Sometimes when I'm looking at my statistics, I notice that I'm getting a number of views from a particular source, such as a blog. These are usually GURPS blogs (special shoutouts to Dungeon Fantastic, GURB and Let's GURPS for sending traffic my way) and I noticed one I hadn't seen before called the Disoriented Ranger. It seems my post on the Riddle of Systems triggered some thoughts from him. It's not really a rebuttal, so much that the post inspired him.
The thing that inspired him is a comment I often make about "the game" of D&D being about "killing monsters and taking their stuff," vs other elements that other games do better. He wonders if D&D needs those elements and slides into a discussion on metanarratives and how RPGs are a sort of "controlled language," which is an interesting discussion.
But it did get me to thinking about how many people reject the label of D&D being "about killing monsters and taking their stuff." He doesn't seem to, not explicitly, but I do think about it. And while I was thinking about it, I came across an idea that I wanted to offer you to sort of show something I think is critical to understanding the bounds of RPGs, what they do, and why people often get into arguments about whether a game is "broken." It's a conversation about what the game of an RPG is, and what isn't "the game" of an RPG. It's an arbitrary distinction as you'll see, but it's useful for having a particular sort of conversation about RPGs.
Showing posts with label General Gaming. Show all posts
Showing posts with label General Gaming. Show all posts
Friday, April 5, 2019
Saturday, May 29, 2010
Call of Duty: Modern Warfare
Yeah, I'm really behind. That's Modern Warfare 1, not 2.
When I first saw this game sitting on a shelf, I was immediately interested. I generally disdain Call of Duty (seriously, how many WW2 shooters can you make?) but I've always been fascinated by modern, networked, high tech warfare, and so I'd wanted it for a long time. As I'm beginning to prep for a return to my military sci-fi game, I figured it was time to indulge myself and pick it up from Steam.
Two thoughts really stand out: I see why many gamers bemoan the state of gaming today. Modern Warfare is very short (like, 5 hours), and at points feels like I'm on a carnival ride just checking out the sights and occasionally shooting at them when my NPCs aren't killing everyone for me. On the other hand, it's spectacularly cinematic, and some of those missions are utterly memorable (my god, Prypriat was so awesome). Sean Punch, editor of GURPS, argues that these sorts of games are designed for the wealthy, on-the-move gamers who have gobs of money from working solid jobs, but very little time. CoD is the ideal game to sit down with for like an hour, enjoy wildly, finish in under a week, and then buy the next big thing. For gamers like me, who love to explore a game again and again, it's a slight disappointment. Totally worth, say, $20, but not the $50 they originally asked, IMO (not unless I'm going to play multi-player alot).
Second thought: It's amazing how much shooters have advanced. I remember playing some Call of Duty with Walter, and I'm pretty sure it didn't have some of the life-like features that Modern Warfare had. Certainly the games I cut my teeth on didn't. Wounded guys will pull their pistol and keep shooting at you, or they'll drop a grenade as you pass and then expire (these guys are particularly jerks). Bad guys under fire will sometimes lift their guns over the cover and just spray blindly. You can pick up grenades and throw them back. Crouching in grass (especially when you're in a gilly suit) really does help hide your character. Everything works pretty much like you'd expect it would. The absolutely coolest additions, though, by far, was the inclusion of air support and the ability to call in strikes. That, to me, is iconic of modern warfare.
So, fun. And definitely a great source of inspiration. Just wouldn't advise paying top dollar for it.
When I first saw this game sitting on a shelf, I was immediately interested. I generally disdain Call of Duty (seriously, how many WW2 shooters can you make?) but I've always been fascinated by modern, networked, high tech warfare, and so I'd wanted it for a long time. As I'm beginning to prep for a return to my military sci-fi game, I figured it was time to indulge myself and pick it up from Steam.
Two thoughts really stand out: I see why many gamers bemoan the state of gaming today. Modern Warfare is very short (like, 5 hours), and at points feels like I'm on a carnival ride just checking out the sights and occasionally shooting at them when my NPCs aren't killing everyone for me. On the other hand, it's spectacularly cinematic, and some of those missions are utterly memorable (my god, Prypriat was so awesome). Sean Punch, editor of GURPS, argues that these sorts of games are designed for the wealthy, on-the-move gamers who have gobs of money from working solid jobs, but very little time. CoD is the ideal game to sit down with for like an hour, enjoy wildly, finish in under a week, and then buy the next big thing. For gamers like me, who love to explore a game again and again, it's a slight disappointment. Totally worth, say, $20, but not the $50 they originally asked, IMO (not unless I'm going to play multi-player alot).
Second thought: It's amazing how much shooters have advanced. I remember playing some Call of Duty with Walter, and I'm pretty sure it didn't have some of the life-like features that Modern Warfare had. Certainly the games I cut my teeth on didn't. Wounded guys will pull their pistol and keep shooting at you, or they'll drop a grenade as you pass and then expire (these guys are particularly jerks). Bad guys under fire will sometimes lift their guns over the cover and just spray blindly. You can pick up grenades and throw them back. Crouching in grass (especially when you're in a gilly suit) really does help hide your character. Everything works pretty much like you'd expect it would. The absolutely coolest additions, though, by far, was the inclusion of air support and the ability to call in strikes. That, to me, is iconic of modern warfare.
So, fun. And definitely a great source of inspiration. Just wouldn't advise paying top dollar for it.
Thursday, March 18, 2010
Emergent Narrative and the Problem with MMOs
So, whenever players start to argue over which RPG is better, invariably someone claims whichever game is more "Fun" is the better game, and then someone demands to know what "Fun" means, and invariably, people claim that fun is too nebulous to define.
I think that's bollocks. Raph Koster, in his "A Theory of Fun" defines fun as "a learning experience." Sid Meier describes games (which are presumably fun) as a "Series of Interesting Choices." I like both, but I'll go further and put both together: Fun is the interactive study of emergence.
Humans like complexity. We like it in our music, our art, our poetry and our humor. When something is too simple, we quickly grow bored of it (a stick figure), when it's too complex, many of us can't comprehend it, and it becomes gibberish (Picasso, who often did things like attempting to convey 4 dimensions on a 2 dimensional surface). The ideal varies from person to person, but we want to see as much complexity as we can comprehend unfold before this. This is the core of what Raph Koster was trying to say in his book, and "a series of interesting (interactions)" is precisely what creates emergence.
All good games have good "mechanical" emergence. Consider Weapons of the Gods. In every turn, you have many variables to contend with. Your martial arts interacts with your opponents martial arts. Your chi values vary, forcing you to change which style you favor. Your river rises and falls, forcing you to make new choices. The patterns constantly change, forcing you to adapt. You don't know for certain what will happen next turn, but being able to predict it is the key to winning, so you struggle to understand. That is, you have fun. The same is true of D&D, GURPS, Yomi, Chess, Go, and so on. It's not true of World of Darkness, as you can generally predict what will happen during any extended roll (for example, combat), so it stops being interesting and becomes the mechanical equivalent of a stick figure.
So why would people play WoD? Or, worse, Risus, Wushu or others? Partially, some of these players are very simple. They take delight in simplistic games, like Tic-tac-toe and Hangman. Large books filled with rules and complex interactions scare them, the way Picasso scares most of us. But others, the majority I'd say, would argue that "mechanics get in the way of a good story!" which is certainly a sentiment I disagree with, but actually the point of this post. RPGs provide another form of emergence: Narrative emergence. In addition to having fascinating mechanics, most RPGs have fascinating, complex stories. Through a series of simple choices, the players find themselves lost in a world of intrigue. The princess in love with the hero cannot marry him because she is betrothed to a wicked man that the hero cannot (should not) kill because he is the key to defeating the dire Necromancer who is, in turn, a life-long friend of the hero, and interested in supplying the hero with power and aforementioned princess! What's a hero to do? We struggle through the interesting patterns of the narrative which, because it stems from the players themselves, seldom becomes too complex or too simple for a group's enjoyment.
From this, we have "roll-play vs role-play," the enjoyment of tactical emergence vs the enjoyment of narrative emergence. D&D encourages a great deal of the former and little of the latter, while WoD is the reverse. I personally don't see why both can't coincide, and thus I enjoy WotG. Many indie games follow suit.
MMOs and CRPGs generally excel at tactical emergence. They offer us complex systems and encourage us to unravel them. City of Heroes and Dragon Age have hundreds of possible builds. Most MMOs rely on an interesting mix of characters, and limits the number you have going in, requiring group and tactical (in a more classic sense of small-unit combat) management. They tend to fall down on narrative emergence, though. Final Fantasy and World of Warcraft has the same story every time you play through it. Mass Effect and Dragon Age have some flexibility, but I'd be hard pressed to call it true emergence. The closest we see to true narrative emergence in a computer game tends to come from simulation games, like the Sims, which often have unsatisfactory narratives as they fail to follow "dramatic" conventions (which matter just like artistic conventions matter. People enjoy particular tropes. Simply randomly dropping lines and shapes on a canvas does not generally create beautiful art, and randomly generating events does not create interesting stories. Stories follow rules, just like art does). A few RPGs try to get around this by being more simulationist: most of the Ultima games and Eschalon try to do this, but in the end, their stories are the same each play-through as well, and the simulation just leads to funky tactical emergence.
Thus, this is my goal: to find a way to create narrative emergence in a computer game. It must be different every play through. It must have a series of interactions that result in ongoing fascinating complexities for the player, and they must have a general shape that is appealing to the player (the Heroic Journey, for example, and romance should feel like romance). I can see now that I've been trying to create this for a long time in my previous games, and, in an epiphany, I finally have a name for what it is I'm trying to do.
I think that's bollocks. Raph Koster, in his "A Theory of Fun" defines fun as "a learning experience." Sid Meier describes games (which are presumably fun) as a "Series of Interesting Choices." I like both, but I'll go further and put both together: Fun is the interactive study of emergence.
Humans like complexity. We like it in our music, our art, our poetry and our humor. When something is too simple, we quickly grow bored of it (a stick figure), when it's too complex, many of us can't comprehend it, and it becomes gibberish (Picasso, who often did things like attempting to convey 4 dimensions on a 2 dimensional surface). The ideal varies from person to person, but we want to see as much complexity as we can comprehend unfold before this. This is the core of what Raph Koster was trying to say in his book, and "a series of interesting (interactions)" is precisely what creates emergence.
All good games have good "mechanical" emergence. Consider Weapons of the Gods. In every turn, you have many variables to contend with. Your martial arts interacts with your opponents martial arts. Your chi values vary, forcing you to change which style you favor. Your river rises and falls, forcing you to make new choices. The patterns constantly change, forcing you to adapt. You don't know for certain what will happen next turn, but being able to predict it is the key to winning, so you struggle to understand. That is, you have fun. The same is true of D&D, GURPS, Yomi, Chess, Go, and so on. It's not true of World of Darkness, as you can generally predict what will happen during any extended roll (for example, combat), so it stops being interesting and becomes the mechanical equivalent of a stick figure.
So why would people play WoD? Or, worse, Risus, Wushu or others? Partially, some of these players are very simple. They take delight in simplistic games, like Tic-tac-toe and Hangman. Large books filled with rules and complex interactions scare them, the way Picasso scares most of us. But others, the majority I'd say, would argue that "mechanics get in the way of a good story!" which is certainly a sentiment I disagree with, but actually the point of this post. RPGs provide another form of emergence: Narrative emergence. In addition to having fascinating mechanics, most RPGs have fascinating, complex stories. Through a series of simple choices, the players find themselves lost in a world of intrigue. The princess in love with the hero cannot marry him because she is betrothed to a wicked man that the hero cannot (should not) kill because he is the key to defeating the dire Necromancer who is, in turn, a life-long friend of the hero, and interested in supplying the hero with power and aforementioned princess! What's a hero to do? We struggle through the interesting patterns of the narrative which, because it stems from the players themselves, seldom becomes too complex or too simple for a group's enjoyment.
From this, we have "roll-play vs role-play," the enjoyment of tactical emergence vs the enjoyment of narrative emergence. D&D encourages a great deal of the former and little of the latter, while WoD is the reverse. I personally don't see why both can't coincide, and thus I enjoy WotG. Many indie games follow suit.
MMOs and CRPGs generally excel at tactical emergence. They offer us complex systems and encourage us to unravel them. City of Heroes and Dragon Age have hundreds of possible builds. Most MMOs rely on an interesting mix of characters, and limits the number you have going in, requiring group and tactical (in a more classic sense of small-unit combat) management. They tend to fall down on narrative emergence, though. Final Fantasy and World of Warcraft has the same story every time you play through it. Mass Effect and Dragon Age have some flexibility, but I'd be hard pressed to call it true emergence. The closest we see to true narrative emergence in a computer game tends to come from simulation games, like the Sims, which often have unsatisfactory narratives as they fail to follow "dramatic" conventions (which matter just like artistic conventions matter. People enjoy particular tropes. Simply randomly dropping lines and shapes on a canvas does not generally create beautiful art, and randomly generating events does not create interesting stories. Stories follow rules, just like art does). A few RPGs try to get around this by being more simulationist: most of the Ultima games and Eschalon try to do this, but in the end, their stories are the same each play-through as well, and the simulation just leads to funky tactical emergence.
Thus, this is my goal: to find a way to create narrative emergence in a computer game. It must be different every play through. It must have a series of interactions that result in ongoing fascinating complexities for the player, and they must have a general shape that is appealing to the player (the Heroic Journey, for example, and romance should feel like romance). I can see now that I've been trying to create this for a long time in my previous games, and, in an epiphany, I finally have a name for what it is I'm trying to do.
Thursday, January 28, 2010
Yomi
I've followed Sir Lin for quite some time now. He's probably the best game-design theorist I've ever read, and if you care anything about game design, I think you owe it to yourself to check him out.
One of the coolest things he's discussed has been "Yomi," which means "reading your opponent's mind." Any skilled gamer knows that understanding your opponent's thought process is a sure way to victory, and the struggle to understand him is one of the great pleasures that makes gaming fun. Is your chess opponent bloodthirsty or defensive? Is the guy across the table from you at the poker game bluffing or not? Coming out of the blocks, will your DoA opponent go straight for an attack, will he block, or will he grapple?
The classic "Yomi" game is probably Rocks-Scissors-Paper, but while many game designers grasp this intuitively, they fail to understand deeper meanings behind this idea. Rocks-Scissors-Paper is essentially random, since it doesn't really matter what you choose. There's no "strategy" behind the choice, and the choice isn't "interesting." You could achieve equally good results simply rolling off against one another. But, as Sir Lin points out, if you make a certain move more valuable than another, you suddenly create an interesting game.
Try it: Play Rock-Scissors-Paper to 8 points. "Rock" is worth 2 points, the other moves are worth 1 point. Suddenly, Rock has a "center of gravity" that draws players to it. If you can use Rock, you should. However, given that Rock is the most useful move in the game, Paper becomes an obvious choice, because your opponent is so likely to choose Rock. However, if Paper becomes an obvious choice (due to the fact that everyone is trying to beat the guy who simple-mindedly picks Rock), then scissors becomes the killer app. Of course, if you use Scissors, you leave yourself vulnerable to an opponent choosing Rock.
What kind of person is your opponent? Is he straight-forward and prone to brute-force solutions and thus likely to choose Rock? Is he thoughtful and aware of the game enough to realize that Paper is likely the better choice? Or is he a gambler and likes to "run with scissors?" You need to understand your opponent, and suddenly a simple, random game becomes a complex game of psychology with just a single rules change.
Sir Lin has turned his love of Street Fighter and this idea of "reading your opponent's mind" into a card game called Yomi. Check it out! You can play it on Lackey using the guide here (Hey, who knew that a system designed for illegally playing Magic online would have such a fun, legitimate use). Roomie and I have been playing (He likes Satsuki, and I'm partial to Geiger currently). Give it a shot, let me know what you think.
One of the coolest things he's discussed has been "Yomi," which means "reading your opponent's mind." Any skilled gamer knows that understanding your opponent's thought process is a sure way to victory, and the struggle to understand him is one of the great pleasures that makes gaming fun. Is your chess opponent bloodthirsty or defensive? Is the guy across the table from you at the poker game bluffing or not? Coming out of the blocks, will your DoA opponent go straight for an attack, will he block, or will he grapple?
The classic "Yomi" game is probably Rocks-Scissors-Paper, but while many game designers grasp this intuitively, they fail to understand deeper meanings behind this idea. Rocks-Scissors-Paper is essentially random, since it doesn't really matter what you choose. There's no "strategy" behind the choice, and the choice isn't "interesting." You could achieve equally good results simply rolling off against one another. But, as Sir Lin points out, if you make a certain move more valuable than another, you suddenly create an interesting game.
Try it: Play Rock-Scissors-Paper to 8 points. "Rock" is worth 2 points, the other moves are worth 1 point. Suddenly, Rock has a "center of gravity" that draws players to it. If you can use Rock, you should. However, given that Rock is the most useful move in the game, Paper becomes an obvious choice, because your opponent is so likely to choose Rock. However, if Paper becomes an obvious choice (due to the fact that everyone is trying to beat the guy who simple-mindedly picks Rock), then scissors becomes the killer app. Of course, if you use Scissors, you leave yourself vulnerable to an opponent choosing Rock.
What kind of person is your opponent? Is he straight-forward and prone to brute-force solutions and thus likely to choose Rock? Is he thoughtful and aware of the game enough to realize that Paper is likely the better choice? Or is he a gambler and likes to "run with scissors?" You need to understand your opponent, and suddenly a simple, random game becomes a complex game of psychology with just a single rules change.
Sir Lin has turned his love of Street Fighter and this idea of "reading your opponent's mind" into a card game called Yomi. Check it out! You can play it on Lackey using the guide here (Hey, who knew that a system designed for illegally playing Magic online would have such a fun, legitimate use). Roomie and I have been playing (He likes Satsuki, and I'm partial to Geiger currently). Give it a shot, let me know what you think.
Wednesday, November 25, 2009
Leviathans
An interesting new mini game by Catalyst Game Labs. Like Eclipse Phase, this is Creative Commons, so if you wanted to download it off a torrent, it's legal to do so.
Subscribe to:
Posts (Atom)
