Game vs Metagame

Tam’s recent post about solved games really crystallized something for me with regards to why I do and don’t like certain games. In particular why I will sometimes really like the concept of a game and yet end up absolutely loathing it in practice. In a word, metagame.

…game
I’ve come to realize that the existence of a codified metagame for something is a pretty good sign that I won’t want anything to do with it. If there’s a way of doing things that is the way, the truth, and the light, then I get to choose between following the crowd or trying to go my own way knowing that I’m actively not playing optimally. The former tends to lead to me getting bored quickly, particularly since the one right way rarely ever syncs up with the way I want to play, and often relies on degenerate strategies. The latter puts me in a spot where I don’t get to take joy in improving, since I’m aware that I’m actively not playing ‘the best way’.

Beyond that, I’m being forced to spend time figuring out how to play the game ‘properly’ rather than actually playing the game. Part of the problem with metagame for me is that it is, by definition, external to the game. So I end up having to look for FAQs, wikis, or even *shudder* official forums to even begin to figure out what I’m ‘supposed’ to be doing. And then, without fail, I learn that I chose the wrong class, hero, skill set, or whatever and I can either start over completely or bull on with the knowledge that I’m ‘doing it wrong’. At least if it’s a single-player game I can take comfort in playing the character I want to play even if it isn’t optimal. In a multi-player game there’s the added joy of other players more than happy to tell you that you’re stupid and wrong if you dare to step outside of the accepted orthodoxy.

My roots in tabletop role-playing, where metagaming has long been viewed negatively, may also enter into this. For me playing a game is about working within the bounds of the assumptions that are made by the system. Avoiding use of out-of-game knowledge as much as possible is part of this. If a game is well designed and things are messaged properly, I should be able to figure out everything I need to know to play well without having to resort to outside information.

Ultimately, the more time I’m having to spend playing the metagame instead of the actual game, the less I tend to enjoy myself. I want to do my learning as a part of playing, rather than as a prerequisite to even getting started.

We Like To Help

Reluctant Roulette

ffxiv 2015-03-04 23-21-10-21 I thought I would take a few moments this morning to address a few things we are noticing among new recruits to our Free Company.  I believe for the most part the majority of this group reads my blog at least sometimes, so here is hoping that my post will find it’s audience.  If nothing else this serves as a good reminder to anyone new to Final Fantasy XIV or considering playing it.  The first behavior I am seeing an awful lot of is an absolute reluctance to EVER use the Duty Roulette system at all.  It seems like most of the players have come from several years in World of Warcraft, where “pugging” has become a dirty word.  I fully understand this and quite honestly I was scared to use the Duty Roulette system…  that is until another FC mate tiptoed into the water and reported back that it was actually pretty awesome.  I dislike random groups in other games more than most people, and I will be the first to say that the community in this game is simply better.

The other thing you should know is that those of us who are veterans are using the Duty Roulette system constantly.  On a given night if nothing much is going on I will be queuing for either Hard Mode or Trial Roulette, and at least once a day I am trying really hard to get in at least one Expert Roulette.  Sure you occasionally stumble onto an elitist, but it is nothing like other games where you are belittled and kicked from the group for not instantly being amazing.  More often than not when a player says they are new, someone will take the time to explain the encounters to them.  Honestly I often give my player commendations to new players for having the strength to stand up and tell the group.  It makes the run go so much smoother when you know for certain if a player is going to have the requisite ancestral knowledge to understand the common way a given fight is done.  More than anything I suggest you give Duty Roulette a chance.  I’ve actually met several people on Cactuar through the roulette system, and it makes me happy to see them around.

We Like to Help

ffxiv 2015-03-16 19-51-20-83 One of the other behaviors I am seeing a lot of is players not asking for help.  I realize that in some groups this might not be the norm, but in our Free Company for the most part people enjoy helping others.  Now there might be times for this or that reason that someone cannot help, and that is perfectly fine.  However if we don’t know a given player needs something, it is impossible for us to read minds.  Our hope is that this creates an atmosphere where people are freely saying what they need to do, and others  are responding that they can help out.  A prime example is that we have known for a bit that Neph needed Dzemael Darkhold, so when she popped on the other night we ran the dungeon to make sure she got it.  Similarly we have done countless primal fights or lower level dungeons to help our dps players especially fight their way through the queue system.  Self service and the Duty Roulette are always valid choices, but when you are confronting a thirty minute long queue…  please speak up and pending it is not a raid night folks should be able to pull together a dungeon pretty easily.

Running dungeons in Final Fantasy XIV is not quite like running dungeons in other games.  The fact that the game auto scales your level to match the dungeon, and rewards you with money if you are max level…  means that running lowbies through dungeons is always a positive prospect.  In other game my primarily problem with running low level dungeons was that it ended up feeling like I was babysitting players, because at max level I could just one shot most of the encounters in the zone.  In Final Fantasy XIV, these dungeons are still viable, and it feels like you are doing something meaningful regardless of the level range.  I will never get tired of running places like Haukke Manor or Stone Vigil, and Primal fights like Garuda still end up being a challenge for our scaled down groups.  It is interesting trying to remember how you functioned without your high level abilities, and this alone makes a lot of things far more interesting than you might think.  So please if you need help, be it a dungeon or help with some crafted gear…  speak up in chat.  Right now Tam is doing an interesting census of players to find out if they are interested in raiding, so I highly suggest you fill that out from the guild message of the day.

A Night with Nael

ffxiv 2015-03-23 20-28-37-77 Last night was a bit of a refresher night in many ways.  Namely we had a few people out, which meant we snagged one of our new recruits to help out with turn nine.  The problem is our group does things a bit different than the “norm” for turn nine groups.  So there was a bit of adjustment, similarly it had been over a week since I last set foot in the zone, and I was more than a tad bit rusty myself.  I still feel like we made some progress, but we are hitting this wall on the third phase where we are just not pushing Nael hard enough to keep from getting two dragons.  In our attempt to push harder, we are getting this awkward transition to phase four and getting a dragon at the same time…  which is leading to a wipe.  I feel like I am simply not doing enough dps on my Dragoon to really make up the difference.  My tank is level 122 gear wise, but my dragoon is only 112.  Honestly I never expected to be dpsing in a raid situation, so my Dragoon has essentially gotten table scraps as far as gear goes.  I have been pushing to grab a piece of 120 gear our of World of Darkness each week in the hopes of boosting my dragoon dps just a little bit.

This however means repeating World of Darkness over and over without seeing any drops.  Last night represented my sixth and seventh run of the week, and thankfully on the final boss I saw a piece drop that I did not already have.  Sure it was only the belt, but at the 11th hour on the night before reset…  I will take quite literally anything.  I was just about to reach the point where I was going to start rolling on everything just to get a piece of gear before the zone reset today.  Largely I feel like I am being a boat anchor on our group with this fight.  We need more dps, and I am just not going to the extreme lengths that Kodra is willing to to tweak his dps.  The optimal dragoon rotation is twenty seven steps long according to the guides I have read… and quite frankly there is no way in hell I am going to be able to pull that off flawlessly every single time.  Instead I do a much more simplified and repeated sequence, but when we are on this razors edge of being able to do it versus not being able to do it… it feels like I am failing the group.  As such my answer is to try and pour gear into the problem, and as soon as World of Darkness uncaps on the 31st I will be running it until my eyes bleed farming a full set of gear.



Source: Tales of the Aggronaut
We Like To Help

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