, and you do or don’t, but you don’t weigh in on them, except privately. For me, this is the sort of interaction that defined my game-playing childhood, and it happens a LOT.

While it’s not a connection I made for a long time, it’s a pretty easy hop to get from that to a developed personality that very rarely divulges what it thinks about things even when talking to people. I’ve been called a good listener because I’ll pay attention to what people tell me without judging, because I’m used to prompting (virtual) people to tell me things and acting (or not) on the information received, but not expressing any opinion on the matter.

I find that, in a lot of cases, I don’t even *develop* opinions on things. I’m generally guided by very broad tenets, rather than specific opinions– as an example, I’m in favor of easy access to birth control not because I have a particular opinion on the politics or medicine involved, but because my general tenet of “live and let live” means that I’m in favor of people having choices about how they live their lives, particularly when it doesn’t directly affect me in any meaningful way. I strictly follow a number of rules that I apply to myself but don’t hold other people to, for similar reasons. There a link there, I think, to the nonjudgmental silent protagonist whose opinions on a given subject are inscrutable at best, absent most of the time, but who behave through broad tenets that are universally applied throughout the game– help people in need, don’t harm the innocent, etc.

It’s kind of problematic as well. Slipping into the “silent protagonist” mindset is easy, and tends to cause me to just listen to people and not offer feedback unless directly asked. I also have in the past had a very bad habit of filing people I talk to in terms of how relevant they are– are they a random person on the street or are they a close trusted friend and party member? Someone being “upgraded” is generally accompanied by a bit of mental fanfare and occasionally comes as a surprise to me, where I realize that a given person isn’t in the file I thought they were. This manifests frequently in the form of people I don’t think I know very well saying things to me like “I really appreciate your advice, it was extremely helpful” which is followed in my head with “oh shit oh shit oh shit what did I say to this person I hope it wasn’t anything really stupid” because, like the random beachgoer in Costa Del Sol, I said some things to someone, they seemed pleased with the result, and I put it out of my mind.

Even typing that sounds callous to me, like I don’t care about people, and perhaps it is– while I do care very deeply about people and want to help out where I can, I tend to have conversations, offer advice when asked, and not really think about it more– again like that silent protagonist interaction with an NPC– the protagonist’s input is silent and essentially null, but is effective nevertheless, as is my own. What matters is that the person I’m interacting with gets the help/listener/actions they need, and whatever opinion I (don’t) have on the matter doesn’t really enter into it.

I remember the advent of RPGs with a distinct player voice, where my character actually had spoken lines. I saw it in the King’s Quest series first, and was heavily detached from the characters in that series because they spoke, said things I didn’t think I would say, and expressed opinions, and rather than being the self-insert that the silent protagonists were, they were more like friends who I was helping out and guiding along. In retrospect, I can’t help but wonder if the prior years of silent protagonists made me treat games like King’s Quest differently, where I silently watched and helped a character through a story but kept my opinions and thoughts to myself unless they were directly helping out.

I also remember getting into the more modern, “Bioware-style” RPG, with Mass Effect, the first one I played with a fully-voiced protagonist that I nevertheless dictated the personality of. These fit a weird sort of semi-self-insert, where I made the choices I would make, but they were spoken and done by a different person. I can’t help but wonder if these games coincided with me taking a more active role in my interactions with people– the timing is right but my memory for specifics is murky.

It’s interesting playing more explicitly silent-protagonist games now. The Persona series comes to mind, where the mostly/fully silent protagonist seems like a familiar shell to slip into, but doesn’t *quite* fit; I find myself mentally inserting my opinions and trying to express them (something the game seems to recognize and gives you the ambiguity to do, which is a big reason I like the games so much).

This blog is actually an intensely difficult venture for me, because it requires that I push back against years of childhood conditioning to listen and react to people but keep my opinions to myself unless asked, because they (in the game and in my head) aren’t relevant. Expressing an unasked-for opinion is a struggle unless I’m talking to my very closest friends (and sometimes even then).

Source: Digital Initiative
The Silent Protagonist and its Effect on the Psyche