Wednesday, January 23, 2013

Simulation vs. Playability: The Background Discussion for a Blog Series



Over the course of the next few weeks, I will be discussing how some games balance their desire to simulate a certain activity with the need for a game to be playable. Most of the posts will be dealing with role playing games, but I might wander into wargame territory from time to time.

Let us take as a given for the purposes of our discussion that, with the exception of purely abstract games, most games are a simulation of some central conceit.

For example, both Chess and Men of Iron are to one degree or another simulations of medieval warfare. Men of Iron has what Elias, Garfield, and Gutschera (2012) would describe as higher "intensity" of the medieval warfare conceit than Chess, but both do share that central conceit. On the Elias, Garfield, and Gutschera "Scale of Intensity for Conceits," Chess is rated a 3 (Very Light Conceit) while Men of Iron would likely be rated around an 8 (Simulation, but with many sacrifices to gameplay).  As a further illustration Tic-Tac-Toe rates a 1 (Purely Abstract) and Squad Leader ranks a 10 (Full-on Simulation).  This might make one wonder where Advanced Squad Leader would rank, but I digress.

I understand that there are those who may disagree with the initial premise that "all non-abstract games are a simulation" either as a mere tautology, and others who completely disagree with the premise as an a priori. I believe it will prove useful for the series of discussions I hope to have about role playing games as simulations of the various subjects they address.

The framing of games, and in particular role playing games, as simulations should not be confused with Ron Edwards' GNS (Gamist, Narrativist, and Simulationist) system of game play analysis. As I interpret GNS Theory as a theory of play that can inform design and not a theory of system deconstruction and design. As Ron states in the above linked essay, "These terms, or modes, describe three distinct types of people's decisions and goals during play." These are player goals toward which games may be designed, but in my opinion a "Simulation" is not the same as a "Simulationist" game. 

To illustrate, the excellent Narrativist game The Extraordinary Adventures of Baron Munchausen is a simulation of storytelling as the good Baron himself might engage in it. It is not a simulation of the Baron's adventures, though James Wallis considered making a game where players could enact those adventures, it is instead a simulation of storytelling in a particular style. Another example of a game that is a simulation of storytelling is Tales of the Arabian Nights. Both Baron and Arabian Nights simulate the activity of storytelling within their conceits differently, but in the end the game play of both are best described by the stories created within the rules of the game. There is a reason that Wallis calls these kinds of games "Story-Making" games. So it's possible to have simulations of storytelling that results in story-making which in the end results in storytelling when the results with game play are shared.

Okay, enough of the metaphysics of games being simulations. Let's move forward please -- ed.

Games are also about fun, and to be fun games must be playable. This is as true of role playing games as it is for any other kind of game. As Robin Laws says in his masterwork Robin's Laws of Good Game Mastering, "Roleplaying games are entertainment; your goal as GM is to make your games as entertaining as possible for all participants." 

The key part of that statement is "as possible for all participants." Because players come to a gaming table with different "ideas of fun" as highlighted in Edwards' GNS theory, roleplaying game design must make decisions between the level of depth of simulation and the playability of the system. Some players find granular verisimilitude and accuracy of representation entertaining. For these players reading Chapter H of the Advanced Squad Leader rulebook is as much fun as actual game play. Other players might enjoy quick systems or systems that foster the creation of narratives.

Historically, one of the conflicts that has resulted from the attempt to design "good" games is a tension between "realism" and "playability." In Issue 8 of MOVES magazine (1973), Victor Madeja argued that "Commercial wargames fail to accurately represent modern war. Although no game will ever recreate the confusion, horror and destruction of war, we should at least expect a wargame to partly simulate the decision-making process involved in actual battle. Instead we have chess-like caricatures of reality. What semblance of realism we were led to expect is sacrificed on the altar of playability" (Emphasis mine). For Victor, there was a clear distinction between realism and playability and he thought that games at the time leaned too much toward playability and not enough toward actual simulation .

You can purchase access to the first 60 issues of MOVES magazine for the very reasonable price of $19.95 at Strategy and Tactics Press.

By Issue 14 of MOVES (1974) John Hill, the eventual designer of SQUAD LEADER, addresses the conflict by stating, "One of the hardest problems facing any war game designer is the careful balancing between playability and realism. Actually, any reasonably competent wargamer could probably design a realistic 'simulation,' but to design a good game is something else. As an example, 1914 was an excellent simulation of corps level fighting of that era, but as a game it was worthless -- it couldn't be played." John Hill would eventually go on to become an advocate of what he called "abstraction." This was a controversial game design philosophy in which the designer cared less about "what actually happened" and more concerned with the "effects" of what happened and how to model those effects. So, for Hill the fact that gunfire affected morale was more important than modelling the specific physical effects of bullet trajectories. Examples of "abstraction" designs in role playing games include D&D's "hit points" and the "effects based design" of CHAMPIONS.

The tension between simulation and realism is one that has been discussed in role playing games since the origin of the hobby. In the Advanced Dungeons and Dragons DUNGEON MASTERS GUIDE, Gary Gygax writes, "Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school." -- You can see in this discussion the origins of Edwards' GNS theory. -- "AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author's opinion an absurd effort at best considering the topic!). It does little to attempt to simulate anything either. ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity...As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it can be deemed only a dismal failure...Those who...generally believe games should be fun, not work, will hopefully find this system to their taste."

In his paragraph on design intent, excerpted above, Gygax clearly puts himself in the "abstraction" design camp. His discussion of Hit Points in the DMG also makes this clear, whereas those who criticize hit points or how armor "makes it harder to hit and doesn't stop damage" fall more into the simulationist camp. I would like to say that I disagree with Gygax that his game "does little to attempt to simulate anything." I would argue that it is simulating heroic fantasy, but it is doing so from an abstractionist position. It's a small distinction, but not an unnecessary one.

As an aside, most gamers or designers are a combination of abstractionist/simulationist. Ken St. Andre, the designer of one of the most abstractionist rpgs I have ever played, doesn't like armor class systems because they don't simulate what he wants. This is the case even though his TUNNELS & TROLLS combat system sacrifices specificity for playability and speed of play.

When it comes to the tension between "simulation" and "playability" there is not a procedural definition of what is right or wrong. What is right or wrong doesn't even depend on what is being simulated. What determines whether it is better to favor simulation or playability is how that decision works within the rules set and the goals of the game itself. Sometimes it is important that a game be a good simulation of what it is trying to represent. CHAMPIONS is very much an "effects based design" system in character creation, but its combat system simulates the panel to panel flow of comic books extremely well. VILLAINS & VIGILANTES has a random character creation system that favors simulation -- though it also includes GM "rulings over rules" -- over abstraction as it defines specifically what Flame Powers and Ice Powers do and how they work rather than define effects and have you decide what matches what. Both are good games.

In the coming weeks, I'll be looking at some games and how they address the Simulation/Realism vs. Playability/Abstraction conflict. I'll be starting with VILLAINS & VIGILANTES and how it emulates Force Fields and Telekinesis in its simulation of super heroic conflict. While I think that the V&V system overall is quite good, I believe that the designs of these two powers demonstrate good "simulation" on the one hand and "awkward" simulation on the other.

I'd like to leave this conversation with two quotes for Will Hindmarch and Jeff Tidball from their Things we Think About Games.


1) Theme and gameplay are two different things.
2) Balance is not the same thing as fun.

Elias, George Skaff. Garfield, Richard, and Gutschera, K. Robert (2012), Characteristics of Games. Massachusetts Institute of Technology Press.

Wednesday, January 02, 2013

The Big Bang Theory and D&D: One Geek's Perspective


Those of you who visit this blog with any regularity know that I am not merely a fan of Geek Culture, but I'm a bit of an evangelist as well.  I want the world to have the same love for Geek Culture that I do.  So portrayals, and reactions to portrayals, of Geeks and Hobbyists are something that I pay close attention to.  I am also a big fan of the television show "The Big Bang Theory."  To my memory TBBT has had the cast play D&D on two occasions, the most recent being the December 13th episode "The Santa Simulation."  This episode has met with quite a bit of criticism on my Twitter and Facebook feeds.  One of the most mild criticisms was Chris Pramas' post on 12/14,  though the brief conversation that followed gives a glimpse at some of the ire that the show can engender from the Geek community.

Before I continue, I'd like to point out that I'm on friendly terms with two of the writers on the show.  This isn't to say that I'm close friends or anything that intimate, but that I and my Geekerati co-host Shawna Benson have done podcast interviews with both Executive Producer David Goetsch (in 2008) and Supervising Producer Maria Ferrari  (late 2012) on separate occasions.  Maria was one of the writers of "The Santa Simulation" episode, so my curiosity wonders if some small spark for the episode came from her participation in my little podcast.  My Shatnerian hubris tells me "Of course it did," while the person who has an understanding of production schedules and how Hollywood actually works says "Puh-leeze, get over yourself."  These facts make me predisposed to be favorable to the show, and I thought everyone should know that before they read further.

The fact is that I find the Nerd Rage being tossed at the creators of THE BIG BANG THEORY to be ludicrous.  I can understand not liking "The Santa Simulation" as an episode, though I liked it and will discuss why below, but to rage at the creators accusing them of "laughing at geeks rather than laughing with them" is unmerited.  Having forced two of the writers to endure marathon live-streaming runs on my podcast, I have learned two things.

First, the people on the show are geeks.  They don't all geek out about the same things you do, but they do all geek out about aspects of geek culture.  They have writers who are comic book fanatics, Star Trek fanatics, video gamers, and hobby gamers.  Have you ever noticed the games that the cast plays at the beginning of episodes?  While the "Ticket to Ride" game going on in a recent episode was a fairly mainstream demonstration, the playing of "Talisman" during an earlier episode points to some serious Hobby Gaming on someone's part.

Second, these people are nice.  Extremely nice.  David Goetsch's only failing as a human being is that he is a Red Sox fan.  Given that the Cubs likely threw the 1918 World Series to give the Sox their much discussed "pre-curse" World Series victory, I have a particular disdain for Red Sox fans.  The fact that David Goetsch is so nice that he overcomes my anti-SoxFan bias is a testimony to how nice he truly is.  Listen to the conversations Shawna and I live-streamed with the writers.  They not only put up with my asides, meanderings, and bad jokes, they join in.  When hanging out with "real geeks," they spend not one moment laughing at us and are instead laughing with us.

Now for a discussion of "The Santa Simulation" proper, as it is an episode that has fostered so much distracting discussion on my various social network feeds.

"The Santa Simulation" is an episode that has as it's "A Storyline" that the core cast -- minus Penny -- haven't been able to play D&D as much as they like over the past few years and want to play.  They want to play so badly that they are willing to prioritize it over night's out with the women in their lives, in Sheldon's case he "forbids" his girlfriend from participating.

The first criticism that leaps out at gamers, and the one highlighted by Chris Pramas in the tweet I linked earlier, is that the show "propagates the myths that only dudes play D&D and that it's either D&D or sex."  I think that this is a fair criticism of the episode, but I'd like to examine it a little further.  It is true as far as it goes, but it should be pointed out that a) it is only Sheldon who "forbids" his girlfriend from playing, b) that Sheldon has very peculiar ideas about societal norms, and c) that Sheldon's girlfriend very much wanted to play in the game.

I'd also like to share a quick anecdote with you.  This past year, the company my friends and I started up launched our first Kickstarter.  We funded a Cthulhu Claus Holiday Card project that was illustrated by my wife Jody Lindke and that contained greetings written by Gaming God Kenneth Hite.  When the project was completed and all boxes had been shipped to backers, I approached my Friendly Local Game Store and asked if they would be interested in carrying the cards.  I also had a retailer tier available on the project.  The manager/owner of the local store said, and I paraphrase here, "the customers at this store would likely not be interested in the project as they aren't very sociable and won't have people to send them to.  They'll look at them, think they are cute, but won't buy them." 

I am not kidding.  Additionally, ZERO retailers backed the project.

That store owner was harder on the hobbyists who frequent the store than TBBT has ever been to the geek community.  The fact is that "gamer are not social" is tried and true stereotype.  The fact that hobby gaming is itself a social hobby that requires social networks -- physical ones not digital ones -- in order to fully appreciate is beside the point.  The most sociable people I know are all gamers.  Are all gamers sociable?  No, but many are and all seem to enjoy the company of their friends while playing games.  TBBT's "The Santa Simulation" at least got that part right.

Back to Chris's point though, he's right that the show didn't break stereotypes and it would have been nice if they had.  It would have been fun seeing how Penny reacted during Leonard's "Holiday Themed" D&D adventure.  I think there was some real room for comedy gold just in that thought experiment, not to mention how it would drive Sheldon crazy.  This is especially the case given that Sheldon has yet to defeat Penny at any game, and an entire episode was dedicated to Penny besting Sheldon -- though sad to say that episode (The Re-Entry Minimization) didn't include any hard core hobby games.  So I think Chris is on to something with his reaction.  TBBT had a moment when they could have gone for the harder, but funnier, storyline and they didn't.  TBBT stuck with the easy gamers are boys assumption when they could have been narratively braver.

That isn't only due to meeting stereotypes though, or from a lack of ability.  It also has to do with screenplay structure.  TBBT -- like most modern shows -- has an A and a B storyline.  Sometimes they even have a C storyline.  Given that the majority of the cast was playing D&D and they only had 3 regular characters not in the game, what would be left for the B storyline if everyone was playing the game?  That's a challenge the writers had to face, and they came up with the episode they came up with.  It was essentially "boys night vs. girls night out."  And you know what, the "boys night" looked like more fun.

That's right, the D&D game looked like more fun than going out "clubbing."  Leonard's "Let's rescue Santa Claus" D&D adventure was exactly the kind of thing gamers do for the holidays.  Savage Worlds has a free Christmas Evening adventure -- and I should point out that a couple of years ago I ran a Savages Save Santa Necessary Evil game.  RPGNow is filled with holiday themed adventures for heaven knows how many game systems.  This year I ran a Call of Cthulhu holiday themed adventure -- and no it didn't involve Cthulhu Claus.  Next year's will.  The guys were all having a great time, the play looked engaging and fun, until Sheldon ruined the boys night out due to his personal history with Santa Claus.

Let me say something that was embedded in that last paragraph again.  It made playing D&D look fun.  It started off silly, but in the end it looked like a great time.  I can see someone saying, "That's what people where afraid of in the 80s?  Really?  It looks fun and I'm going to give it a try."

Do I think the episode could have been better?  Yes.  Having Penny and Sheldon battle it out over the fate of Santa Claus would have been amazing.  Showing non-gamers being recruited to gaming was a missed opportunity for D&D evangelization.  But the episode was fun, and it made me happy that I'd already planned a holiday themed Cthulhu game.

Thursday, December 20, 2012

Roleplaying and Player vs. Player Conflict


Everyone who has played a role playing game has at some point experienced sessions, or even campaigns, that contain Player vs. Player conflict.  When it comes to MMORPGs, there are some who claim that Player vs. Player is their favorite mode of play.  There are even Pen and Paper RPGs that have Player vs. Player treachery as the primary motivating factor for the game -- PARANOIA I'm looking at you.  There is definitely a time and a place for PvP play, it can be highly rewarding.  Much of the game industry is based on the assumption that the players will be playing against one another and not cooperatively.

One of the major innovations of RPGs was that they stressed player cooperation rather than competition.  A fact that many DMs didn't take enough to heart in the early days.  Which brings to mind how important it is to understand what your players expect from a game, and how to set expectations to minimize disappointment if a group has decided to embark on a PvP campaign experience.  After all, who hasn't lost a friend or two over a game of DIPLOMACY due to a breaking of that game's "magic circle" when someone used real world commitments/obligations to shape outcomes in the game.




Which brings me to the point of this post.  Player vs. Player conflict can be great in a game, but "inner party" strife can ruin a game.  If the players of a game are expecting this: 




And they get this as a part of adventure design:


You can end up with some very disappointed players.

I recently had this occur during a recent season of D&D Encounters (The Council of Spiders adventure).  The module is set up so that the characters distrust one another and have conflicting objectives.  To add to the intraparty conflict, WotC released "Treachery" cards that can be used during play.  The treachery cards cause bad things to happen to your fellow players -- or take advantage of bad things already happening to them -- and give you a benefit.  The intention is to create a sense of paranoia and drama.  It's a decent goal, but it can end with disappointed players.

This is due to a couple of reasons:

  1. Player expectations -- Many people play RPGs because they want a collaborative experience where they work with others to achieve objectives.
  2. Mary Sue Syndrome -- The descriptor might sound derogatory.  Don't take it that way.  Many players are playing romanticized versions of themselves.  This is true even when they aren't playing a character who seems remotely like themselves.  Players care about their characters and they want control over them.  When PvP erupts in an RPG it often makes a player feel threatened...and by other players no less.  This can lead "at the table" conflict to leave the magic circle of play and bleed over into real life.  This isn't good, and unless you're playing PARANOIA this is a real risk.  Let me restate this again.  Players play characters again and again because they like them.  If they perceive that character is being directly threatened, they may take it as a slight against themselves.
  3. Most Players Don't Really Suspend Disbelief -- What separates good actors from bad actors?  One trait is the ability of good actors -- even ones who aren't "transformed" in each role -- is there ability to immerse themselves in a role and completely separate themselves from the actions of the character.  Most gamers aren't good actors.  The veil of suspended belief is thin.  They are usually not roleplaying.  They often take "roleplayed" moments more seriously than they should.  As a DM, I have roleplayed NPCs who were jerks to one or more players.  I have often had to go out of my way to let players -- who thought I was beating up on them -- know that it was only the character behaving this way, that I was acting.  This surprises some players as they expect you to do something like say "so and so says" rather than for you to affect a voice and act it out straight.
  4. Metagaming -- Players will use information they don't have against their peers.  Did the Evil High Priest secretly tell player A to plant evidence that player B was a member of an evil cult?  Guess what.  If there has been time between sessions, player B will begin looking for that evidence.  This is true even if player B would have no idea the planting of evidence is occurring.  They will act on player information and be hurt when they are called on it.  Why?  See #3 and #4. Ask me about a Vampire LARP experience regarding this kind of conflict where players teamed up against a storyteller's character -- an Antediluvian Settite -- because characters were acting on player knowledge.   They had a big gathering.  Every vampire in the session knew the guy was a Settite.  Everyone.  Even though his power was to make people do stuff without knowing who told them to or why.  They were supposed to think it was their own idea.  It took some very skilled ad libbing from a co-storyteller to transform the narrative into making this "trial" the key piece of action.  The action was supposed to be around the Prince.  But people didn't want to "hurt" their friends, so they acted on player knowledge and reworked a whole narrative.  It worked.  No one's feelings were hurt, but it was still a mess. 
In my opinion, Player vs. Player conflict can be a powerful narrative tool.  After all, the source of all DRAMA is conflict.  Thing is in player vs. player conflict -- that isn't entirely pre-scripted and then acted out line by line by actors but is actually played -- things can get messy.  They often do get messy.  I would argue that setting up cases of player conflict should be rare.  I might even recommend avoiding them altogether.  You'll have a happier table, even if it is one that misses out on some "dramatic opportunities."

Tuesday, December 11, 2012

MAN OF STEEL -- Does Zack Snyder Get It?

If the most recent trailer for the new Superman film MAN OF STEEL is any indication, the answer is a resounding YES!

I have long argued that Superman is my favorite character because he is the most complex of all superheroes.  He isn't merely the first, he is the most interesting.  He has layers and layers.

To often authors and illustrators focus on what Superman can "do" and not "why" he does it or "what" he needs.  Superman is the living embodiment of the question Aristotle poses his Politics.  In Book One of THE POLITICS, Aristotle writes about man and society: "But he who is unable to live in society, or who has no need because he is sufficient for himself, must be either a beast or a god: he is no part of a state. A social instinct is implanted in all men by nature, and yet he who first founded the state was the greatest of benefactors. For man, when perfected, is the best of animals, but, when separated from law and justice, he is the worst of all; since armed injustice is the more dangerous, and he is equipped at birth with arms, meant to be used by intelligence and virtue, which he may use for the worst ends."

Like all men, Kal-El has the instinct to live within society.  He desires to be a part of humanity.  It is why he has a secret identity at all.  Superman has no need for a secret identity except as a way to connect himself with "The City."  Unlike Spider-Man and Batman, Superman wears no mask in his heroic identity.  He lets the world see him as he is.  But he knows that his superheroic identity can not be a part of society.  Superman is godlike and disconnected.  He would be naturally rejected by the society.  Not out of spite or fear, though some would feel that way, but out of awe.  Yet Kal-El isn't sufficient in himself.  Yes, he can survive the vacuum of space without protection.  He can survive a nuclear explosion and lift mountains, yet he is alone.  He is the "Last Son of Krypton."  He needs society and the only way he can have that is through the creation of the adult Clark Kent.

Without Clark Kent and the merging with society that persona gives Kal-El, he might well become a beast.  The tragedy is that through the creation and maintaining of Clark Kent as a persona, Superman puts those he loves at greater risk.  Spider-Man's adoption of a secret identity is done to protect Aunt May, and with some exception it does exactly that.  Superman's secret identity puts Lois, Lana, Jimmy, and Ma and Pa Kent at greater risk than otherwise.  Since Superman is a public figure, he could spend all his time in the Fortress of Solitude with no private life.  Villains would attack the Fortress and only attack civilians in typically villainous ways.  By having roots in society Kal-El puts those people at risk of being targeted as individuals due to their connection with him.  Yet he needs them to become fulfilled...to be a part of law and justice...to work with intelligence and virtue.

He is a truly tragic figure, and I have always been moved when writers are able to capture that small part of him.  Sadly, too few capture that conflict.  They are too often trapped by looking only at Superman as mythic figure and not as someone with the social instinct.

The new preview shows a Clark that yearns for that connection, but whose powers not only separate him from society but cause him pain.  Imagine Clark -- the child -- who can hear all the sounds of the world at once pounding into his eardrums.  Every conversation, every tear, every rain drop.  How alone he must feel.  The voice over with Ma Kent reflecting this in the trailer is magnificent.



Monday, December 10, 2012

Jackie Chan's ZODIAC --- Okay, Now I'm Interested

Seeing Jackie Chan in the teaser trailer for ZODIAC, I was really worried.  The luge body suit stunts were impressive, but they were also stiffer and less fluid than a typical Jackie stunt.  I wondered how much of his natural grace had been worn down by the various exertions he has put his body through during his career.

After seeing the extended trailer I still may hope that Jackie is able to enjoy a long and well deserved retirement, but I am no longer worried about him going out with a fizzle.


Thursday, December 06, 2012

Enter Colonel Philip Green or... Gary Mitchell? -- STAR TREK: INTO DARKNESS

I'm beginning to wonder if Cumberbatch's character in the upcoming STAR TREK: INTO DARKNESS is either Colonel Philip Green or Gary Mitchell. There has been some talk about how the villain cannot be Gary Mitchell of late, even though the initial leak was that it was Mitchell.

Watching the teaser trailer, I'm torn between whether it is Green or Mitchell and leaning heavily toward Mitchell.  It looks like the crew explores a new planet with strange plants, there is a blond character very reminiscent of Sally Kellerman's character Dr. Elizabeth Dehner, and Cumberbatch does some pretty superhuman feats in the clips below. 



Oh, and you see him wearing a Star Fleet uniform.



If it is Mitchell, I'll be geeking out pretty hard as Where No Man Has Gone Before is possibly my favorite Star Trek episode.





Tuesday, December 04, 2012

Knights of Pen & Paper: Good Idea, but...

As a member of Generation X, I am a fan of "meta" media that is well done.  The initial trailer for the Behold Studios game "Knights of Pen & Paper" makes the game look like it could have been one of those beautiful meta moments.  It looks like a combination of Phoenix Wright with old school "Dragon Warrior," and that would be a beautiful thing indeed.



Reading through the reviews on iTunes, and looking at the in app purchase price schedule, it becomes quickly apparent that this is a game that hopes to have its profits driven by micro-transactions rather than by raw sales.  This is really too bad, as I think that this game might have some traction as a pure single transaction game with expansion purchases to buy updates similar to Ravenmark.



Alas, it seems that was not meant to be. I would have easily paid $7 to $10 for an excellent meta-rpg, but a micro transaction "buy gold" game?  Not so much.