Opportunity Cost

I’ve had a number of conversations recently about selecting gameplay options in games. Character builds, unit selection, upgrades, anything that provides you tools or options or effectiveness (read: not cosmetic stuff). These things usually have a cost associated with them, and occasionally dependencies, and then an overall effect or suite of options in-game for you to then use.

Opportunity Cost

From chatting with people, I’ve discovered that a lot of people look at the cost to effectiveness comparison alone. Essentially, it’s an “I put points/resources in, get results out” evaluation. If that exchange looks good, then great! We’ll take this option and move forward. What ultimately results from this kind of selection process is a fairly haphazard end result. Most people will take this a step further and ask whether the choice they’re making fits into an overall plan before making the selection. Does this talent mesh with the other talents I’ve taken? Does this unit work well with the other units I’ve chosen, or offer me options I wouldn’t have with my currently-chosen selection? Having an overall strategy is good, and refines the selection process quite a bit. It’s also where most people seem to stop in their evaluation.

There’s a step further that I like to take when making selections. Evaluating options based on the choices you’ve already made is strong, but can be stronger if you take into account the choices you HAVEN’T made. An option might provide you with tools and effectiveness at a fair price, but still not be the best, or even a terribly good choice. It comes down to what you’re giving up by making that choice. To use Fallout 4 as an example, the Ninja and Mister Sandman perks both cost a point and provide similar benefits– raising your sneak attack damage. Assuming you’re good at getting sneak attacks, both appear to be good options. However, it’s notable that Mister Sandman requires that you be using silenced weapons, whereas Ninja does not. Assuming you can’t take both, you’re cutting out the possibility of having your laser weapons benefit (which can’t be silenced) if you choose the Mister Sandman perk. Ninja, however, allows the use of all weapons. Choosing Mister Sandman has the opportunity cost of not benefiting your laser weapons– not necessarily noticable if you opt out of using laser weapons entirely, but it does provide a limitation, or at least makes you less than optimal if you do choose to use a laser weapon.

Opportunity Cost

To use a different example, in Infinity, most factions have a “basic” Heavy Infantry, a sturdy unit in a suit of power armor who can take more damage than a basic unit, has good stats (and usually equipment) and costs in the 40ish point range. At the same time, the game has basic line infantry, who tend to have very basic weapons and low stats and cost in the 10 point range. A question that is generally worth asking when picking one or the other is “what is more valuable to me, a 40-point powerhouse or four 10-point basic units?” This is going to depend on what else is in the force– a strong 40-point unit is good at being a spearhead but only contributes one action to the pool every turn, whereas four basic units can’t fill the spearhead role but provide four actions to the pool every turn. If you need more actions, or if you need a strong spearhead, it can make a big difference. Given the point costs involved, if you’re taking a 40-point basic heavy infantry unit, you’re probably not also taking a 60- or 70-point elite heavy infantry unit, which may be significantly more powerful or flexible. Many Infinity players tend to opt out of taking the “basic” heavy infantry, and instead either make room for the more expensive elites or downgrade to cheaper, more plentiful units. Despite being fairly priced for its benefits, the “basic” heavy infantry unit represents too high of an opportunity cost to make the cut; it’s not better than four basic units, whereas the 70-point elite *is* better than its equivalent value in basic units.

Opportunity Cost

This kind of evaluation often seems to strike a nerve with game communities. As a friend of mine put it, many people seem to view game design as a kind of mysterious black magic, and assume that everything is “meant” to be as it is. Having done it, I don’t view it as any sort of unknown quantity, and have no problem evaluating things at, essentially, a high-tier design level. Factoring opportunity cost into a choice can be, at some level, a design critique– as a player, I’m saying that even though this choice LOOKS reasonable, it actually isn’t due to a flaw or oversight in the game’s high-level design. Something that appears to be a valid choice turns out not to be if you zoom out to a broader view. Sometimes a choice is simply outclassed by a similar choice that offers the same benefits. Sometimes a choice fills a role or solves a problem that didn’t need solving, or is redundant with other options that offer more flexibility.

The critique of this sort of thought process is often an accusation of “gaming the system”, or excessively optimizing, or powergaming. In miniatures games, an epithet thrown around is that a certain kind of play is a “Win At All Costs” (WAAC) sort of player, who is willing to make any sort of sacrifice in order to win the game, whether that means having an interesting force on the table to play, providing their opponent with a fun game, or expressing originality in their gameplay. Often, this kind of optimization is closely linked to “netdecking” or “netlisting”, where a (usually top tier) player has determined the “best” selection of options and the community tends to believe that deviating too much from that established selection is simply a bad choice, and thus many people make those specific selections and no others.

Opportunity Cost

I tend to feel like making these kind of opportunity cost evaluations is not only important to a game, but keeps it healthy. I don’t much care for Warhammer 40k, because it lacks even a remote semblance of balance between choices– some factions are simply better than others, and within factions some unit choices are flatly superior in every way to others. The community (and, indeed, the game’s designers) sharply criticize strategic evaluation as a “WAAC” behavior, which is considered “overly competitive” or “toxic”. As a result, the game balance is very poor. It’s one of the reasons I like Infinity, because there are very, very few units in the game that don’t hold up to a high-level opportunity cost evaluation; nearly every choice in the game can be a valid one in the right circumstances, and while not every list is created equal, almost every unit has a place in a list somewhere. Not only is nothing so bad it can’t be played on the table effectively, very few things are bad enough not to be the *best* choice in a list somewhere.

Opportunity Cost

This kind of evaluation leads to better game design, too. Years of WoW’s talent trees revealed that many talents were simply never the best choice, in any build, and what appeared to be a plethora of options was actually just a series of traps to catch those not optimizing properly, and the gap between an optimized build and a non-optimal one was very wide. While the removal of talent trees from WoW was met with criticism (because it offered “fewer choices”), it improved the overall quality of the game because while there were numerically fewer overall choices, there were a larger number of meaningful choices with multiple valid options.

A lot of the gap between a good player and an excellent player is their willingness to zoom out and take a bigger, more comprehensive look at their options. Despite sounding a lot like a hyper-optimization-focused player in Infinity, I play an extremely wide selection of the units in the game, and by doing that kind of high-level evaluation, I’ve found ways to make unbeloved pieces not simply playable, but shine, often in unexpected ways.

Cultural Divides

Coming off of the high of watching Working!! all the way through, I went looking for other, similar shows and wound up watching the entirety of Servant x Service this weekend with Kodra. I came away from that show feeling pretty weird about it.

Cultural Divides

On the one hand, Servant x Service is often genuinely funny and has some characters I really like. On the other, it’s very much a product of a much more misogynist culture with very different views on acceptable behavior. It makes me think about cultural imperialism more than a little bit, because it’s easy to sit from my position and decry another society’s culture for things that I find objectionable, but it’s a lot harder to turn that lens inward and consider the things that I do that would be objectionable for other societies. It feels hypocritical for me to sit back and say “this is a problem” and dismiss content as “bad” when not doing the same thing with, say, The Avengers, yet to some extent those feelings are still there. It makes me try to really evaluate how I feel subjectively vs what I believe objectively.

For all that I grit my teeth at some of the things in Servant x Service, it’s easy for me to imagine someone looking at a standard American show that I love (like, say, Firefly) and being bothered that it’s a show essentially about a bunch of criminals with no families, no sense of societal obligation, and a starkly different moral compass. To flatly say that something like Firefly is “better” than something like Servant x Service on some moral ground isn’t something I’m comfortable with, because I’m not speaking from a position where I can say the cultural norms that created one are objectively superior to the other.

It’s a big part of why I’ve tried to experience a really wide variety of content from different places. I’ve railed against the idea of dismissing something (or giving it a pass) simply because of one negative (or one positive) trait it has, and I worry that we dismiss a lot of content just because it’s “weird” or otherwise not congruent with what we consider ‘normal’. There’s a wealth of interesting experiences that are hard to get without leaving the bounds of native English content, and while many of them do some problematic things that unsettle me (like the rampant sexual harassment in Servant x Service), I can’t in good conscience say that there aren’t equally problematic things in even the best of native English content.

I’m kind of going round and round in my head, because half of me is still bothered by the show, and the other half seeks to better understand the show’s context rather than imposing my own on it.

Week In Gaming 12/5/2015

Sunday Madness

Today my posts and the AggroChat podcast are coming out a little late, because reasons.  My wife has this thing at church this morning, and stuff was not going very much as planned.  So instead of wrapping up the podcast when I got up, I went into the mode of attempting to support my wife as she flailed around the house trying to get everything ready.  I don’t really do the religion thing, but it is important to my wife so I’ve always attempted to support her in whatever way she needs.  Normally speaking I would have been further along in the podcast creation process by the time I slept last night, but instead I decided to have a knock down drag out fight with Amazon.  There is an item that starting last Tuesday, has been updating daily to tell me it would be there by 8pm the next day.  This has drug on for several days… and the FedEx tracking that I finally received shows that there is no way it is going to be here until sometime at the end of next week.  Needless to say I was more than a little perturbed, and ended up trying to get to the bottom of it.

Where I feel bad however is that I know I took out some of my frustrations on the agents that were working the case.  I realize why companies hide their chat functionality, but overall it is a horrible practice, that only leads customers to be pissed as hell by the time they FINALLY get a hold of a person to talk to about their issues.  I know I probably came off as a mad man, but seriously…  I’ve been an Amazon customer since around 2000, and been a prime member for I think as long as the program has existed.  I keep that active so that I can have items here in two days… and there have been a lot of times in the past where they actually have it here next day.  Since the swap to using the US Postal Service however, I have had several delayed orders… and this one just seems to be another in that line of problems.  The worst part about it is.. that after spending over an hour last night trying to get someone to tell me where the ball was dropped…  no one seemed to have any answers.  I did however get two months of prime added to my account apparently to appease me, so I guess that makes up for some of the frustration.  I have no doubt that the item will arrive and be just fine… but man this situation has been annoying.  It is nothing nearly as bad as Tam and Amazon quite literally losing his shipment.

The Week of Warcraft

Week In Gaming 12/5/2015

For the most part this was in fact the Week of Warcraft as I am attempting to play both characters on Argent Dawn Alliance side… and the joined The Scryers server Horde side.  This means  there are two different communities that I am trying to be an active part of, and as a result pretty much everything else I am doing has fallen by the wayside.  Part of my Sunday ritual is to go downstairs and watch a sequence of television shows until ultimately it is time for bed.  However during this sequence I got pulled into the Horde side guild raid with my friends in the awesomely named Facepull.  Between some gear upgrades from drops and some crafted gear by the amazing Brerhoof it took me to around the 670 range.  Now after some LFR this week I am sitting at 679 so a stones throw away from 680.  I have two parts left to do of LFR and my hope is at some point before this evening I can actually get them knocked out and will hopefully see some more upgrades.  My lowest piece on the Paladin is his necklace which is still the level 640 boosted green gear.  In theory if I get lucky I could get a baleful item to drop while I am doing dailies… which I also need to do at some point.  I have everything enchanted and gemmed… at least with cheap enchants and gems so my performance as a whole should be better tonight… that is if they still want me to come and pewpewpew things.

Then Wednesday night I was invited to raid with some twitter folk that I have known for ages.  There I brought my Alliance Warrior Belghast, and similarly have made some jumps in gearing as the week went out.  I started the week at 680 and have bumped it a little bit up to 684.  This is still a long ways off from the 705-710 range that I need to be in order to really function in Heroic for the Friendship Moose fun, but whatever I am enjoying the process.  In both cases I was mostly a fly on the wall as the raid went about their business, but I could see myself enjoying both situations greatly.  It is my hope that in both scenarios are am invited back for future weeks, and in spite of my crummy gear I still managed to end up I think 3rd in total damage done for the raid.  My burst dps is still on the weak range, but I am throwing out a lot of total damage which still is nice.  Gladiator is such a fun spec that I am really going to hate losing once the expansion ships.  I guess there is hope at a later date that they might revive the spec, but I seriously imagine it was just too hard to balance when it essentially took all of the same gear that tanks did… which means that my overall survival is among the highest of the dps classes.  In any case I am having fun… and that is what really matters right?

Reaching Diamond City

Week In Gaming 12/5/2015

The original plan for this week was to record our final Fallout 4 show last night, and because of that I felt this overwhelming need to have completed the storyline.  This means that a good chunk of this week I was pushing hard to get through the main story, and I have to say… it was some of the most miserable I have been playing Fallout ever.  My play style is very much a “forget the story exists” method, where I wander aimlessly and go explore whatever happens to suit my fancy.  This means there is a lot of ADD induced gaming as I see what that building over there in the distance is, or go explore that wrecked vehicle there because it looks interesting.  The result is that I spend a lot of time playing, but not a lot of time getting anywhere specific.  With the severe content density that is the Commonwealth, it means I had at 70 hours not gotten anywhere vaguely close to Diamond City.  I knew where it was, but I was busy wandering around the Cambridge area and exploring lots of little nooks and crannies.

Instead this week I forced myself to follow the storyline, and while it is really awesome… and there are lots of interesting characters… the entire process feels forced.  I mean it IS forced, because I am trying hard to play in a style that is not natural to me.  I talked about this for quite a bit on the podcast last night, but essentially most of the time I don’t like it when games end.  In Mass Effect 2, I enjoyed every moment of the side missions… but it felt like all of my fun was being sucked down a drain the moment I started that sequence of events that lead to the end of the game.  I want these worlds and settings.. and characters that I have created to essentially live on forever… and the sooner I “beat” a game… the sooner that fun for me is over.  I think in part this is why I like the MMO so much, because my characters never have to go away… they just keep going on and changing and adapting as new content is released.  So as it looks like we are pushing off the Fallout 4 show a bit…  I am going to try and find a happy medium where I alternate between following story… and also spending some time following my heart.