Topic: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Started by: Mike Holmes
Started on: 12/17/2003
Board: GNS Model Discussion
On 12/17/2003 at 7:58pm, Mike Holmes wrote:
Mike's Standard Rant #7: Designing for Gamism Ain't Easy
This one was touched off by this thread. In that thread, Chris is pointing out how hard it is to make a balanced game. I agree, but worse than that, I think that making a good Gamist RPG isn't easy in the first place, and that few have done it right. As usual in this series of rants, I'm posting this like so for reference, because it's something that I say a lot and don't want to have to type again if I need to say it to somebody. Discussion is welcome, however, if someone really wants to say something about the topic or if they find it controversial.
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Designing for Gamism Ain't Easy
RPGs are hard to make really challenging in a Gamist sense. Most, in the name of making things less boring, have too few variables to make them a challenge. Challenges usually break down into combat or other challenge segments.
Combats, individually, often have the minimum of strategy to them, and sometimes even that is decided before hand. That is, if you have spells memorized or other such preparatory dcisions, you've already made the strategic decision, and the tactical decision of which to use is almost always obvious. Instead these decisions go back to being strategic then and guessing how much challenge is left in the adventure (which is often done totally in the dark), and hence whether you should use your best ablative resources.
The only tactic that makes sense in attrition games is to reduce the enemy's numbers of attacks first. To that extent, "good play" becomes making sure that PCs gang up on opponents as much as possible. After that you try to make sure that characters with more vulnerable and valuable resources are exposed to the least danger (fighters in front, wizards in back). Then you match up attacks with susceptibilities to attacks. This is so elementary that most master it after only a session or so. If they haven't, they're not "Gamists", and don't care.
Again, this simplicity means that most RPGs are actually more strategic than they are tactical. Which would be fine, except that the strategy is often rendered moot by the fact that the open-ended nature of the games mean that you can often just retreat at any time to get new strategic reserves. Meaning that much of the challenge becomes a matter of bravado, or seeing how far you can push into the adventure before being repulsed by it. "Winning" becomes finishing the whole adventure without retreating once or somesuch. But balancing out entire adventures so that the minor tactical and strategic choices that the players have are meaningful in this way is so difficult as to be laughable. Most GM's just make them too hard, and then bail the PCs out when they're in over their heads through a combination of bad tactics and fudging.
Well, that's what I used to do.
And all the tactics are so elemental that, as I said above, even if you can figure out how to make "balanced" encounters, they still aren't challenging - they're just closer. The players play the same best tactics over and over until they run out of strategic resources.
Some games improve on this some. Movement issues come into play in some games, which greatly increases tactical choices available and viable. But, often, this is the first thing to go in the name of making the RPG less of a "miniatures" game. Well, sure it's faster - it's also less of a challenge. Other games have more complicated rules for manipulating character resources. And so on. In each case where there's an increase in complexity to make for more challenge, there's another game somewhere claiming to be superior because it's eliminated that part of the game.
Usually this happens in the name of Simulationism or something (and that can really drain the challenge out of a game). But as often it's because the challenges presented by the original games are boring. That is, the complexity included increases challenge, but not in a very interesting way and certainly not in proportion to the increase in fun due to the increase in Challenge. Again, when Sim and Gam mix you can get some intense complexity that actually make it very difficult to create challenging situations.
I could cite a jillion things, but, just for instance, take Rolemaster Spell Points. By the time a character is at a reasonable level to cast spells, they'll have so many Spell Points that they'll never be in jeopardy of falling into penalty territory due to fatigue - much less be in jeopardy of running out completely. A typical Stat will give you the ability to cast a spell equal to your level 7 times a day. At that level if you don't have a x2 multiplier, you're a piker. So you can cast your best spells 14 times a day. All in the name of it "making sense" for higher stats to get more spell points, etc. Now there's no challenge in terms of Spell Points as a resource. Not that there would be much anyhow, again, as the caster really never has any idea of just what the GM has in store.
The other sort of challenge is the non-combat sort. The problem with these is that they tend not to relate at all to the other sorts of tactics and strategy in the game. Or are just drains on resources. How often is a trap an actual tactical challenge? Either you say that you check the hall, or you don't, that's the player's challenge (leading to either obsessive seeming behavior or failure). These just don't add to the challenge much. When they do, they're often game themselves. I myself used a Rubik Cube as a prop in a game to put a challenge in. How many scenarios have the PCs as "human Chess pieces"? Sure these can be challenging, but this has nothing to do with the rest of the system.
The thing that's annoying is that this is all avoidable. Look at TROS. With little real complexity, certainly not an un-enjoyable amount, Jake has created a game with Gamist elements that rival chess in the "easy to learn, difficult to master" element. With a bit of effort one can make for intense challenges if one wants.
The point is that designers need to decide what the arenas for player challenge are, in the Gamist sense, and make those things interesting challenges in terms of having a strategy that needs to be learned and can improve over time. Not just your standard resource management, which is all too easy to play perfectly (and is boring because we really don't want to be accountants). And then they should keep that end of it out of the other parts of their game. Don't let Gamism creep into areas that are supposed to be for Simulationism or Narrativism without supporting those things directly (again, see TROS and Nar).
Mike
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On 12/17/2003 at 10:17pm, GreatWolf wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Just one comment. I've been playing a lot of German board games recently, especially those designed by Reiner Knizia (e.g. Tigris & Euphrates, Samurai, En Garde). I think that there is a lot that RPG designers can learn about system design from these games, especially in the area of Gamism.
Seth Ben-Ezra
Great Wolf
On 12/17/2003 at 10:39pm, Jack Spencer Jr wrote:
Re: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mike Holmes wrote: Again, this simplicity means that most RPGs are actually more strategic than they are tactical.
This isn't the first time I've seen this.
What is the different between strategic and tactical?
On 12/17/2003 at 10:59pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Good question, Jack. Strategy is, generally speaking any set of moves that accomplish your goals over the long haul. Tactics are specific maneuvers that win in the short term, usually single conflicts.
Thus if your goal is to defeat the adventure, you'll use an overall strategy. This means that while it may be more tactically sound to kill the orc with the fireball, strategically, you'll hold on to it for something a little tougher down the road.
Does that help? That's not perfectly accurate, but it gets the idea across, I think.
Seth, yep, any other game can be an inspiration for how to build tactics in your game. I look forward to somebody incorporating some of the German innovations into a RPG. A while back I was inspired by card games. Can come from anywhere, really.
I think that, for me, the most interesting idea is that of moving strategy out of just the realm of combat and adventuring and into other realms like Politics, merchantilism, and most importantly "everything all at once".
Mike
On 12/18/2003 at 12:05am, LordSmerf wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
I just thought i'd toss in this thought: Fluid magic systems (Like those found in The Riddle of Steel and the Abstraction system from The Burning Wheel) actually do present a tactical challenge of sorts. Essentially they allow you to solve the problem, but the challenge is in balancing your outcome with what you can roll. Yes using a level 3 Vagary will get the job done, but is there any way to accomplish a similar effect with a level 2 Vagary? Though not as challenging as it could be, this is the first thing i tend to think of when i consider "tactics" in RPGs.
I also second your call of TRoS as having tactical combat and would add The Burning Wheel (the two games are incredibly similar,) though not to quite the same degree.
Thomas
On 12/18/2003 at 12:50am, quozl wrote:
RE: Re: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mike Holmes wrote: This one was touched off by this thread. In that thread, Chris is pointing out how hard it is to make a balanced game. I agree, but worse than that, I think that making a good Gamist RPG isn't easy in the first place, and that few have done it right.
So who has and why? Examples would be good here.
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On 12/18/2003 at 1:29am, Noon wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Meaning that much of the challenge becomes a matter of bravado, or seeing how far you can push into the adventure before being repulsed by it.
Can I just say I LOVE this sort of thing. I don't know where I am in terms of gamist play style, but I think Diablo II is pretty gamist. Now, in that it's quite easy to fall back every time you take a little damage, or just sit still and let regen heal you to full. But you don't, because its not fun. Then again, that's a sub optimal choice to go in without full health when its easy to get...and sub optimal choices aren't really gamist IMO. So where does that leave most Diablo II play?
Winning" becomes finishing the whole adventure without retreating once or somesuch.
I thought its more of a sliding scale. First place is never retreating, second place is retreating once, etc.
And I got the impression the idea is that while the PC's are away, the challenges can re-inforce as well, perhaps changing challenge types, etc (within a reasonable degree though). But its possible this has no effect on what your getting at.
On 12/18/2003 at 1:51am, Ben Lehman wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mr. Holmes wrote:
Meaning that much of the challenge becomes a matter of bravado, or seeing how far you can push into the adventure before being repulsed by it.
Noon wrote: Can I just say I LOVE this sort of thing. I don't know where I am in terms of gamist play style, but I think Diablo II is pretty gamist. Now, in that it's quite easy to fall back every time you take a little damage, or just sit still and let regen heal you to full. But you don't, because its not fun. Then again, that's a sub optimal choice to go in without full health when its easy to get...and sub optimal choices aren't really gamist IMO. So where does that leave most Diablo II play?
BL> I think that the key here is that Gamism is about Challenge, rather than about Victory. Observe the Go player who plays with a handicap to equal the playing field.
Diablo II has the added effect of trying to maximize benefit over time played, which is more complicated and not (I think) directly relevant to TRPG Gamism.
yrs--
--Ben
On 12/18/2003 at 4:14am, Bankuei wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Hi Mike,
I agree that gamist mechanics are NOT easy in the least. Primarily I find that the big difference between most other games(board, card, wargames, etc.) and rpgs is that in the other games, the resources are usually carefully limited and balanced before play.
Rpgs, on the other hand, rarely follow the same philosophy. It's often even worse because most gamist rpgs feel a need to bow to Sim mechanics, which often leaves resources(character ability, resources, challenges, etc.) open ended in too many areas to establish that level of control necessary to balance challenge.
Things that usually make for good gamist design include:
-Multiple strategies/tactics to success
-Chance for the sudden turnaround/comeback
-Significant Karma based mechanics
-Reward, reward, reward
Chris
On 12/18/2003 at 5:59am, Andrew Martin wrote:
RE: Re: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Jack Spencer Jr wrote: What is the different between strategic and tactical?
Tactical is short-term.
Strategic is long-term.
Note that these layer as well.
[code]
Tactics
Strategy which is next layer's Tactics.
Strategy which is next layer's Tactics.
Strategy which is next layer's Tactics.
and so on.
[/code]
An example is a soldier know how to fight (tactics) and knows how to cooperate with other soldiers (strategy). The soldier's leader knows how to best wield a group of soldiers against a enemy (tactics for the leader, but strategy for the soldiers), and knows how to cooperate with other soldiers and their leaders (strategy). The solder's leader's leader knows how to wield several groups of soldiers against a foe (tactics) and know how to cooperate with others (strategy).
On 12/18/2003 at 6:04am, Andrew Martin wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Bankuei wrote:
Things that usually make for good gamist design include:
Another good one I've seen in multiple separate unrelated areas is a circle of results. Like Rock, Scissors, Paper, which is a three way loop. There's a four way version of this in swordfighting and, I believe, an eight way version as well. In GZG's Full Thrust (SF starship wargame), there's a loop between various combinations of beams & shields, armour and KE weapons, and other combinations.
On 12/18/2003 at 7:37am, anonymouse wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
re: Martin's observation of loops, + above mention of board + computer games:
Most Real Time Strategy games - especially Blizzard's herd of the StarCraft and WarCraft lines - exploit this mercilessly. And, on the extreme opposite end of the scale, most of the 1-on-1 fighting games (Street Fighter, Soul Calibur, et cetera) use a version of this as well (High Attack beats Low Block and so on).
re: main topic
I think we can pretty much agree that most any traditional games - board games, video games, card games, whatever - are great source material for trying to design a game that caters to a Gamist mode of play. But that should be another thread of "I think THIS would be useful to look at" since it's not really discussion about the rant.
On 12/18/2003 at 8:06am, greyorm wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Heya Mike,
Something occurs to me about a design element no one else has mentioned, but which you bring up numerous times: the players never know what the GM has up his sleeves in terms of resources, so it makes for unsatisfying Gamist play -- the challenge isn't up front, or rather, the use of tactics are purely shots in the dark for an overall strategy.
If that sounds right about what you're saying to you, I present that in ORX, the players know up front exactly how much firepower the gamemaster has available to him at any given moment. I think it rocks, at least, because you know what has to be done to win, you can see the distribution of resources across the board and strategize to match. It becomes more a matter of skill than of luck (though obviously luck plays a part considering that you still roll dice), but the use and timing of those resources, of out-guessing your opponent and optimizing your moves and your resources, comes to the forefront: will he or won't he play that d20 during this Conflict? Will he or won't he try to boost his roll with extra dice? How much will you gamble in response? How much will you put on the table knowing how much he has?
So, it isn't completely up-front in terms of what you're facing specifically, but you know what moves or choices might occur given the available choices and material available to your opponent, and have to plan accordingly -- alot like chess in that regards. Thoughts anyone?
On 12/18/2003 at 2:21pm, xiombarg wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
anonymouse wrote: I think we can pretty much agree that most any traditional games - board games, video games, card games, whatever - are great source material for trying to design a game that caters to a Gamist mode of play. But that should be another thread of "I think THIS would be useful to look at" since it's not really discussion about the rant.
As an aside, not to hijack the thread, but I'll note that ANY game can benefit from this, not just Gamist ones. Pretender benefitted from thinking about Yahtzee, Cosmic Wimpout, and other dice games, and it is hardly Gamist...
On 12/18/2003 at 9:54pm, Mike Holmes wrote:
RE: Re: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
quozl wrote: So who has and why? Examples would be good here.I don't want to get off on that tangent. I think that the examples are pretty obvious, actually. Like Thomas said, TROS, Burning Wheel and many others that do retain some semblance of real tactics. Even Hero System has some tactics to the movement system and maneuvers, ect.
But the point of the rant is not to pick out which are good ones and which are bad. It's mostly to say that most RPGs just don't have much in the way of real challenges for the players. I think, often, this is what turns some of them into participation-fests. If people want this to be the draw, they hav to really improve on the standard, IMO. OTOH, maybe some folks are just looking for simple challenges - I may just be displaying one of my own preferences here. But I think that the overall point is valid.
I think we could do a whole nother thread if we want to look at how to make challenging designs.
Mike
On 12/18/2003 at 10:01pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 2 in series.
Noon wrote: Can I just say I LOVE this sort of thing. I don't know where I am in terms of gamist play style, but I think Diablo II is pretty gamist. Now, in that it's quite easy to fall back every time you take a little damage, or just sit still and let regen heal you to full. But you don't, because its not fun. Then again, that's a sub optimal choice to go in without full health when its easy to get...and sub optimal choices aren't really gamist IMO. So where does that leave most Diablo II play?There are days I love it, and days I hate it. I play Angbad and other games like that. There are moments when I am thrilled to have gotten ahead, and others where I die and lose my progress. Sometimes I play it easy and take the slow and steady rout. I'm glad to advance, but it's dull.
The thing is that it can be challenging constantly with the right tactical inputs. Even that simple orc should have some challenge in dealing with it correctly.
And I got the impression the idea is that while the PC's are away, the challenges can re-inforce as well, perhaps changing challenge types, etc (within a reasonable degree though). But its possible this has no effect on what your getting at.Right. You can always make retreat a failure condition (the Princess gets sacrificed). But that doesn't make the tactics any more interesting.
Mike
On 12/18/2003 at 10:03pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 3 in series.
Ben Lehman wrote: BL> I think that the key here is that Gamism is about Challenge, rather than about Victory. Observe the Go player who plays with a handicap to equal the playing field.I think that games like Diablo and Angbad have advantages in the amount of play you can get through. The strategy becomes tactical if you will. This is why these games still exist (especially Angbad with no graphics), IMO. It's their advantage over tabletop games. That and the objectivity of the experience.
Diablo II has the added effect of trying to maximize benefit over time played, which is more complicated and not (I think) directly relevant to TRPG Gamism.
Mike
On 12/18/2003 at 10:09pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 4 in series.
Bankuei wrote:
Things that usually make for good gamist design include:
-Multiple strategies/tactics to success
-Chance for the sudden turnaround/comeback
-Significant Karma based mechanics
-Reward, reward, reward
Good points, Chris. The comeback one is hard to implement well. Even harder to make jibe with a sim side are "balancing" mechanics that give advantages to the side that's losing or handicap the side that's ahead. These are awesome mechanics, but I don't know that I've seen any in a RPG before.
Instead in designs, you tend to get what I refer to as "the Steamroller Effect". One side gets up a head of steam, and then they're impossible to stop. Take the popular game Warlords for instance. Once you have more Castles than your opponent you're going to win. Success reinforces success making the early success critical to the game. TROS suffers from this, sorta. Actually Jake makes it work by saying, in effect, the first hit wins mostly. This makes combat both realistic and short. Note that getting that first hit is the trick, hence why it's a good game.
Mike
On 12/18/2003 at 10:18pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 5 in series.
Martin, good explanation of Strategy and Tactics, thanks. Some would say that Strategies are a set of tactics that you choose to employ to make an overall plan.
anonymouse wrote:I was just talking to a board game designer not too long ago, and he was lamenting that this was so common. We played the boardgame "Age of Mythology"in which this is just rife. Myth kills mortals, Heros kill Myths, and mortals kill heros, genarally. Some people think of this as a good thing, and it does mean that there are balanced considerations. But often too balanced. When this is the case the best play is random because the only way to win is to outguess your opponent. And if you use any predictable pattern, you are beatable. So, if all it promotes is random play, then it's not really that useful in making for tactical analysis.
Most Real Time Strategy games - especially Blizzard's herd of the StarCraft and WarCraft lines - exploit this mercilessly. And, on the extreme opposite end of the scale, most of the 1-on-1 fighting games (Street Fighter, Soul Calibur, et cetera) use a version of this as well (High Attack beats Low Block and so on).
The counter of this argument is that people claim to be able to predict other's actions, which therefore makes it a skill again. And round and around it goes.
Anyhow, RPS is one of the classic games of Game Theory because it promotes just this discussion.
Mike
On 12/18/2003 at 10:21pm, Valamir wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Take the popular game Warlords for instance. Once you have more Castles than your opponent you're going to win.
Not to be too tangental, but if you're referring to the PC game Warlords (I through IV) the steam roller effect only really applies to the end game where most conquest games that don't have alternate victory conditions break down.
For most of the game the steam roller effect is mitigated by the up keep cost to garrison all of those castles (or cities in later versions). There is a signficant period of time in the mid game where he with fewer castles has an easier time concentrating his forces and can use this advantage to achieve victory. In fact, growing too rapidly typically results in a paper empire that is easily overwhelmed by a smaller empire with better infrastructure (Warlords IV is the weakest of the games by far and doesn't do this nearly as well as II or III).
On 12/18/2003 at 10:25pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 6 in series.
greyorm wrote: Something occurs to me about a design element no one else has mentioned, but which you bring up numerous times: the players never know what the GM has up his sleeves in terms of resources, so it makes for unsatisfying Gamist play -- the challenge isn't up front, or rather, the use of tactics are purely shots in the dark for an overall strategy.You have that right. In Diablo, for instance, you can sorta "feel" what's coming up. Things get gradually harder, and you know about what you need to proceed to the next level (though sometimes it's a shocker). In most RPGs, you can get some of this feel in terms of "level" and such. But what you can't usually know is how many "encounters" are left. Again, the best you can do is to assume that the GM made it a tight squeeze, which means that a standard strategy then forms, which means no decisions, etc, etc.
If that sounds right about what you're saying to you, I present that in ORX...Slightly better, but you still don't know about the strategic situation, overall. What's the next confrontation going to look like. It's not really a lack of tactical information - players obtain that quickly enough by back calculation in most games (Hmmm, a fifteen hit, but a fourteen didn't = AC 2!). Again, it's "encounters". Is there a goblin in the last room, or a giant?
Mike
On 12/18/2003 at 10:32pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Response 7 (6 was broken off by Ralph's reply).
First, Kirt, that's a good point. All games can benefit by considering any other games. Simple as that.
Valamir wrote: Not to be too tangental, but if you're referring to the PC game Warlords (I through IV) the steam roller effect only really applies to the end game where most conquest games that don't have alternate victory conditions break down.I'm thinking in terms of a two player game (the AI can't beat a human player with the least bit of sense). The player who does better earlier will win almost all of the time. There's not enough other tactics to allow for comebacks when you get behind. Note that if you give the computer the advantage this way that it then can beat you, or at least extend play interminably.
For most of the game the steam roller effect is mitigated by the up keep cost to garrison all of those castles (or cities in later versions). There is a signficant period of time in the mid game where he with fewer castles has an easier time concentrating his forces and can use this advantage to achieve victory. In fact, growing too rapidly typically results in a paper empire that is easily overwhelmed by a smaller empire with better infrastructure (Warlords IV is the weakest of the games by far and doesn't do this nearly as well as II or III).Note that you're saying that the person is paying for their expansion. In that case I agree. But if I take one castle with no losses, and you take two, who's ahead? My point is that, beginning or end, having a steamroller effect usually leads to single tactics being the best. Note how lacking Warlords is in this respect (I've not played 4, but from what you say it's actually worse)?
Mike
On 12/18/2003 at 10:49pm, Valamir wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Note that you're saying that the person is paying for their expansion. In that case I agree. But if I take one castle with no losses, and you take two, who's ahead? My point is that, beginning or end, having a steamroller effect usually leads to single tactics being the best. Note how lacking Warlords is in this respect (I've not played 4, but from what you say it's actually worse)?
That depends. If we start with an identical stack of 8 and assume that you need at least a stack of 4 to be effective at attacking, and we assume that we each leave 2 units in captured cities for garrisons, then you have an army of 6 and I have an army of 4 left after our respective conquests.
If we are near each other, you are now in a stronger tactical position (even more decidedly stronger if I take a third city). Your army of 6 (with its more potent combination of bonuses) is in an excellent position to take one of my undergarrisoned cities and completely reverse the situation. Expanding too fast is a common newbie mistake in Warlords, and one I exploited many times in opponents who thought they were winning because they had alot more cities than me.
If we are not near each other its a little more in my favor because I have time for the added production to increase my army size faster than yours. Still not a 100% certain advantage however, because the more spread out I am, the more difficult it is for me to defend what I have. I will need stronger garrisons to make sure you don't slip into a lightly defended area and simply raze half my empire to the ground. I will need more offensive stacks to be able to react to your attacks. This effectively means that simply having alot more guys than you (which is what having more cities get me) doesn't mean I have more offensive power than you. It is extremely easy in Warlords to get into a situation where I'm financially broke and have a huge army, but can't get the army where it needs to be fast enough to prevent you from ripping into me.
The game Age of Wonders (heavily influenced by Warlords) is actually even better at this than Warlords.
Now after a certain critical mass...yes, an overwhelming advantage in cities will win through sheer attrition. But this is not "as soon as one side has more castles". There is a pretty sizeable and tactically enjoyable mid game where the winner is not determinable simply by counting castles. Which is why the game is one of the most successful and popular franchises in game history.
In other words I'd hold it out as a particularly effective gamist design.
Warlords IV is worse. In addition to being 1) taking the basic game play of Warlords and coming up with a particularly joyless product and 2) coming out with a game that is noticeably inferior in play, options, and production value than its older competitor AoW II, the AI is particularly non aggressive. A non aggressive AI is easy to beat with the steam roller effect. Earlier Warlords versions had AI that was aggressive enough to always leave you wondering if you could really afford to strip your garrisons down for an additional attack stack.
On 12/18/2003 at 11:24pm, greyorm wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
It's not really a lack of tactical information - players obtain that quickly enough by back calculation in most games (Hmmm, a fifteen hit, but a fourteen didn't = AC 2!). Again, it's "encounters". Is there a goblin in the last room, or a giant?
That's the beauty here -- it doesn't matter. If all the GM has left is a d10, or if all he has is a d4 and a d6, then players can plainly see that -- his resources are all up front, and that's all he has to go after the players with (I think ORX has changed a bit since you played it with me, where I don't think that rule was implemented yet).
Simply, you can see his pieces and where they lie. There is absolutely no difference between a d4 giant and a d4 goblin -- Color is completely seperated from the mechanics of a situation. Same dice, same rolls, no difference.
I may be misreading your criticism here, so help me out here if I'm on the right track or not -- using this information relies on some guess work by the players and some gambling, but so does chess ("Is he going to move his King or his Pawn?") and most other pure strategy games.
{EDIT} Adding a question for clarification: by your estimation, is this good Gamist design or failed Gamist design? And why? If the latter, what would make it a better design?
I ask all this in an effort to better understand the criteria and thus the rant.
On 12/19/2003 at 2:39am, Noon wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Ben Lehman wrote:Mr. Holmes wrote:
Meaning that much of the challenge becomes a matter of bravado, or seeing how far you can push into the adventure before being repulsed by it.
Noon wrote: Can I just say I LOVE this sort of thing. I don't know where I am in terms of gamist play style, but I think Diablo II is pretty gamist. Now, in that it's quite easy to fall back every time you take a little damage, or just sit still and let regen heal you to full. But you don't, because its not fun. Then again, that's a sub optimal choice to go in without full health when its easy to get...and sub optimal choices aren't really gamist IMO. So where does that leave most Diablo II play?
BL> I think that the key here is that Gamism is about Challenge, rather than about Victory. Observe the Go player who plays with a handicap to equal the playing field.
Diablo II has the added effect of trying to maximize benefit over time played, which is more complicated and not (I think) directly relevant to TRPG Gamism.
yrs--
--Ben
Good point. Can I ask, though, is it percieved that part of gamism can be about choosing your goals (and the harder the goal, the harder the challenge. Thus by choosing the goal, you choose your challenge/handicap?). I tried to read a forge essay on gamism, but I just wont be able to absorb it till I've printed it, so excuse any questions here.
For example, could a player decide to himself that game time (not real time) is important to him, and thus change a lot about the games strategic and tactical levels. I mean, do all gamists have the same goals in play? Can one judge a system to not really be gamist, when it might be, if one is an advocate of certain particular goals?
Must print out those essays soon...
On 12/19/2003 at 3:23am, Noon wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mike Holmes wrote: *snip*
Right. You can always make retreat a failure condition (the Princess gets sacrificed). But that doesn't make the tactics any more interesting.
Mike
Well, I was about to ask if there wasn't any trickle down of interest from the strategic to the tactical, when the princess can get the chop. But it isn't you point, really. It doesn't make the tactics any more complicated.
So lets look at one of the orignal posts points
The only tactic that makes sense in attrition games is to reduce the enemy's numbers of attacks first. To that extent, "good play" becomes making sure that PCs gang up on opponents as much as possible. After that you try to make sure that characters with more vulnerable and valuable resources are exposed to the least danger (fighters in front, wizards in back). Then you match up attacks with susceptibilities to attacks. This is so elementary that most master it after only a session or so. If they haven't, they're not "Gamists", and don't care.
Doesn't changing the environment do this though? If you just have three orcs, okay, the group rumbles one, then the next, then the next. Simple. But what if they are three orc snipers that you haven't spotted yet. Just being able to spot them will require menouvering, perhaps.
And if it is just a matter of running up to three orcs with swords...well, how does chess handle this. After all, in that game its just a matter of walking up and bang, you take the piece. Well chess basically handles it with 'covering fire'. Each piece is covered by another piece. In the orcs example, if only Jimmy the PC can resist fire, then he's the only one to fight the magically flaming orc.
Of course, once you've figured this out, the tactical part runs dry. How would chess answer that? Well, the opposing side would move in in anticipation. Eg, the flaming orc falling back to an ambush point.
Of course, this might be considered the strategic level. But when you don't have sword blow by sword blow combat like in TROS and instead that levels fairly abstracted, then at the first point where you get to make choices is the tactical level. Even if its in a risk game. It might feel as if it should be called a strategic level game. But just because it describes you as using army against army, your just using object A against object B, which is at the same level of TROS sword/object A vs TROS object B. For the characters Vs the orcs, they might consider it tactical. But for the player, its tactical (eg, he doesn't have a say on how each sword blow happens, so the next layer up where he does get a choice, is his tactics: Choosing who to use the sword on).
Finally, an example. A TROS equivalent of the 'run up to the orcs, use the same old plan' would be bad guys who always use the same dice spread and no special moves or anything. That would pretty much kill tactics in TROS as well.
Man, I go on and on sometimes... :(
On 12/19/2003 at 3:27am, Drifter Bob wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mike Holmes wrote:
I think that, for me, the most interesting idea is that of moving strategy out of just the realm of combat and adventuring and into other realms like Politics, merchantilism, and most importantly "everything all at once".
Mike
You tapped on something I have been thinking for a long time, and something I touched in when i was talking about the idea of using realism as a tool, or as a pallate of options. RPG's started out with this head start in combat realism, which they got from War Games. This has been developed into in many cases the most challenging parts of many RPGs, the crunchy part where people can really feel challenged.
Rather than ditch that, it seems to me like you can expand from that into many other areas of reality. And it doesn't mean you have to be a 'slave to realism', you can still analyze what really goes on in the world (or has gone on in history) and bring it into the RPG at whatever level of abstraction you want. For example, I love the way Dying Earth RPG, which is trying to emulate a literary genre and not reality, takes the dynamic of (their unique take on) combat and brings it into the realm of verbal persuasion between people. The idea of the way different personality archetypes can trump each other (forthright vs glib or obfuscatory vs. lawyerly, etc.) is actually a fascinating insight into the human condition, while simulatneously being a very entertaining game dynamic borrowed from reality. And with their single die system, it's hardly bogged down in detail.
I think all kinds of aspects of the human condition, especially the more interesting survival oriented aspects which RPG's often deal with, could be explored with more nuance which can be informed by reality, to build the dynamics which are more challenging. Like when a "thief" (to use an old D&D archetype) is climbing a wall, or picking a lock, or looking for a trap, there could be many different kinds of approaches with different trade offs. One way to climb the wall might be faster, another safer. One type of trap detection or disarming technique might be suitible for one type of trap, but not as effective against another. Knowlege of whoever set the trap could inform a tactical decision at this level.
I think this is at least one road for a possible future of RPG games, a way they could actually become more "grown up" they can actually inform us about life while we borrow from it to make game play more rich and involving...
JR
On 1/8/2004 at 8:41pm, Harlequin wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Two quick thoughts here.
Bob, yes. There've been several discussions of this sort of thing kicked around here. Several threads on Social Combat in the TROS forums, for example - I think this is one of the most promising examples, as well, which is why it keeps coming up. Interesting to note, though, that nobody has yet managed to crack some of the key differences enough to present details, unless it's happened since I last looked for it; detailed tactical resolution remains the domain of combat for most games because although we focus on similarities (innuendo as attack, yadda yadda), the differences are subtler and often derail the design (what do you do to "parry" innuendo?) or simply pile up in a big Sim heap and defeat the purpose.
Not to say it's not doable, but that actually getting fun tactical Gamism out of anything but combat doubles Mike's original point: Gamist systems are harder to make than we think. Noncombat gamist ones doubly so.
In terms of the Diablo analogy: This is indeed a relevant note, because that sort of gamism is indeed wildly popular. Sure, you could play methodically, and I know some who do (frequently including me), but the fun level actually increases as you buy into the design choice that nonmethodical play, though sub-optimal, is actually more fun. I think there are two elements overlapping, there; Gamists love a challenge, and by increasing the challenge due to a strictly OOC decision, you're increasing that challenge without having to sacrifice your sense of triumph. [As a counterexample, agreeing to have your PC downgraded by five levels would also increase challenge, but would be anathema.] Also, pure challenge is not the only aesthetic of the play, and the (part sim-char, part pure esthetics of elegance etc) "don't go back to town just yet" mode of play satisfies both considerably better than "kill one monster, rest, heal, return."
And I think that Gamist games, to return us to Mike's topic, could benefit from this example - some of them, anyway. Because you don't always have to design to resist the "twinks" who will methodicalize their way through the module without regard for other aesthetic choices. Those who are really getting their Gamist kicks will subscribe to voluntary challenges (how long can you stay on Level Fifteen before using Town Portal?), and those whose enjoyment is based on a less purely Gamist agenda will have other aesthetics to satisfy simultaneously (my character wouldn't back off yet!, or the simple elegance/story aesthetic that says that one epic journey is superior to fifteen short recon trips). Really, many Gamist designs build too much for the "Pseudo-Gamist" type... those who are ego-stroking, not playing against the challenge for the enjoyment of it.
For example, not all weapons need to be statistically balanced, Sim considerations quite aside; having one (often the rapier, for example, or the whip) with lesser stats and superior "cool-factor" is a Gamist choice, not a Sim one. Sure, you could burn through that dungeon with a spiked chain. But can you do it with nothing but a set of brass knuckles?
And as always, System Does Matter. Even with regard to aesthetics - maybe even especially then. If you want to replicate the Creative Agenda of good Diablo play, and encourage players to do better in X time than others might, then build toward that. One thought, just as a toss-out from a fictitious example game, that could accomplish that:
The spell "Goodnight," available to all classes, brings you to the party's HeartCamp, a pocket realm where all your damage can be healed and your spell slots regenerated. However, the spell is named "Goodnight" for a reason. When you use it, the game session is over, for you, today. You won't return to the ArenaWorld until the next game session.
Sure, "most efficient" play would have you return frequently to the HeartCamp, rather than risking your life once your resources drop. But by using issues of pride and bringing them right to the front, that's definitely sub-optimal Gamist play. Optimal play is, indeed, "can you hold out (a) 'til last, and (b) 'til the game is called because the GM/players are tired, instead of due to the last player casting Goodnight?" Which is much closer to the indisputably enjoyable, indisputably Gamist agenda shown in Diablo and its cousins. Design for effect.
- Eric
On 1/8/2004 at 9:48pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Hmm. Somehow I misses several replies.
greyorm wrote: That's the beauty here -- it doesn't matter. If all the GM has left is a d10, or if all he has is a d4 and a d6, then players can plainly see that -- his resources are all up front, and that's all he has to go after the players with.Yes, that makes for a good strategic level of planning. Still doesn't do anything tactically.
using this information relies on some guess work by the players and some gambling, but so does chess ("Is he going to move his King or his Pawn?") and most other pure strategy games.That's true, but is basic to most games with more than one opponent. By hidden information, usually I refer to something like not knowing how many dice the GM has. But to an extent. If the player has no idea at all, then there's no way he can plan. But if there's some way he can estimate, then that becomes the skill of interest in determining the best strategy with regards to the hidden information. So, basically, your game goes to the other extreme in making all information known. It means that the player has something to work with, but the "calculations" are less difficult than if he had to do them estimating how many dice were left.
How you'd accomplish getting the pool to be partially understood, I don't know.
Adding a question for clarification: by your estimation, is this good Gamist design or failed Gamist design? And why? If the latter, what would make it a better design?Well, to be truthful, I think that there are too few variables for the game to become very deep in a Gamist sense. OTOH, I think it has a very good "Beer & Pretzels" level of Gamism. See the other thread for clarification of what I mean. In any case, it gets it's Gamism pretty elegantly, which is a plus.
Mike
On 1/8/2004 at 9:54pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Noon wrote: Can I ask, though, is it percieved that part of gamism can be about choosing your goals (and the harder the goal, the harder the challenge. Thus by choosing the goal, you choose your challenge/handicap?). I tried to read a forge essay on gamism, but I just wont be able to absorb it till I've printed it, so excuse any questions here.
For example, could a player decide to himself that game time (not real time) is important to him, and thus change a lot about the games strategic and tactical levels. I mean, do all gamists have the same goals in play? Can one judge a system to not really be gamist, when it might be, if one is an advocate of certain particular goals?
Somehow people are getting the opinion that "good Gamism" must mean one and only one thing. That's patently not true. There are probably infinite ways to achieve it.
That said, almost all Gamist RPGs allow the players and GM to tailor the level and types of challenges to some extent. This is, in fact, the one (and maybe only) really big advantage that PnP Gamist RPGs have over other forms of games. To the extent that this is enhanced, sure it's probably a good thing.
But there's a danger as well, which is that in leaving things open you run the risk of the game becoming untennable as a challenge in some way. Hard to come up with an example, but lets say that a player makes up a character who is just too crippled to take on anything that the game has designed to throw at the player. Well, then you have a problem.
As long as that's kept in mind, however, I think that allowing for variance in the challenges presented is a valid goal.
Mike
On 1/8/2004 at 10:07pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Noon wrote: Doesn't changing the environment do this though? If you just have three orcs, okay, the group rumbles one, then the next, then the next. Simple. But what if they are three orc snipers that you haven't spotted yet. Just being able to spot them will require menouvering, perhaps.Sure. But that's a feature of the GMs innovation, not of the system. As I've said, you can always mix things up. But the question is what's the result? That is, the same GM with a better Gamist system does the same neat things and gets an even better result.
Further, this doesn't really make the tactics harder for most bad RPGs. Think about yourself coming on this situation. Are the best tactics really difficult to come up with at all?
And if it is just a matter of running up to three orcs with swords...well, how does chess handle this. After all, in that game its just a matter of walking up and bang, you take the piece. Well chess basically handles it with 'covering fire'. Each piece is covered by another piece. In the orcs example, if only Jimmy the PC can resist fire, then he's the only one to fight the magically flaming orc.Chess handles this by giving you more pieces, and more moves. The basic problem with an RPG is that each player has only one piece, and they usually have very few viable moves. Again, the magically flaming orc may actually limit the viable moves in an RPG. It probably doesn't add any moves (uh, cast some spell to put him out?). Note how you've actually made the tactical situation simpler by making it so that only Jimmy can reasonably fight the orc.
Of course, once you've figured this out, the tactical part runs dry. How would chess answer that? Well, the opposing side would move in in anticipation. Eg, the flaming orc falling back to an ambush point.Sure, as I've already said, movement adds an order of magnitude to complexity.
Of course, this might be considered the strategic level.No, it's tactical.
Finally, an example. A TROS equivalent of the 'run up to the orcs, use the same old plan' would be bad guys who always use the same dice spread and no special moves or anything. That would pretty much kill tactics in TROS as well.Sure. But that's not what I'm comparing. I'm assuming a GM who plays within the rules given competently for both games. In TROS, the thinking will be tough against those orcs. In D&D, you just shoot the flaming orc and snipers. Or run for cover. Pretty damn obvious. You look at the character sheet, see what resources are available, and select the one that's best tactically. Then you decide if it's strategically sound to use the resource. It's just so simple.
Now, again, you could make that some sort of arrow rebounding orc or something. But again, that's probably hidden information that's not possible to estimate. To the extent that it is, sure you can have the orc shaman mix it up with the characters with his magic. Even then, however, the choices for player response aren't that many. Time to gang up on the shaman, or shoot him, or run, etc.
Mike
On 1/8/2004 at 10:20pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Bob, all I have to say is, yep, sounds right to me. :-)
Mike
On 1/8/2004 at 10:42pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Last in a series of several reply posts in a row above.
Harlequin wrote: Gamist systems are harder to make than we think. Noncombat gamist ones doubly so.Disagree. The boardgame people have been doing this for years. Monopoly? Careers? Games about money, not combat. I think that Bob is right to cite the wargame influence. We think combat is easier because that's all that we've tended to see. It's only hard to implement the other things because we've seen them less.
In terms of the Diablo analogy: This is indeed a relevant note, because that sort of gamism is indeed wildly popular. Sure, you could play methodically, and I know some who do (frequently including me), but the fun level actually increases as you buy into the design choice that nonmethodical play, though sub-optimal, is actually more fun. I think there are two elements overlapping, there; Gamists love a challenge, and by increasing the challenge due to a strictly OOC decision, you're increasing that challenge without having to sacrifice your sense of triumph. I completely agree. Note however how Diablo can do this better than a PnP RPG because more strategic ground gets covered in a shorter time, and how the retreat option seems more sensible in terms of the limitations of a computer game.
Also, pure challenge is not the only aesthetic of the play, and the (part sim-char, part pure esthetics of elegance etc) "don't go back to town just yet" mode of play satisfies both considerably better than "kill one monster, rest, heal, return."Quite true. The fact that these things conflict, however, creates at times a very odd feel in games. Basically we're talking about Gam/Nar incoherence. "Well, it's tactically sound to retreat right now, but my character is about issues of courage that can't be addressed if I retreat. What do I do?"
And I think that Gamist games, to return us to Mike's topic, could benefit from this example - some of them, anyway. Because you don't always have to design to resist the "twinks" who will methodicalize their way through the module without regard for other aesthetic choices. Those who are really getting their Gamist kicks will subscribe to voluntary challenges (how long can you stay on Level Fifteen before using Town Portal?), and those whose enjoyment is based on a less purely Gamist agenda will have other aesthetics to satisfy simultaneously (my character wouldn't back off yet!, or the simple elegance/story aesthetic that says that one epic journey is superior to fifteen short recon trips).What I'd prefer to see is something that would make staying in the dungeon a tactically sound option. Such that the choice to do so would be sensible and cool simultaneously. For example, if there was some sort of "momentum" stat that you gained after each win that helped your effectiveness, one that you'd have to give up if you went back to town...Well, not a great example, but you get my drift. Rules that encourage heroism, not militate against it.
Really, many Gamist designs build too much for the "Pseudo-Gamist" type... those who are ego-stroking, not playing against the challenge for the enjoyment of it.Not sure what you're getting at here.
For example, not all weapons need to be statistically balanced, Sim considerations quite aside; having one (often the rapier, for example, or the whip) with lesser stats and superior "cool-factor" is a Gamist choice, not a Sim one. Sure, you could burn through that dungeon with a spiked chain. But can you do it with nothing but a set of brass knuckles?Sure, but that means that you've made weapons a non-tactical decision. Which I'm fine with - it just doesn't mean that the game is any better as a tactical excercise from that POV.
And as always, System Does Matter. Even with regard to aesthetics - maybe even especially then. If you want to replicate the Creative Agenda of good Diablo play, and encourage players to do better in X time than others might, then build toward that.Holy Cow, no. I mean if somebody else wants to do so, fine.
But what I've been saying all along is that this one way to get more strategy in play is actually a really poor aesthetic choice in most cases. So what I'm saying is that it's another case of how these games are bad. The only strategy that they do encourage has to do with something that's completely out of genre.
I'm not saying that people can't enjoy it as an aesthetic itself. But I don't particularly. Sop make the Diablo tabletop game if you like. I'll be here wondering why you don't just play the computer game.
Your Goodnight spell I like. It's like my momentum thing, but better.
Mike
On 1/9/2004 at 4:18pm, xiombarg wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Mike Holmes wrote: Last in a series of several reply posts in a row above.Harlequin wrote: Gamist systems are harder to make than we think. Noncombat gamist ones doubly so.Disagree. The boardgame people have been doing this for years. Monopoly? Careers? Games about money, not combat. I think that Bob is right to cite the wargame influence. We think combat is easier because that's all that we've tended to see. It's only hard to implement the other things because we've seen them less.
And to back you up here, Mike, consider all the economics rules in old school Traveller.
Good Gamist money-making play there, with a large dose of Sim.
On 1/16/2004 at 10:46pm, Drifter Bob wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
xiombarg wrote:
And to back you up here, Mike, consider all the economics rules in old school Traveller.
Good Gamist money-making play there, with a large dose of Sim.
I still don't know what the hell gamist means, but excellent point, I was thinking of that myself. Lets take a moment and think of some of the ways that tactical dynamics could be applied to areas of gaming outside of reality:
Persuasion / Rebuttal : A good start has been made by the Dying Earth RPG, althouhgh somewhat tongue in cheek and oriented toward a specific literary genre. I think it's interesting and could be further developed.
Thief tasks: I had already mentioned this one. I don't know what games if any have done it but it could really exciting and is far, far more nuanced and subtle an art than most mainstream RPG's give credit for, especially since they have made the thief into the homoginzed politically-correct rogue
Property management: games like monopoly
Economic resource management: a million computer games like civilization or sim-city
Strategic resource manangement: a million computer games per above
Stock market and commodity investment: I think the old traveller had a really coool way of doing this
Mercantile ship Trading ala European Renaissance: Anyone done this? This could be fascinatinga and a great RPG tie-in. Why is the economy in RPG's so cash based? There is a document around from the 2nd century BC which is a type of "periplus", that was something they used before they had real maps as such, a series of descriptions of each port and / or harbor along the coast in one direction or another, with descriptions of the navigation hazards if any, the dangers and outlook of the locals, what languaages they speak etc., and what commodities they want versus what they have to trade. It's a simple short document which could become a great game all by it'self with a bit of tinkering...
Character development via life history (I forgot the specific term for this): Traveller and Burning Wheel have done this, but it could be further developed in all kinds of interesting ways. I've tiinkered with this a lot in a computer game
Medical healing, disease cure, surgery..: Any game done this? If you are wondering how detailed and fascinating this could be talk to any nurse, doctor or paramedic
Wilderness survival: I've been fascinated by this since a short survival course I had in the army. Think foraging is boring or easy? Finding firewood alone can be an adventure all by itself. There are books available on wilderness survival which have many of the parameters and statistics all laid out for you... which leads me to...
Hunting: another hugely nuanced and interesting possibility, oh and how about
Sailing and ocean navigation: I don't think I have to explain how much of a tactical challenge this could be. Tie this into resource management, trading, strategic management (in terms of personell) and etc. and etc.
On 1/20/2004 at 7:05pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Good points, DB.
GURPS Swashbucklers, and Run out the Guns for example, both make games out of naval matters to an extent. There's always this economic game that's being played above other levels of play that's all about making sure the crew doesn't end up with scurvy.
The problem that I have with these and Traveller, outside of how well they're designed, is that often they're ancillary to the main thrust of the game. Or, rather, you have these two levels going on that don't really seem to relate to each other. On the one level you have this microeconomic game involving everyone, and on the other you have the character stories that are occuring.
For example, in Traveller, often we'd play the economic game as a means to get from planet to planet to get from adventure to adventure. But this is about as good as the linkages get. Rarely are there any other links between the scales of action. So they often seem like disparate games. Such that at times we just threw out one game or the other, to play the one.
What would be really cool would be if somehone could link the levels together in a way that played back and forth more effectively. Just a thought.
Mike
On 1/20/2004 at 11:15pm, ADGBoss wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
I apologise for jumping in at the late date but reading through the thread something jumped out at me that kind of bothered me a bit.. The idea that game play is Two Tiered: Strategic and Tactical. In fact the structure which we emulate is actually THREE Tiered.
Strategic
Operational
Tactical
Now it may appear that I am picking at nits here but hear me out. Strategy is the End Game, where you want to be when the timer runs out. Now this timer could be a real timer, a set number of turns, or the death of your character. Operations are those planned interludes that revolve around a set of tactics that will often (if done properly) give us some new strategic advantage. Tactics are the up to the minute abilities that we employ to succesfully carry out the Operation.
For a non-combat example: lets take football. End Game you want to be Super Bowl Champ. Thats the strategic goal and during the draft (team creation) you pick several players who you think that can play well AND who will not cost you too much money AND may even lead you to several Championships. Then comes the Main Operation: Doing well enough in the Reg Season to make the playoffs. In there are 16 sub-Operations, the games themselves. The Coordiantors and the head coach employ their best tactical pawns to win each sub-Operation. Thus we see the Three Tiers.
How might htis work in an RPG? I see much of the problem in that many campaigns are run like First Person shooters or Console games. Blam blam is the road to victory. Now the new Deus Ex has changed thata bit, allowing you to win without killing anyone.
Rolling around in my head has been a fantasy setting called 13 Legends. Players would do the fantasy thing in pursuit of finding for themselves (each individual) 13 Legends upon which to build their own. Once they had 13 Legends solved they well won... whatever winning meant. Probably in this becoming a OLegend someone else can come along and solve later.
So the first strategic decision is to choose the character. Lets say I choose a sorcerer for whatever reason, they are powerful combat casters. Also they have many skills available to them. The first Legend I want to tackle is the Legend of Zoraoth kicking out the Orcs. Near my home is a dungeon infested with ORcs. I could go fireball them all, I could learn apothecary and poison them; I could grow mushrooms of Val and offer it to them in exhcnage for them leaving the dungoen. Really does not matter as long as I succeed. If I fail (and failure is important) I can move onto a different Legend.
The Strategic Goal here is through Play, that I become a Legend. My strategic decisions affect both which Legends I try to achieve (ie which Operations I gon) and which Tactics I use in pursuit of those Operations.
Now all that aside, I think that the tools for good Gamism are there but where failure occurs is that the Judge or GM or whoever is not empowered to offer choices and BE a competitor in the game. He or she controls the opposition, be it ORcs or another Football team. There is a prevalent idea that the GM is not supposed to be an advesary, Well in Gamist design, would this not be a false idea? Indeed the GM IS the advesary and as long as he or she is empowered by the rules to act in that manner, all different choices can be presented.
If a GM is not supposed to off the group, then the easiest road to victory IS to go in guns blazing. End Game is whats its all about.
I definitely agree with Mike that making a good Gamist RPG is more difficult then many people belive it to be.
Sean
On 1/21/2004 at 10:56pm, Mike Holmes wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
Sean, Operatonal is definitely a phenomenon, but the term is even more decidedly military than the other two. As someone said, tactics are the smaller considerations of moves that address portions of larger play that's then said to overall be strategic. This can have as many layers as you like. At each level, the moves are tactics as compared to the larger overal plan of strategy. This strategy is then tactics for the next larger scale of strategy. In this way, tactical and strategic only refer to relative scales of decisionmaking.
IOW, you forgot to add the Theatre level of operations. ;-)
Different RPGs will have different layers, and in some cases it's going to be blurry, too, as to which is which. So that's a good point. It's not just one layer of strategy and one layer of tactics. You can have all sorts of layers, with all sorts of interactions.
So the overall point is well taken. Have as many layers as it takes to make play interesting. Have them interact in interesting ways.
Watch out, however for overload again. There is a point at which the player just can't keep up and becomes disinterested because there's just too much to deal with. Layers of S&T are one way that things can become untennable quickly (though by no means unique in this).
Mike
On 1/23/2004 at 9:27pm, Drifter Bob wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
My take on this is that where the mechanics exist, as in the mercantile stuff in Traveller, or the Persuasion / Rebuff in Dying Earth, that is really nothing more or less than an opportunity to use it in a creative way.
Breaking things down into operational and strategic levels must be done very carefully if at all, because I think it threatens to distrupt the aspects of the game which are what I would think of as a role playing game. They might make cool games of other types, however like a board game.
I think however board games could be the fodder for RPG's to borrow much interesting mechanics from. Another model I was recently thinking of was the espianoge system built into the Doom board game. That was a lot of fun. I think there are a lot of ways this stuff could be integrated into rpgs in a way which would make them much more fun and expand them way, way beyond the old paradigm of fighting rules and spell rules and whole games spent wandering around from one fight / magic duel to the next.
It is up to you folks as game designers to tame and harness all these nice crunchy bits and smoothly integrate them into an enjoyable RPG experience....
JR
On 1/24/2004 at 11:22am, Drifter Bob wrote:
RE: Mike's Standard Rant #7: Designing for Gamism Ain't Easy
I'm sorry, I meant the espianoge system in the Dune game. @Doh!!