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A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is “boring” or “not fun.” Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite esoteric and difficult to discover. The counter tactic prevents the first player from doing the tactic, but the first player can then use a counter to the counter. The second player is now afraid to use his counter and he’s again vulnerable to the original overpowering tactic.
Notice that the good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak.
I use "gamist" as a term, but I always thought it was completely incoherent as a description of a monolithic group. Specifically, I think it was created by people who have never applied themselves sufficiently to win a serious tournament of a popular competitive game.
...Sirlin's notion of hardcore competitive play as a crucible of self-improvement that allows no excuses and makes no judgments other than success and failure is basically how I would like to approach every competitive game I play. I try to actually do so, but I sometimes can't due to what I perceive as bullshit social mores - and it's precisely in so-called competitive RPGs where this most often comes up, at least compared to, say, board games and video games.
ME: In some ways, the pure Gamism you describe is interesting to me but I'd never really think of looking for it or expecting it from an RPG. I might find it distracting from the other roleplaying aspects, unless i was playing a character who was also tactically minded.
ERIC: I have a strong tendency in tactical games to internalize basic rules precepts as the actual rules of the world. For example, a dragon "ought" to do this or that in fantasy literature, but in DnD the rules tell us what dragons actually do in this world. So, the lethality or safety of combat, the likelyhood of surviving a fall, and so on - because of my play to win background, I abandon my own preconceptions and embrace what the game says about these things very quickly. Hence my confusion over what the "point" of Dogs is. The game tells you that you are God's enforcer on earth, with divine license, right? So... I believe that and go from there.
ME: And there's no problem with that, mechanically, you just end up with a limited picture of Dogs' range.
ERIC: Exactly. Dogs becomes very confusing, because I have trained myself for years to allow no tension between what I ought to do as defined by the rules and what I ought to do as a good citizen. The game always wins, save when it might conflict with the standard code of sportsmanlike conduct. Even then, the game wins if expressly constructed to trump a rule of sportsmanship. For example, Baseball allows me to plow into the catcher when running home in hopes of him dropping the ball. So I do. Unless that particular game has a game-specific rule changing that. Dogs not only allows me to shoot anyone in the face to get my way, but tells me that I have divine license to do so. Plus, it's mechanics give me strong incentives to team up with others... So, my overwhelming first impulse is to do that. After playing indie games for some time, I can hop into another paradigm without too much trouble, but it always feels awkward if the game gives strong incentives for one thing but is "about" something contrary.
ME: Right, but that tension is what Dogs is about. The mechanics let you shoot people, but the game's about... "So, what's worth shooting people over?"
ERIC: But the game's a pretend world in which I apparently have infinite divine right to do that, so, in that context, "anything." I'm a bit too good at paradigm switching for the tension to be natural.
ME: Right, the pretend world overrules normal paradigms. You don't have that "Omigod, you just shot someone for no good reason" thing.
Posted By: Eero TuovinenTo frame that as a question: does Eric actively want to play roleplaying games? Is he interested in the genre of some particular game, perhaps? Or would you say that it's all same to him?
Posted By: hamsterprophetI just wanted to mention that Eric is totally fine playing games that have no strategic/tactical complexity to them, or that are completely mechanically transparent. For example, he's told me that he doesn't feel the kind of tension that Jonathan describes while playing Primetime Adventures, because the rules are dirt-simple and completely non-tactical. He seems to have a great time focusing on the fiction for those kinds of games, as far as I can tell.
Posted By: hamsterprophet'll also mention a time that I played Contenders with Eric (and Malcom Craig). Contenders has a strategic element, both in the resolution of boxing matches and in how you arrange scenes for yourself. Eric ended up getting a really good end for his character, because he immediately figured out the optimal way to go about choosing scenes and managing his characters stats; I don't really care about the strategic implications of my character choices, and that, combined with some really poor card luck, drove my character right into the ground. I recall that we had a good time playing it together, but I bet we were playing in a parallel style, where we were able to appreciate and enjoy the decisions made by the other player without it impinging on the fun we were personally having. Eric may be able to tell me whether my impression in that game was correct!
Posted By: Jonathan WaltonMark:I agree that this sort of dysfunction doesn't seem to be described adequately by the Big Model, but I'm not sure your description matches the whole picture. I mean, yes, the system is the medium by which players compete in this style of play, but Yomi layers don't happen unless someone else is on the other side of the dice from you, right? Tactically outwitting the game is moderately fun for Eric but, once he's done it, there's little incentive to continue doing it; he's already won and the game is, effectively, "broken / solved" for his purposes. But if there's someone else who keeps trying different tactics and finding work-arounds for previous approaches, the excitement continues. So this type of play requires other human beings; it is inherently social, but social in a different way than most people are used to.
Posted By: Saint&SinnerI'm not sure the fiction investment is the thing since he's saying "Primetime Adventures is great"... wouldn't the system's design in BW/BE 'work' or at least be worth giving a shot?
Posted By: Thor Olavsrud...suspect that games that deliver the type of experience Eric wants must be designed with the same sort of clear focus that the early Forge innovators brought to their narrativist-supporting designs..
Posted By: Thor OlavsrudThat said, the question in my mind (and I don't have an answer as of yet) is how far can you go in this direction while it still makes sense for the game to be a role-playing game rather than some other type of game? My instinctual response is that a defining aspect of the role-playing game is caring about the fictional environment of play to some degree. If so, then it follows that at some point your choices in the game can (and probably should) be constrained by that fictional environment in some way. I dunno.
Posted By: Jonathan WaltonEric, can I float something by you?...
Would that kind of game, where all of the tactics weren't known to players at the beginning, where you played beginning characters with relatively little combat knowledge, but gradually learned new techniques over the course of play, would that be more likely to sustain your interest, since the optimal tactics would keep shifting as you gained more information and abilities?
Posted By: Paul BSome of the stuff that's generated our best play -- stuff like getting your own character into trouble -- had become so alien to him that he felt like we were participating in a completely unrelated hobby...
Posted By: JonoCan I just say, this thread shows exactly why I love this forum? In a lot of places, people would have jumped all over Eric for being a "munchkin", "power gamer", "bad roleplayer", etc etc. But not here. Here everybody is interested in understanding what he likes about gaming and what it means for game design, and it leads to an extremely constructive discussion.
Posted By: hamsterprophetEric, I'm glad I wasn't off-base in my thoughts about Contenders, in particular. I'm looking forwards to your further thoughts on it.
Posted By: T-BoyI give credit to Johnathan for that, actually. He actually framed the differences between Eric's and his style of play in a very clear, non-hostile and neutral manner, and made it very clear, from the start, that Ericwantedto engage with people who did not necessarily share his play-style, and was not stereotypically a "Real Gamer" who looked down on "scrubs".
I've seen conversations like this on the Internet devolve into wank very fast, because, as good as Sirlin's point about competitive gaming is, I've rarely seen any of the supporters of Sirlin's play style do very well on Internet discussions with people who do not necessarily share the same views.
Posted By: Eero TuovinenIs "perhaps roleplaying games are wasted effort for him" a valid tack, then?
I'm asking because it seems to me that Eric is not deriving much enjoyment from the fictional motifs present in roleplaying games. The overwhelming majority of rpgs, however, are all about the Exploration. (So much so that the Big Model makes that the definition of roleplaying, even.) And that includes gamism-supportive designs; something like D&D actually derives a majority of its fun, not from winning the GM who is playing the dragon, but actually having this imaginary character in whose guiseyoucan win the dragon.
*snip*
To frame that as a question: does Eric actively want to play roleplaying games? Is he interested in the genre of some particular game, perhaps? Or would you say that it's all same to him?
Posted By: Thor OlavsrudPosted By: Saint&SinnerI'm not sure the fiction investment is the thing since he's saying "Primetime Adventures is great"... wouldn't the system's design in BW/BE 'work' or at least be worth giving a shot?
Maybe. It's hard to say. There's a lot of tactical meat in the games, but the pumping heart--the cycle between Beliefs, Instincts, Traits and Artha--is all driven by investment in the fiction.
Also, many parts of the game, especially Advancement, push you to make suboptimal choices.
Some tactically minded players love it. Some hate it.
Posted By: Jonathan WaltonDefinitely, and the competitive bits ofGeiger Counter, which are based on cooperative board games likeBetrayal at House on the HillandLord of the Rings, have definitely benefited from Eric playtesting.
Posted By: Mark WYikes. Drawn out of lurkerdom again.
It seems to me that this breed of hardcore Step On Up may actually not really be addressable by standard Big Model methods. Much like in other CAs' "degenerate cases", the object of the Step On Up is not actually (a) in the fiction or (b) at the table. The player is competing principally against the structure of System itself. The parallel case for S-oriented play is the total world-oriented cause-and-effect player, who focuses solely on the fiction and wants to exclude system & people-around-the-table considerations; for N, it's face-stabbiness taken to the extreme, where play is principally instrumental and addressed toward making an emotional impact on fellow players.
I would go so far as to say that happy Step On Up has to be addressed toward the shared content and the other players. It is not *just* competitive play, it is competitive play *of a socially-mediated fiction-game*.
Posted By: Paul BI know in my local play groups, obviously exploitable tactics are often a distraction to the other stuff the game is trying to accomplish. One prominent case was DitV, which is so transparently gameable that the players tended to try and rationalize their narrative around their game choices, rather than making game choices that reflect their desired narrative.
Posted By: Callan S.Probably the damning evidence of that is that gentleman 'hardcore' gamers can agree on adhering to a certain condition. I'm sure if you challenged Sirlin to a SF match with no throws, he would consider the challenge gracefully. While scrub gamers don't feel they need to ask for an agreement - they just say throwing is cheap, for example. Such rules are fictitious in that they are not actually agreed on. While a gentleman 'hardcore' player can agree to any genre convention you care to mention - if you actually care to ask. To me, that makes it the vanilla version of gamism, not requiring some adjective.
Posted By: Callan S.
Oh, I'll be picky on one thing
"Winning with a sheathed blade is superior to overpowering the enemy in a heated fight"
You mean winning without having to unsheath your blade, don't you? To not even use that resource, yet still accomplish so much! The elegance!
Just being picky because I've got a feeling someone is going to think your refering to genre convention rather than personal accomplishment.
JONATHAN: ...because games don't have to be perfect systems to be functional, especially if you consider them more like literature and less like computer programs. There's definitely a focus on creating complex mechanical systems in some forms of design, but because they are manipulated by people who can make choices, rather than machines that execute them, you also have social mechanisms that can be relied on.
ME: Hmm... do you consider Monopoly to be a functional game? I don't. I think many people do, though, so this might be a point of differentiation.
JONATHAN: Yeah, I do. I think it depends on how you view games. I view games as a way of structuring enjoyable social interaction.
Posted By: Jonathan WaltonMoreno:Eric destroyed IAWA,as I tried to tell Vincent.
In this sense, the whole notion of "Step On Up" is completely crazy. The whole point of playing to win is to try to win perfectly, without any chance of defeat.
And I always had some problems with rpgs that worked only if you did some sub-optimal choices only to make the game work
Posted By: Jonathan WaltonMoreno:Eric destroyed IAWA,as I tried to tell Vincent.I side with Eric and Vincent. I've been mulling a lot of IAWA tactics in my head, and I can already see that the game has a fantastic tactical depth. The risks are always high, and the values are always shifting. The only places where you can run into problems are letting the dice drift away from the story ("I stab you in the face! I'll be rolling Covertly and With Love.") and letting the Best Interests become boring. If I can resolve both of my character's Best Interests and the other Best Interests directed against me exclusively by exhausting and injuring others, there could be a problem. Otherwise, I'll still have to engage the story in tandem with my system-level tactics.
Posted By: EricSo, I don't think Monopoly is functional because there's only one viable strategy. Playing it is thus just a distraction from my perspective, a meaningless exercise in dice rolling and non-choices. It is functional from Jonathan's perspective, since it structures social interaction in a fun way for him. As Jonathan mentioned above, I'm also very interested in social interactions as part of gaming, but this interest doesn't cover what Monopoly provides.I don't much like Monopoly myself, but I did once do some reading on tournament play. As I understand it, the main challenge in Monopoly is to mitigate the risk of uncertainty that the game holds. The other aspect of Monopoly is correctly determining the value of everything on the board, which randomness also effects. You need this to know how to correctly negotiate between players and how to decide whether to auction properties and what price to pay.
Posted By: EricThis is now super-easy from my perspective, and April's. We have non-conflicting agendas, so I immediately offer to pay her in compensation for the sword, she accepts, and the stabbing starts.
Posted By: Mark WI withdraw my objections. Based on Eric's D&D-Bond example, I can clearly see that fiction and players are relevant to his play - it is not pure me-against-the-rules play as I'd inferred from earlier descriptions in the thread. I have seen the latter in operation, though, and it's clearly "out there" - although I suspect more as "lonely fun" than actual play, because it tends to be rough on social relationships. CharOp can be this sort of thing: the objective is maximizing results, and fiction-be-damned, let alone giving your fellow players any chance to contribute to play.
Posted By: Paul BI have a player in my group that's very Eric-like, but he immediately shifts into deep defensive mode whenever we talking RPGs. For whatever reason, that shifts the entire tone of conversation away from creating true understanding, to trying to "win" the conversation.
Posted By: Thor OlavsrudPosted By: EricThis is now super-easy from my perspective, and April's. We have non-conflicting agendas, so I immediately offer to pay her in compensation for the sword, she accepts, and the stabbing starts.
As EarthenForge noted, it was actually impossible for you to fulfill your promise to pay her for the sword. You simply didn't have the Resources to pull it off.
Posted By: Logos7As for the comment about exploration above, does exploration of the rules not count. God knows I've done more than a little stuff in rpg's for the fact that somebody put these rules in here, so I thought i would try them out. The exploration is maybe internal to the character as apposed to picking daisies and psycological treaties but i'm still poking the game world and stuff ain't I?
Posted By: JDCorleyI've always said there's a huge continuum of competitive play, and this thread is pointing out a lot of different directions that continuum extends.
If I shoot hoops with my dad at the park, we are competitive.
If I sign up for a city league, that is competitive.
But the word means very different things in the same game in very different situations. (Also there are different house rules!)
Posted By: TablesawThe only real exciting part of Monopoly is the middle game, when players have amassed a collection of properties and they need to negotiate with each other to move forward. Before that, the options are too limited, other than auctions which develop asymmetrical values. After that, you've got a few players waiting to see who lands where and what rents and fees will decide victory. But in the middle, even when all players understand the relative values of the properties, it's pretty interesting.
Posted By: Moreno R.Ah! I love being right! :-)
I am not so hardcore playing rpgs, but I played chess in tournament, I know what Eric is talking about, about being passionate about winning, excluding any distraction from that single, pure objective.
Posted By: Moreno R....What happen in these cases is that, "playing to win" without caring too much for the premise (for morality, for love, for friendship, for what the game is talking about) the "gamist" players become opposition, "the bad guys", and push the intensity and drama of "the story" up a notch. And, at the end, usually the "hardcore gamist" win the game, and the people who played for the story get a very dramatic story (that usually end with the gamists' characters killing them and destroying everything they hold dear... ;-)
Posted By: Moreno R.(I think Vincent wanted a similar effect in IAWA
Posted By: Moreno R.To get this effect, I think that what it's needed it' a rock-solid game system underneath that can be played hardcore gamist without breaking, and a game that allow playing these kind of characters. But I have too little personal experience in these kind of situations to go too far in describing them.
Posted By: Moreno R."playing to win" REQUIRE getting the most you can get, skirting the rules, going on the edge. If nobody at the table goes "whaaaaaaat????" when I narrate what happen, it mean that I didn't go as far as I could.
Posted By: hamsterprophetHey Eric, what about games that have no winning? Do you find that they just aren't interesting for you? Or are you able to slip into a different mode of play?
Here I'm thinking of, say, Wushu, where there really isn't a way to "win" anything, mechanically. Which I think we've played, back in the day. If not, ummm....other examples welcome.
Posted By: EricAnyway, I've seen you comment on this before, so I'd like to hear your thoughts on it, and anyone else's. There have already been some good comments in this thread touching on this. So: what makes the difference? What happens in when you compete in one sense versus the other?
Posted By: Jonathan WaltonThe problem is that, even in most Gamist-oriented play groups, Eric can't play as hard as he wants to without seeming like an asshole, since either the game or the social contract among the players isn't built to sustain the same kind of hardcore intensity as a chess tournament or Street Fighter championship. He's fairly adaptable and often tries to play competitive RPGs (or even more narrative roleplaying games with competitive elements) in a less intense way, but it's really grating for him and goes against his natural instincts.
Posted By: EricPlaying to Win, for me, is fundamentally a competition against myself. A skilled opponent and a well-designed game provide me an objective yardstick to measure myself against and improve myself.
Posted By: JudaicDiabloIf I speak up, then I am stepping on his fun.