Topic: In Defense of Complexity
Started by: M. J. Young
Started on: 12/17/2002
Board: RPG Theory
On 12/17/2002 at 2:59am, M. J. Young wrote:
In Defense of Complexity
Periodically I read threads here at The Forge in which people argue against more complex systems, and particularly more complex combat systems. I take these with some bit of salt; but I hadn't really thought much about them. I think of Multiverser's system as being relatively simple at the core with plenty of room for what might be termed "voluntary complexity"--that is, if the players want to make it more complicated, it is within their power to do so.
Perhaps I was recently looking (elsewhere) at someone's relatively simple combat system, and thinking that it had this factor of the obvious--that is, provide any two opponents, and in a moment of reflection I could tell you which would most likely win under the system. But I can't do that quite so easily with a more complex game. For example, D&D has a certain amount of complexity in combat because it is an interaction between 1) chance to hit (including defensive values); 2) ratio of attacks (how many swings each side gets relative to the other); 3) range of damage; and 4) durability (hit points). Yet even at this level of complexity, given two opponents, five minutes, and some scrap paper, I can work out who will win in an ordinary melee combat with some certainty.
But throw in a few tweaks, and the complexity rises--and with it the unpredictability of the situation. If one of my combatants has a dodging skill that enables him to avoid many of the attacks of the other when it works, probability of a successful attack for his opponent drops precipitously. If there is the possibility of a stun or knockout blow, durability suddenly becomes a less important factor. If my combat style allows me to trade attacks for damage or damage for attacks, I may be thus able to tweak my performance on the fly--that is, whether one attack for d10 points is better or worse than two attacks for d6 points each may well depend on whether rolling twice to attack gives me a better chance to connect at all or if my attacks are all pretty likely to hit, and the ability to make that choice round-by-round becomes an important tactical consideration. Suddenly it is not so obvious who will win; my scratch pad must give way to a computer program.
Thus complexity in the system in itself may be a way to inhibit min/maxing. The player can't easily evaluate what choices will make his the "most powerful" character in play, because there are more variables than he can easily process. In D&D, we can wonder whether the character with better armor class or more hit points is more survivable; but it's something that can be fairly easily calculated. The more complicated the system is, the less likely it is that a player can read it well enough to beat it.
I like simple systems; I like complex ones also. Handling time is a negative of complexity; predictability is a negative of simplicity. In the end, there is balance--each is a defensible choice, depending on what you want the system to do.
Most of you design; I'm interested in your thoughts on this.
--M. J. Young
On 12/17/2002 at 3:29am, Paul Czege wrote:
RE: In Defense of Complexity
Hey M.J.,
Thus complexity in the system in itself may be a way to inhibit min/maxing. The player can't easily evaluate what choices will make his the "most powerful" character in play, because there are more variables than he can easily process.
This presumes the player is working toward advantage in isolation. As with Magic: the Gathering, killer combinations become known throughout the player network, and the whole player network ultimately benefits from the separate efforts of all on behalf of advantage.
Paul
On 12/17/2002 at 3:30am, Shreyas Sampat wrote:
RE: In Defense of Complexity
I'm not really sure what you're getting at here.
Sure each pole, and the points on the continuum, are defensible choices.
I think that there is an important, and valuable, negative perception against making complex systems without choosing to. That's a genuine error, IMO.
You might want to take a look at this thread - Anti-Combat Bias - and see if it addresses the points you're thinking about.
Forge Reference Links:
Topic 3455
On 12/17/2002 at 3:34am, Jack Spencer Jr wrote:
Re: In Defense of Complexity
M. J. Young wrote: .... predictability is a negative of simplicity
I will disagree with this statement. I would say you can have a very simple system and still have a great deal of unpredictability. What may be the problem, and this is just my guessing, is that a lot of these simpler systems are just -- for lack of a better way to put it -- "dumbed down" complex systems. That is, the simple system shares many logistics with more complex ones, but has fewer variables, and with fewer variables, there is less of a balancing factor and one or two variables can outweight the others and then that's it.
Is this off base?
On 12/17/2002 at 7:00am, Bankuei wrote:
RE: In Defense of Complexity
I'd agree with Jack, a simple system could be as highly unpredictable as the dice system in Sorcerer. What is more of an issue, I think, is the strategizing and tactics factor, associated with Gamism.
A complex game(be it combat, politics, whatever), has several elements which interact in potentially complex manners, requiring a higher level a strategizing. To give an example, a simple system is more like checkers, with a fairly simple strategy, while chess has several different factors(the different pieces move in different manners), which leads to more complicated strategies. OF course, a simple game such as Go/Wei Chi has incredibly intricate strategies, but I think few people actually design rpgs hoping to make something as deep as that.
As someone who enjoys gamist elements, I find that any game that has a very limited "success" strategy usually leaves me unsatisfied, while one that has a lot of room to learn and explore, a perviness to it, can keep me occupied for a long time. I enjoy the elements of strategy and counterstrategy, a need to adapt in game to overcome whatever obstacles may appear.
Chris
On 12/17/2002 at 8:44am, Andrew Martin wrote:
RE: In Defense of Complexity
There's four degrees of "complexity" in a game:
• Simplistic;
• Complex;
• Overly Complex and
• Simple.
A Simplistic game requires simplistic strategies to win, for example, charge straight ahead, or always choose All Out Attack (in Usagi Yojimbo RPG).
A Complex game has a straight forward strategy to win, like, all PCs concentrate on the biggest monster first (AD&D), break off if all weapons bounce, fireball first when facing massed encounters, don't bother with shields unless they're highly magical, jump off cliffs to escape encounters. :)
A Overly Complex game has one or more "game breaking" ways of winning the game which munchkins, power gamers and rules lawyers usually find in short order once they get hold of the rules. Examples are things like in RoleMaster (with all the expansions) choosing to play an archmage with a special spell list which allows enormous amounts of spell power to be built up. Or playing the noble warrior class, which allows enormous numbers of attacks per round. In WW's Exalted, there's a combination of two stones which allows PCs to become immune to damage in combat forever; a fellow munchkin found it the first time he generated his character.
A Simple game has a range of strategies, from simplistic, through complex, to simple. The end result is like looking at a fractal; it's basic description is simple, but the expression is complex. Chess and Go have this property, as does real combat (just read descriptions of it in martial arts books, comics and in history books!). My S combat system has this behaviour as well, allowing players to model the behaviour of real combatants. That's because I used a fencing model which is like a four way paper, scissors, rock game.
On 12/17/2002 at 9:58am, Thierry Michel wrote:
RE: Re: In Defense of Complexity
M. J. Young wrote: The player can't easily evaluate what choices will make his the "most powerful" character in play, because there are more variables than he can easily process.
Well, I don't design, but isn't that somehow a failure ? As a wargamer, it reminds me of the "rule lawyer" opponent who would beat me not necessarily because he was better but because he knew the quirks of the rules better than I.
Wouldn't be better to offer meaningful choices in terms of risk/rewards of each decision ?
(That said I never really understood how combat sytems could be "tactical", but that's another thread entirely).
On 12/17/2002 at 6:41pm, xiombarg wrote:
RE: In Defense of Complexity
Bankuei wrote: I'd agree with Jack, a simple system could be as highly unpredictable as the dice system in Sorcerer. What is more of an issue, I think, is the strategizing and tactics factor, associated with Gamism.I would like to note, as a quick aside, that I think that it's possible to have a simple system (in the sense of a small, easy-to-understand ruleset) that provides complicated, difficult-to-predict Gamist tactical and strategic options.
The best example of this, admittedly outside of RPGs, is Go.
So, I'm agreeing with Jack and Bankuei -- M.J. dichotomy between complex=difficult to guess with large amounts of tactical options and simple=easy to guess is false. However, just as it's difficult to design a board game as good as Go, it is difficult to design a simple RPG system that meets the goals of unpredictability and tactical richness. But that isn't to say it can't be done, or hasn't already been done. In fact, I would submit it's an admirable goal, and a lot of the "simple" systems out there are attempting to grasp it in some way.
Edit: I just now saw Andrew Martin's post, which perhaps says what I'm saying, but more eloquently. :)
On 12/17/2002 at 7:09pm, Jack Spencer Jr wrote:
RE: In Defense of Complexity
Here's a question: What makes a system complex or simple, really? I think this is a slippery slope since it is only in the eye of the beholder and a matter of comparason that any game is simple or complex. I mean, Checkers is pretty simple. Chess is a bit more complicated in comparason, but is is a "complex game?" I don't believe so. I think it's a line subjectively drawn in the sand. and we all put it somewhere else (and I suspect we'd put it in different places at different times of the day)
In fact, I daresay it is more useful to look at Andrew's categories as lines that can be crossed from good design perspective. You don't want to go into simplistic or overly complex in your designs, because the design would be lacking in some way. Or such is my view.
On 12/17/2002 at 7:13pm, xiombarg wrote:
RE: In Defense of Complexity
Jack Spencer Jr wrote: In fact, I daresay it is more useful to look at Andrew's categories as lines that can be crossed from good design perspective. You don't want to go into simplistic or overly complex in your designs, because the design would be lacking in some way. Or such is my view.Oh, I agree. I made my point to say that MJ's dichotomy between simple and complex is false, to highlight the usefulness of Andrew's more balanced perspective. I apologize if I was unclear...
It's certainly the case that simplicity is a matter of taste. A lot of gamers I know consider d20 to be "simple". One only has to look at some of the commentary on the d20 threads here on the Forge to find people who disagree...
On 12/18/2002 at 4:32am, cruciel wrote:
RE: In Defense of Complexity
Jack wrote:
Here's a question: What makes a system complex or simple, really? I think this is a slippery slope since it is only in the eye of the beholder and a matter of comparason that any game is simple or complex. I mean, Checkers is pretty simple. Chess is a bit more complicated in comparason, but is is a "complex game?" I don't believe so. I think it's a line subjectively drawn in the sand. and we all put it somewhere else (and I suspect we'd put it in different places at different times of the day)
Maybe we need to define the complexity we are addressing. Combat systems I take it, but what part?
I agree with this fellow on his definitions of complexity, even if it does suffer a little bit from the seemly innate human need to group things into sets of three (small, medium, large / left, right, observer / GNS)
http://www.rpg.net/news+reviews/columns/elements20sep02.html
Maybe their is a hybrid-ization of terms we can perform with Andrew's terms and those in the above article...so we know exactly what we are talking about.
To hit M.J.'s topic, ever so slightly: Using the definitions in the above article I favor Simple Implementation and Complex Concept. I prefer Complex Mass because I prefer campaigns, but if I wasn't playing a campaign I'd lean toward Simple Mass.
On 12/18/2002 at 5:04am, Andrew Martin wrote:
RE: In Defense of Complexity
cruciel wrote: ...Andrew's terms...
I based these terms on Sergio's column on RPG.net here: http://www.rpg.net/news+reviews/columns/ruleslaw28jun01.html, in The Design Cycle Approach section. The last step from Over-complex to simple is the important step; it's the refactoring that does the trick. Here's refactoring in computer software: http://www.c2.com/cgi/wiki?WhatIsRefactoring; it's analogous to going from overly complex to simple.
On 12/19/2002 at 4:45am, Ozymandias wrote:
RE: Re: In Defense of Complexity
M. J. Young wrote:
that is, provide any two opponents, and in a moment of reflection I could tell you which would most likely win under the system.
But is that really a bad thing? Shouldn't a better combatant generally win? As an overall overall argument I think saying that unpredictable=good and predictable=bad is a highly debatable proposition. In fact, what you seem to term predictable and unpredictable , I would call reliable and unreliable.
My experience with unreliable/unpredictable systems has been universally bad. The net effect of too much randomness seems to be that a character is stripped of the ability to do even the things they're supposed to be good at with any reliabilty. Now, admittedly in some cases this is contributed to by bad design (ie: The Storyteller system, where dice pools over eight dice start progressively having a lower chance of success), but if there's considerable chance for either success or failure on every action it becomes impossible to create a character who is reliably good at anything.
On the flip side, I've played some really good games with systems with an extremely low unpredictability/unreliability factor (ie: Conspiracy X) b/c it allowed the character to actually do the things they were supposed to be able to do.
So, I'm not sure that unpredictability really provides a good defense for more complex systems.
On 12/19/2002 at 2:17pm, Le Joueur wrote:
A Little or a Lot
Y'know, you can't really just jump in assuming a game is either predictable or not. It's just not that simple; some games are predictable in one area and not in others, some are so-so predictable, some are more predictable than others.
And I simply refute the idea that there is any correlation between predictable and reliable; these two ideas are not so connected.
Simply put, this side of the argument is sliding quickly into "I don't like that system because it's too unpredictable (unreliable) [to me]." Personal preferences are fine, but not in a discussion about complexity.
Let's take a moment and think here. We all pretty much agree that it probably isn't any fun to play a game which you know, in detail, what the outcome is from the very beginning; that's one extreme, let's call it 'preordained.' On the other hand, it probably isn't any fun if the game renders completely unexpected results at every turn; that's the other extreme, let's call that 'dada.' The problem is this is such a wide range that it not only becomes totally subjective, but pointless to try and define what is 'complex' and what isn't. People have different tastes (and if that's the point of this thread, let's call it done).
What attracted me to posting is that, hidden amongst all this rhetoric, we are actually talking about tension. There's that moment, when the dice roll across the table, when nobody, not even the gamemaster, knows what's going to happen next; I call that tension. I find it highly engaging. Too often or for too long and it dissolves into chaos. To me, it is the primary reason for including dice in a game in the first place.
The ultimate problem I see in many designs of games it how tension is handled. Or rather isn't. How many games can you count that talk about the subtle social situation that requires or bars a certain level of tension? Too much, or too little, at the wrong time will wreck any game, but how many designs talk about how you handle this? So many games give you the option of using dice, 'should you roll or not,' but no instruction as to what is too often or not often enough.
That's why any discussion of complexity in game design is clouded by the fact that there are no 'handling instructions' for tension. Because it becomes quite crucial to different people's experiences with different games, how badly burned they are by misplayed (and this is both highly subjective and completely relative) tension.
Until you separate complexity from predictability, predictability from reliability, and complexity from 'handling instructions' for tension, I can't really see much value in continuing this thread.
Fang Langford
p. s. Sorry I didn't edit, I gotta run.
On 12/19/2002 at 11:41pm, M. J. Young wrote:
RE: Re: In Defense of Complexity
"The race is not always to the swift, nor the battle to the strong, but that's the way to bet."--Damon Runyon
Ozymandias wrote:M. J. Young wrote: that is, provide any two opponents, and in a moment of reflection I could tell you which would most likely win under the system.
But is that really a bad thing? Shouldn't a better combatant generally win? As an overall overall argument I think saying that unpredictable=good and predictable=bad is a highly debatable proposition. In fact, what you seem to term predictable and unpredictable , I would call reliable and unreliable.
I think that what I'm seeing is not the reliability of the system but the degree to which a reliable system can still be unpredictable. Real fights are generally won and lost on intricate combinations of abilities and chance. Looking at military combat, numbers, supplies, position, tactics, and morale at least have impact on the outcome. It is certainly as much so for individual fights.
A simple karma system that said, "compare strengths (or combat ratings, or something like that) and the highest wins" would be totally reliable and totally predictable. My impression of Amber is that the way to play it successfully is to maneuver your opponents into a situation in which you are able to use your strengths against their weaknesses; even so, once it is determined in what realm the battle will occur, the answer is a foregone conclusion.
I don't mean that I want a system to be unreliable. I mean that I want a system that affords the seeming underdog a chance to overcome the obstacles because he knows or does something that the seemingly superior opponent can't or doesn't counter. If all our two fighters can do is swing away at each other, we've got a rather predictable outcome; but if one of them has the ability to sweep the legs of the other and so render him helpless, and the other has a dodging ability which allows him to avoid most blows, we've got a much more interesting and unpredictable--but still completely reliable--system.
Thank you, Fang, for bringing out the aspect of tension. That's probably where the secret lies--how do you design a simple combat system that still has sufficient tension for the player who can see through the simplicity, and yet is still reliable?
--M. J. Young
On 12/20/2002 at 1:07am, Sidhain wrote:
RE: In Defense of Complexity
I think that's a good question:
[...]how do you design a simple combat system that still has sufficient tension for the player who can see through the simplicity, and yet is still reliable?
In general I don't know that you can design a completely transparent system, but you can work on making it as transluscent as possible. The factors that matter are often /really/ diverse and complex, and often way too huge to factor into a simple combat---essentially why we often reduce them to a die roll: Could the arrow be pushed aside by a freak gust of wind? Yes? Is it important enough factor to put into every game system? No. Thus we often just default to a die roll and let it fall out as it may.
But it depends on what you want from combat system, in some games (Hearts and Souls) I care more about the hero and his actions than any random factors so I rely on a fairly morphable result. While in my FRPG I do care somewhat about the heroes actions, but also on the mechanical feel--that wounds can kill you and are terrible, that some creatures are /tough/ and not simply fodder for your attacks. (One player commented on the difficulty of fighting Myrk, my goblin analog, I pointed out that--indeed that was the point, these are things they build huge walls around cities to /keep out/ because the average person can't fight one, let alone many.)
On 12/20/2002 at 8:20am, Bankuei wrote:
RE: In Defense of Complexity
I think one important factor that we need to look at is what degree of Karma, and where it applies, goes into a resolution system.
Take for instance, character creation, where you apply character effectiveness in certain areas. This Karma is chosen before play, and usually isn't available to be manipulated in play.
Second, you'd have in game Karma, which is the options and strategies you could apply during play to decide the outcome.
Third, we have Fortune, which affects the previous two(if they're part of the system at all), to varying degrees.
Amber focuses primarily on pre-play decisions for Karma, and then in play, trying to make sure you're in your field of expertise or politically manipulating others into handling your opposition. In games such as Otherkind, Dust Devils, & TROS, a lot more emphasis is placed on the in-game decisions and strategy.
When you emphasize preplay decisions more in your design, the combat becomes more predictable, and more obvious to anyone who has the information(Amber-style Karma). When you emphasize in play decisions, you have more gamist strategic play(Dust Devils). When you emphasize fortune more, both Karma type decisions are reduced in effectiveness.
If you're talking about games that have simple resolution, but enough strategy to make a difference, try looking at Zenobia, TROS(without any manuevers), Hero Wars, Otherkind, and Draconic. All of these focuse primarily on in game strategic choices, although pre-play choices can also make a big(but not overwhelming) factor.
Chris
On 12/20/2002 at 10:07am, Ozymandias wrote:
RE: Re: In Defense of Complexity
M. J. Young wrote:
I don't mean that I want a system to be unreliable. I mean that I want a system that affords the seeming underdog a chance to overcome the obstacles because he knows or does something that the seemingly superior opponent can't or doesn't counter. If all our two fighters can do is swing away at each other, we've got a rather predictable outcome; but if one of them has the ability to sweep the legs of the other and so render him helpless, and the other has a dodging ability which allows him to avoid most blows, we've got a much more interesting and unpredictable--but still completely reliable--system.
I think I may have been working from an incorrect premise that "Complexity/Upredictability = Lots of Fortune". What you're talking about here could be done with a completely Karma based system, assuming that it includes some type of abilities/feats/etc that can be utilized to adjust the effectiveness of the attacker/defender up or down. This results in characters being conistently good at the things they're supposed to be good at without every result being pre-ordained.
Your mention of Amber though got me thinking though that perhaps there are some other factors to be considered here, especially in regards to tension....
Le Joueur wrote:
What attracted me to posting is that, hidden amongst all this rhetoric, we are actually talking about tension. There's that moment, when the dice roll across the table, when nobody, not even the gamemaster, knows what's going to happen next; I call that tension. I find it highly engaging. Too often or for too long and it dissolves into chaos. To me, it is the primary reason for including dice in a game in the first place.
My question on this would be - "Is Fortune therefore the only or even the best source of tension in every game?"
If tension derives from not know what's going to happen next, I'd argue that it occurs all the time without rolling any dice at all.
In every mode of play, exploration plays an important role ergo players should be regularly be faced with the unknown and thereby not know what's going to happen next, is this tension?
On the flipside for the GM, everytime he faces his players with a difficult moral quandtry or a tough tactical situation, he doesn't know what's going to happen next, is this therefore also tension?
I would argue that both of those can result in as much if not more tension than simply rolling the dice, and for certain types of games they would provide a much more satisfying sort of tension.
I would advocate that tension derived from Fortune is primarily tension based on the possibility of incompetence, and that the more competent a game assumes the characters to be, the less Fortune that really needs to be involved. Perhaps this why on the really high-end of the PC competence scale (ie: Amber and Nobilis) it tends to dissapear completely. Tension can certainly exist in these games, it just has to come from somewhere else than the possibility of outright failure.
On 12/20/2002 at 3:46pm, Le Joueur wrote:
The Answer is Obvious
M. J. Young wrote:Ozymandias wrote:M. J. Young wrote: ...That is, provide any two opponents, and in a moment of reflection I could tell you which would most likely win under the system.
...As an overall argument I think saying that unpredictable=good and predictable=bad is a highly debatable proposition. In fact, what you seem to term predictable and unpredictable, I would call reliable and unreliable.
[About more karma based systems]...The answer is a foregone conclusion.
I don't mean that I want a system to be unreliable. I mean that I want a system that affords the seeming underdog a chance to overcome the obstacles because he knows or does something that the seemingly superior opponent can't or doesn't counter....
Thank you, Fang, for bringing out the aspect of tension. That's probably where the secret lies--how do you design a simple combat system that still has sufficient tension for the player who can see through the simplicity, and yet is still reliable?
I'd really have to say you guys aren't even talking about reliability or predictability; it really sounds like it's entirely a tension issue. Let's frame a couple of new terms; how about obvious and unobvious?
In an obvious system, in the majority of cases, when two combatants face each other the result will be, well...obvious. And that's what is sounds like you are arguing against Mark. Certainly some simpler systems can yield that, but so can some complicated systems (often as a result of min-maxing). A reliable system can be obvious or not and so can a predictable system. (That's right, you can have an unobvious, predictable system.)
Mind you, it is quite common for a more complex system to be unobvious, but as this discussion is bearing out, this is not necessarily the case. Likewise, in most cases to be looked at (such as tic-tac-toe), a simpler system is obvious, but there are clear counter examples (like chess).
So, Mark, is your leading article on this thread actually a suggestion that complexity is a good thing if it makes a system less obvious? Or that you prefer systems that are more unobvious and that that usually comes not in a simple package?
Ozymandias wrote:Le Joueur wrote: What attracted me to posting is that, hidden amongst all this rhetoric, we are actually talking about tension. There's that moment, when the dice roll across the table, when nobody, not even the gamemaster, knows what's going to happen next; I call that tension. I find it highly engaging. Too often or for too long and it dissolves into chaos. To me, it is the primary reason for including dice in a game in the first place.
My question on this would be - "Is Fortune therefore the only or even the best source of tension in every game?"
Never the intent I had. Dice rolling tension is simply the clearest and most easily explained; it is far from the most common or best source of tension. However, it is by far the easiest for a designer to affect.
Ozymandias wrote: If tension derives from not knowing what's going to happen next, I'd argue that it occurs all the time without rolling any dice at all.
In every mode of play, exploration plays an important role ergo players should be regularly be faced with the unknown and thereby not know what's going to happen next, is this tension?
On the flipside for the GM, every time he faces his players with a difficult moral quandary or a tough tactical situation, he doesn't know what's going to happen next, is this therefore also tension?
I would argue that both of those can result in as much if not more tension than simply rolling the dice, and for certain types of games they would provide a much more satisfying sort of tension.
Absolutely, but sadly these are far from what a designer can 'build' into a game system (which is the subject of this discussion). However, I believe that far too few games even actually address these in any substantive fashion (or at least didn't through the eighties, when I stop being able to afford to collect systems). That's what I am trying to address with Scattershot and the Techniques like "The Suspense is Killing Me" and "Mystiques and Intrigue" and Sequences (listed at the bottom).
Ozymandias wrote: I would advocate that tension derived from Fortune is primarily tension based on the possibility of incompetence, and that the more competent a game assumes the characters to be, the less Fortune that really needs to be involved. Perhaps this why on the really high-end of the PC competence scale (ie: Amber and Nobilis) it tends to disappear completely. Tension can certainly exist in these games, it just has to come from somewhere else than the possibility of outright failure.
Since we're separating tension as a result of Mechanix and tension as a result of interaction, I'd like to say that the main difference (in traditional gaming) is how 'objective' it feels (and how this grants a sense of fairness or sharing). If tension is derived from not knowing what the gamemaster has planned, it feels arbitrary. If tension is derived from not knowing how the dice will fall, it feels objective. (I say "feels" because, through manipulation of when the dice are used all objectivity can be eradicated if so desired.)
What 'Fortuneless' systems do is recognize that the group playing already has plenty of randomness; the behaviour of the people playing. Amber isn't really about maneuvering situations so that you can win, it's about dealing with what the other players throw at you; that's where the unpredictability, the randomness, the unobviousness come from. And just the same, it is unclear how to keep that from appearing arbitrary. (I wish 'Fortuneless' games made more of an attempt at explaining that.)
How much the 'degree of incompetence' affects play with a Fortune mechanic is an attractive, but ultimately inaccurate way of measuring 'how much Fortune' a system has. (It is quite easy to create systems that have lots of Fortune that impacts competence very little and vice versa.) Once again you are actually talking about how obvious a system is. It is quite possible to play a Fortuneless system in an unobvious fashion (but none I have read explain this very well) and the opposite is true too. The other problem is that this also makes the assumption that mechanics are some objective 'laws of physics' mechanism that in some games they clearly are not.
I have to go back to my original point that how a game (not just the mechanics, but the 'how to play' part as well) handles tension is much more important than 'how complex,' 'how reliable,' 'how predictable,' or 'how obvious' it is. All of these factors are completely subordinate to the 'when to employ tension' issue and, as such, are almost a meaningless comparison. (Mainly because I can run any system, as written, with a completely different approach to 'how to handle tension' than you and give the players a totally opposite impression of the game, like or dislike.) Yet how many games actually talk about not only 'how to handle tension,' but 'how your group likes it?'
Fang Langford
Forge Reference Links:
Topic 3483
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On 12/21/2002 at 8:18am, M. J. Young wrote:
Re: The Answer is Obvious
Le Joueur wrote: So, Mark, is your leading article on this thread actually a suggestion that complexity is a good thing if it makes a system less obvious? Or that you prefer systems that are more unobvious and that that usually comes not in a simple package?
I'm trying to distinguish the nuance of difference between those options. I think that obviousness is a flaw in a system, and that complexity can be a fix for that. I read a lot of arguments in favor of simplicity, but I've played simple games that were so obvious they weren't terribly fun. That's not to say that you couldn't design a simple game that is not obvious (and yet is reliable--I suspect unreliable games are never obvious). It is not, I think, easy to do.
As I was reading Ozzymandias' comments, I wanted to jump up and shout yes
when he wrote: What you're talking about here could be done with a completely Karma based system, assuming that it includes some type of abilities/feats/etc that can be utilized to adjust the effectiveness of the attacker/defender up or down. This results in characters being conistently good at the things they're supposed to be good at without every result being pre-ordained.
I immediately thought of chess, which you, Fang, mentioned. I don't know that chess is exactly a simple game system--each of six types of pieces have individual movement rules, at least two of them with rather complex special rules (the king, who cannot move into check, and the pawn, who cannot move diagonally except to take and cannot take when moving normally, although en passant will confuse even intermediate players). There is no fortune in it; it is all determined by the strategic abilities of the players. It is its complexity that makes it more challenging than checkers, in part because it is less obvious. Even if I know that David will always beat me at chess, I have no idea how that will happen--and with most players, I don't know who is going to win until very near the end of the game (although perhaps someone with better insight into the game would be able to recognize the outcome sooner).
I'm saying that people are dismissive of complex systems and supportive of simple ones without considering whether complexity has value; and that it often does have value in making outcomes reliable but not obvious.
Is that the answer to the question?
--M. J. Young
On 12/21/2002 at 2:22pm, Le Joueur wrote:
RE: Re: The Answer is Obvious
M. J. Young wrote: I'm saying that people are dismissive of complex systems and supportive of simple ones without considering whether complexity has value; and that it often does have value in making outcomes reliable but not obvious.
Is that the answer to the question?
If you mean that you think that complex systems get a bad reputation because of the obvious ones and when people mishandle the tension, then yes. If you mean that people support simple systems out of hand, despite the fact that so many of them tend towards obviousness, which you don't care for, then yes that answers it.
My turn for a question; is the 'obviousness' term what everyone else is talking about? Or tension? Or are we confusing reliability/complexity/predictability unnecessarily? (And I suppose finally, are we just talking personaly preferences then?)
Fang Langford
p. s. I agree that unreliable yet obvious games are almost impossible.
On 12/21/2002 at 8:58pm, M. J. Young wrote:
RE: Re: The Answer is Obvious
Le Joueur wrote: My turn for a question; is the 'obviousness' term what everyone else is talking about? Or tension? Or are we confusing reliability/complexity/predictability unnecessarily? (And I suppose finally, are we just talking personaly preferences then?)
In WarGames, the girl (was it Ally Sheedy?) says of Tic Tac Toe that nobody plays it because you can't win (to which the answer is that the computer doesn't know that). In our terms, we would probably say that once you understand the game, the outcome becomes obvious; and that once the outcome is obvious, it's not fun.
So I take obviousness to be an inherent flaw in a game; but perhaps there might be priorities under which it would not be so, and I'm willing to consider that. (A narrativist might prefer a game in which there were no surprises, although I'm not terribly inclined to think so.)
Obviousness and tension would also seem to be related, although I know that with skill you can make it seem as if there is some doubt in regard to the outcome of a forgone conclusion. I seem to remember some Roger Ebert review of an historical movie in which he said the movie attempted to suggest that what we all knew happened might not actually have happened, but that in his mind this just sort of fell flat. I think it's the same in games--if you can clearly see what's going to happen, it's very difficult to maintain any real tension. It doesn't necessarily follow that unobviousness creates tension; that also requires that the players actually care about the outcome, which is something the game and referee have to cultivate for it to happen. But without doubt there can be no suspense, so I think the correlation real.
--M. J. Young
On 12/22/2002 at 3:32am, Alan wrote:
RE: In Defense of Complexity
Hi all,
Can we make a distinction between complexity of rules verses complexity of the resulting interactions? Current science is researching how complex phenomena result from a simple set of rules. Wouldn't that be an game-system ideal to aim for?
On 12/22/2002 at 3:48am, Andrew Martin wrote:
RE: In Defense of Complexity
Alan wrote: Can we make a distinction between complexity of rules verses complexity of the resulting interactions? Current science is researching how complex phenomena result from a simple set of rules. Wouldn't that be an game-system ideal to aim for?
Alan makes a very good point here. The science is called Chaos Theory, IIRC. Simple rules which result in complex behaviour which isn't obvious from those rules. Chaos. Emergent behaviour. Life (the computer game and the real thing). The edges of clouds, countries, and the sediment at pool edges. The behaviour of the flow of air around a wing, the water flow around a yacht's hull and the flow of product along a production line. Just to give people an idea of what it's like.
I feel that interesting games have simple rules with complex behaviour generated through using those rules.
On 12/22/2002 at 6:31am, Christoffer Lernö wrote:
RE: In Defense of Complexity
Can I agree with Alan and Andrew here (this might be going off topic)?
From my experience it's a battle-upstreams to create a game which has high complexity directly in the core rules. The overhead to avoid conflicts and exploits grow ever bigger as you try to make it more detailed.
Starting from high complexity one tends to lean towards simplification, right? For example figuring out optimal strategies and combinations just like Andrew already said in his post about 4 levels of complexity.
Since high complexity usually is motivated because it allows the player to do a wide range of things in high detail (that's why I did it anyway), it falls because the player tends to go for a few (optimal) actions.
With simple rules that can generate complex results this problem simply falls away.
Or in short I agree because these are my observations as well.
On 12/23/2002 at 10:19pm, Mike Holmes wrote:
RE: In Defense of Complexity
OK, missed a lot here so far, but here's how I weigh in.
First, there is no anti-complexity bias here at the Forge. There may be single individuals who dislike complexity, but there are just as many, myself included, who like complexity. In case anyone is interpereting my Combat Systems rant as an argument against complex combat systems, it is not. And never has been. If anyone reads it, and thinks that's the intent, they ought to re-read it again, along with the thread that Shreyas linked to above (thanks, S.).
Ok, that bit of self-centered comentary out of the way, on to the main point. A game needs exactly as much complexity as it needs to accompolish it's goals, and no more. OK, that's tautological, but I'm trying to make a point. Which is that any level of complexity can be suitable for a particular design. The questions that everybody raises above about Tension, Predictability, whatever, can all be seen from different viewpoints. I actually expect that out there, somewhere, is a gamer, Fang, who wants no tension at all in his RPG. And someone ought to design a game for him.
So we can have opinions as to which of these are particularly important to our particular designs, but I doubt that there is some Sumum Bonum that we are going to find by discussing this in further detail.
>>>Huge Tangent<<<
Especially since it's beeen discussed to death by minds much better than ours. What we've delved into here is classic Game Theory. Read your Von Neumann, et al (I'm always amazed that people don't realize that the term Min-Max is from a paper of his from the earlier half of the last century). They talk about "True Games" and "Perfect Games" with much more clarity and precision that I think we could hope to.
For example, one thing I remember from the meager amount of Game Theory that I've retained, is that the most important part of such games, is that the outcome be based, not solely on the outcome of the decisions of one player, and not just on that of multiple players, but on the interaction of those decisions.
Take, for example, D&D. You have the player decision, opposed by the Game's decision (selected by the GM as theoretically neutral interpreter). To a small extent, these things interact over time in terms of strategy. But rarely is the decision of one side to attack affected by any decision of the other side. I like to use bowling as an analogy (as game theorists often use it as an example of something that's not a game). D&D is most often simply a bowling match with each player trying to get a score equal to the opponent's HP before the other does the same. Or, IOW, it's not a "good game" (in the Game Theory sense) on the tactical scale.
As opposed to, say, TROS (or football, for a sporting comparison), where almost all outcomes are affected by both side's decisions. The Game Theorists would say this is a better game.
Note that this is true mostly because it then resembles an economic model, Game Theory is used to model economics as it's practical outcome. And as such, one can see that in something as complex as a market that there is a necessity to have models that involve these sorts of relativvely complex interactions.
So, the question of applicability of Game Theory here is valid. However, we can skip a lot of the bullshit of the discussion, and get right down to the heart of the matter if we were to all just get a little more up to date on our reading of Game Theory. From that basis, one can discuss such matters a bit more clearly and athoratatively, IMO.
>>>End Tangent<<<
Anyhow, it seems to me, again, that a game needs just as much complexity as it needs to accomplish it's goals. If one of those goals is a lack of easy predictability, that's fine. But that still doesn't require too much complexity neccessarily. The sorts of interactive complexity that's discussed in Game Theory can be brought about by a set of rules as simple as Chess.
So it sounds to me like a good rule of thumb is to try to create a game with that sort of dynamic where the classic phrase can be used to describe it. "Easy to learn, difficult to master". Often said of Chess, but applies even moreso to a game like Go, which has even fewer rules.
But that all assumes that this is even a goal. Again, I can see someone wanting a "game" for which it is easy to see the outcomes. For example, a Narativist game, in which the conflict resolution was not the central source of Tension. Indeed, I'd venture to say that the conflict resolution system is not even close to the central part of Tension in most Narrativist games. Take Sorcerer, for instance. Do we hang on the outcome of the die-rolls? No, they are almost an afterthought, IMO. The important parts come well before and after the dierolls, and take the form of the decisions that the characters make. As such, in that case, you want a system like Sorcerer which heightens the Tension by making repercussions for choices. A system that sought to emulate that could easily forget about the whole question of predictability vs uncertainty in resolution systems.
All just seems like style preference to me.
Mike