The previous post was mentioned on RPG Theory Review. Always warms my heart when it happens. I’ve noticed the blog wasn’t updated recently, and I hope it will soon be updated once more.
Not that I’m in any position to complain, seeing as my last post was back in July 07. I’ll try to write some posts these coming months, even if I’ll take a break afterwards, I have several post ideas written down (and have had for a while, the problem is actually writing them down).
I am looking for people to write articles for this post, especially those who design competitive or seemingly competitive games, which also have story. I am especially interested in writing about the interactions between Story and Competition in the game, and how that interaction had shaped the direction of the rules and game-play.
And now we will get to today’s topic. Today’s post was inspired by this thread on Story-Games, “Hardcore Gamism and Dysfunction Within the Big “G”", where Jonathan Walton recounts discussions with Eric Pinnick, and also references an article by David Sirlin.
I did not read that thread fully, and as such, this post is merely inspired by it. Some points I make have already been made on the thread, but the overall conclusion seems to have not been made there.
(Edit: People suggested I add my conclusion up top, to clarify things: I posit that it is better for a group to find a game they can agree to play, as it is, without the need to add handicaps to it. Adding handicaps as opposed to finding a game where the gameplay will be the same, but without the need to add those handicaps, will only trouble those players who are extremely focused on competition, at all costs)
So you have a competitive game, one where you compete with others. There are often more powerful techniques, ones that if you’re not aware of or not familiar enough with, you will have trouble countering and will probably lose to, there are some games where there is nothing you can do to counter, we will discuss those harsher games later.
Two weeks ago I was visiting my cousin, and we were playing Tekken 5. I play the game two or three times a year, always when I visit him, whereas he has the game in his room and has been playing it extensively. There are several characters with a move that takes a long time to charge (meaning you can smack them before they can set it off), but if that strike connects it takes out roughly 3/4ths of your health bar. My cousin used these constantly, and the game stopped being fun for me, so I told him to stop using these moves.
There is a very important question, laying behind the issue of handicaps (I think I may have assumed you’ve read at least Jonathan’s series of original posts on the inspiring thread, forgive me). What do you find fun, and when we move into the realm of Story/Roleplaying games, what does the group find fun; and then, what sort of balance you seek, or at least find acceptable.
If for you, playing the game is fun, things that cut the game short, or stop you from playing, will make the game less fun. Magic: the Gathering combos where the player wins on his first turn, do not let the opponent do anything, and stop them from having fun. When I began playing Magic (back in 1996 or so), I had a deck with 160 cards, I then went down to 120 cards, 80 cards, and eventually to the 60( and rarely 64 card) decks. I’ve played with people who were much better players than me, they had much better decks than me, and I’ve lost. I’ve always said that you learn more from losing in Magic than you do from winning. I’ve played, I’ve lost, I’ve learned, and I’ve had fun.
However, had I constantly played against players who would’ve won before I had the chance to do anything, or anything more than draw a card and play a land, I would not have studied what worked and what didn’t (except the opponent’s combo, that it works), and I would not have had fun.
There’s a reason Wizards of the Coast handicaps certain decks; some are considered “too tough”, and we’ll address the issue later, but some, simply don’t let the other player do anything, it stops being a game of competition between two players; one plays a solo game that the other is all but unable to affect.
If what I care for is the playing, the adversity, I will be having more fun if I play with someone on my level, or someone that is acting on my level. How much adversity do you get from stepping on a slug? How much adversity do you feel like you’re providing when someone is stepping on you as a slug?
I cannot prove it, but I’ve always felt that while sprinting, both people get the best results if they’re nearly evenly matched. When you’re far ahead of someone you don’t step on the gas fully, and when someone is already 20 meters ahead of you (on up to 100 meter runs), you give up.
But do we not also get a good feeling, simply from winning? I feel good when I win, even if it’s playing Magic against my ten year old cousin. Winning feels good.
And so, most of the above was talking about reasons to employ handicaps, but there is, as always, the other side. I will discuss this other side in more detail shortly, but first I’ll talk about the Social Contract, the reasons and methods that this will work out in a group, specifically one where the games also involve role-playing/story-telling. After discussing the other side, the anti-handicap side, I think I’ll return to the group-play once more.
I am going to make an assumption, but I will make it explicitly, and I believe it is an agreeable one; we play games to have fun. It is our explicit goal. Different people find different things fun, and find them to be fun to a different degree (look at Mo‘s Sockets idea). We can try and maximize the whole group’s fun, by creating a formula where we look for a maximum value on the output, and then decide what values to use based on it. Of course, we don’t actually do it in such a codified manner, and furthermore, each player may require there to be a minimum value to certain variables (combat, story, immersion; Mo’s sockets again provide useful terms), and each player requires themselves to have a minimal fun factor for them to keep playing.
As such, we try to reach the maximized value of collective fun, that we can, and can maintain.
This is especially important with competitive games, where one player’s fun may come at the expanse of another’s. This is even more important in competitive story games (our blog’s focus, we’re getting there!), where this is not considered the norm, and many people consider it to be antithetical to what they are trying to get out of the game. Handicaps as we will shortly see also infringe on the fun of some competitive players, while they may feel required for the non-competitive players; some may require that competition will not harm the ‘value’ of the story, and that things be carried out mainly for reasons driven and benefiting the story, rather than the competition, reasons that revolve around who will ‘win’ or advance the most.
To the highly competitive player though, handicaps are anathema, they diminish from the competitive game. Let us take Eric and myself, as an example (Eric, if I’ve misread you, I apologize): If I play a perfect competitive game (perfect means, “I think it’s perfect”), I’m happier than if I’m playing a perfect non-competitive game. If I play a non-perfect competitive game, I’ll have more fun playing a non-perfect non-competitive game. I am much more invested when playing a competitive game. I am much more invested in the mechanics. I am much more troubled by something which does not let me play out, not to my strengths, but to the full extent of the game’s system.
Handicaps are extraneous, they come from outside and limit you, within the game. Look at Chess, no one considers the fact that you are not allowed to simply remove an opponent’s piece from the board a handicap, but not being able to use a certain move in Tekken, one that the game’s engine, technically, lets you play, because a certain group said so, is a handicap.
And this ties back to the social contract issue. After you’ve selected a game, setting up handicaps in order to maintain the fun of the rest of the group, in order to maintain an overall high level of fun, is too late. The highly competitive player is already suffering, and many of the reasons are explained elsewhere (the opponent is too weak, too unskilled, values “X” over competition which is what matters…).
The solution, if the competitive player is so troubled by handicaps, and the non-competitive player is so troubled by the lack of handicaps in games which he perceives to need them, seems quite simple to me: the choice of adding handicaps or how to resolve the social contract issues after the game is chosen is too late, as I’ve said before, the choice must be made before the game is chosen – the choice is the choice of which game is chosen. The game must fit the desires and needs of the different players as it is now, before any changes, any handicaps, are applied to it.
This is a challenge to the game designers. Though I, and many self-pronounced “Competitive designers” are seeking to create games that are handicap-less, and quite possibly such that non-competitive players will deem are in (dire) need of handicaps, perhaps we also need, for different crowds, and in order to effect the rise of competition in Story Games, games which are without handicaps, but where the extreme parameters are such that other, less competitive people, will not feel the need to limit them (Magic without combos, or without combos that kill before turn 4-5, where many creature decks can win as well).
There need to be games across the spectrum, games with enough competition, but where people, or different people, will not see the need to add handicaps. Once we add handicaps, we’ve already got the competitive players disgruntled, and the non-competitive players? They may have been happier playing non-competitive games to begin with (though there are also spectrum players; I enjoyed Tekken’s competitive nature, once the “killer blows” were removed).
Spectrum. Variety. There must be enough games to choose from, and you need to choose the fitting game, that too, or perhaps that especially, is a critical part of competitive games’ game-play, on the social level.
 I will leave my problems with the title alone, as they will not contribute to the actual discussion at hand, and will yield meager returns for the energy this discussion will consume. I do want to note that I dislike the title though.
 This is why this blog is here.