Gamehackery: Attention Economy and Player Engagement

Attention Economy

Our attention -- as a variation of our time -- is a very real commodity that we spend foolishly or wisely, but based on our own values and desires. Everyone has a different set of needs and attention spans. Some of us -- me especially, developed coping mechanisms when we're trying to pay attention to something that isn't holding all of our interest -- we doodle. Doodling doesn't mean I'm not listening or paying attention.

Are you a doodler? Or build towers of dice? Do you fiddle around on your phone? What's the difference?

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Keep in mind that, especially if you're playing 4e, a player can go 15-20 minutes between taking turns, especially at higher levels. That's a long time to sustain interest without resorting to some sort of fiddling or distraction. Even games that play faster -- Savage Worlds, for example -- still can leave a player sitting still a lot of the time.

Think about this way: At a table of 5 players, during combat action each player gets about 20% of the attention & activity -- either acting or being acted upon. Frontline melee guys get a little more, on average, because they soak up more attacks, but still, as a ballpark, 20% is about right. That means that 80% of the time each player is not active.

We don't expect inactive players to drop off the face of the earth -- we hope that they engage enough to pay attention to other players turns, keep up with the action, plan their own next turn, but that might be a lot to ask in some games.

Not yours, of course. Your game is always exciting for everyone. But those other guys, they've got a problem.

Off-turn engagement

So, in that 5 player game, 80% of the time, you're not directly engaged. Sure, it might be good to pay attention to what's going on with everyone else in the scene, but some classes have more reason to do that than others. A healer has to keep an eye on everyone else's health, for example. And some games tend to have longer turns, so longer periods of inactivity between turns.

4e has some design elements that try to improve off-turn engagement by giving the players the ability to take actions when it's not their turn -- a wide variety of opportunity actions and interrupt powers scattered through the powers library are a direct response to that need to keep everyone paying attention.

The side effect of that has been to further slow down the game -- all those interrupt powers an actions keep getting in the way and slowing down the steady march of action.

An alternative is to keep turns fast -- Savage worlds does this. It's a fairly simple system, with very little bookkeeping to worry about, so combat action can move very quickly, and attention has very little time to wander. D&D Next is clearly trying to move in that direction, too. The sacrifice, there is complexity and choice

I'd argue, though, that there aren't just two choices here -- either complex actions with interrupts or simple action with turns that move quickly because the range of choices are limited.

Environmental Engagement

One of the great innovations of 4e is the power system that is behind all classes. It presents a fairly standardized system of character based action choices. Even a first level character has a decent handful of options on any given turn.

An unintended consequence of that system seems to be that we as players have become so focused on the choices we find on our character sheets we stop looking for things that we can do based on the world around our characters.

When we play simpler game systems, if we don't want to boil our game play experience down to taking turns rolling dice and adding up numbers, we need to take the time as DMs to really develop that game environment and help the players find or invent things that they can do with the scenery.

An interesting -- and troubling -- phenomenon at my game tables has been the growing lack of interest my players have in the "boxed text" -- especially when we're playing 4e and it's the transitional information between scenes. Because 4e has trained them to look for all of the answers in their character sheets -- and taught them that the encounters are what matters, not the connecting information -- the players don't have a compelling reason to do the emotional work of listening to what the DM is saying and imagining the scene themselves.

To turn that around is going to take some concerted efforts where description and detail are concerned. The exercise of playing a "theater of the mind" game is really about trying to get back to a play style where that description and scene detail is important. I'd encourage everyone, even those of us who are dedicated to maps and minis, to try running a few scenes without the props -- and don't do it only with easy scenes.

When you take the maps and minis away, you put yourself back in a position where you need to rely on description and detail to paint vivid pictures in the minds of your players. These are skills some of us need to dust off and revive.

Group Engagement vs Individual Engagement

There's an interesting side effect of relying on that kind of imagination and detail. When a player's choices and leverage on the game world is based on the options presented in his character sheet, that engagement is individual. The player reads through his options, ignoring what's going on with everyone else, rereading powers and abilities looking for the option that has what he needs.

But when we look for options and choices in the environment, we're engaging in the shared imagination of the group -- players and engaged with each other, not on their own.

Imagine two musicians. One knows that he needs to play a particular phrase, and watches his conductor for the cue to come in and play his part. The other, playing in an improvisational jazz band, has to be listening to the action going on around him -- listening to what the other members of the band are doing so that he can build on top of the variations they've been coming up with. That improvisational player is paying very close attention, especially when he's not playing -- really appreciating what the other members of the band are doing.

So, we need to strive to run those sorts of games -- games that play a bit more like jazz, and a bit less like musical piecework. And the payoff is fewer players burined in their character sheets, their dice towers, their doodles -- and their phones.

Next week, we'll look at some tips and tricks for trying to build engaging scenery for your players to chew their way through.
 

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The soon-to-be-released Atomic Robo RPG (and, by extension, the underlying FATE engine) has some mechanics that help with this.

First off, task resolution is pretty quick - the number of available modifiers is typically small, and there's usually just one quick die roll to see how well you do.

The other big thing is the source of that small number of modifiers. Everything in the game has "Aspects" - other PCs, NPCs, the area you're in, the organizations you may work for, and even the adventure as a whole - and it is by creative interaction with those aspects that the players generate the bonuses they want. For example, if the PCs are in a room with the aspect "warehouse full of crates", they may be able to create an advantage for themselves (like, say, "fallen, busted-up crates") that they can then use to slow down enemy progress.

The big point here is that the bonus isn't simply on the character sheet, it is found in interaction with the story or scene elements. So, it pays to stay awake, alert, attentive, and thinking at all times.
 

This is one of the things I look at, because while most games will give the opportunity for equal screen time, the period between screen times can be an issue. Unfortunately, 4e's solution of adding "off-turn" actions meant that I had a lot of triggered reactions that were missed, as my attention was already lost.

This isn't a problem for some, of course, but for me (and others in the same boat), 4e might not be the best game.

Savage Worlds is one of my favorites. Mutants and Masterminds is another of my favorites.

EDIT: I posted prematurely, due to having to drive somewhere.

Those two games, as well as a few others I've played, seem to do a good job of speeding up turns so that the period between screen times is minimized.

I used to look for "rules light" games, thinking that it was rules complexity that was the problem, but I've learned that it has less to do with the complexity of the rules and more to do with the pace of action resolution. Tactically heavy games tend to run too slowly, from a pace of action resolution point of view, for my tastes.
 
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Very good points raised. I've been trying for years to re-train my players to not look at their character sheets, for precisely the reasons brought up.

It's an ongoing battle (but the Next playtest--especially the first packet--helped somewhat).
 

The soon-to-be-released Atomic Robo RPG (and, by extension, the underlying FATE engine) has some mechanics that help with this.

Savage Worlds is one of my favorites. Mutants and Masterminds is another of my favorites.


I'm a fan of both FATE and Savage Worlds, and these are some of the reasons -- but I don't get many opportunities to play (much less run an extended campaign), since our group is fairly D&D-focused. I end up really looking forward to cons and other opportunities to try out these other systems. And to use these other games for inspiration for house rules and other weirdness. So far, the most successful thing we've tried is the Fiasco-based PC relationship thing I mentioned in a column a few weeks back.

-rg
 

This is something you touched on in reference to getting 20% of the attention in a 5 player game.

I've long had the theory that players have a tolerance for waiting for about 5 "other player" actions before their turn. This is one reason many simple games top out at 6 players. More than that, and one of the obvious drags on game-fun is "waiting for my turn" starts to feel interminable.

I'd seen a variation of this pattern in a D&D session where my friends from MN were all in town in Austin. We drove 3 hours to meet them, where they were already in progress. We got slid in as a cut scene in another part of the castle with our fighter-type characters. We'd get one encounter of attention, which we completed for 4 characters (2 players, a PC and henchman pair each) in about 15 minutes (as in killing the giants in the room). Then we'd nap for an hour while the pokey party got through their one encounter of giants).

to sum up, our local play-style was combat centric and focussed on speedy resolution. Theirs was focussed on planning out the best spell load-out for buffs and such to take out the next encounter. We basically buzzed through monsters, while they were actually more lethal (more damage dealt), they took forever to resolve.

I've also seen where battlemats helps speed up game play. When player fatigue sets in, they stop paying attention. The mat, helps snap their focus on what's going on (see monsters, move to one, and kill it). Rather than repeatedly asking the GM for a description of what's where and such before declaring an action.

I don't discredit the "not using the game world to get creative" problem, but I don't play 4e, so I don't see the "if it ain't on my sheet, I can't do it" syndrome as bad.

I think a battlemat helps. But I also think every room (aka Encounter) should be shaped and populated with objects to open up possibilities. Ledges, tables, ropes holding chandeliers, etc. It is so easy to forget to do that, and just draw another rectangle with 2 doors on the mat.
 

But I also think every room (aka Encounter) should be shaped and populated with objects to open up possibilities. Ledges, tables, ropes holding chandeliers, etc. It is so easy to forget to do that, and just draw another rectangle with 2 doors on the mat.

It is not enough to have them present in the scene. The players must be made aware that you have some sort of reliable, largely predictable mechanic for using them. If they look at their sheet, they can get an idea of how likely they are to succeed with any of the possibilities available on it. Unless it is part of the mechanic, they are on shaky ground when they interact with terrain, and will tend to go for the predictable, instead of the cinematic.
 

It is not enough to have them present in the scene. The players must be made aware that you have some sort of reliable, largely predictable mechanic for using them. If they look at their sheet, they can get an idea of how likely they are to succeed with any of the possibilities available on it. Unless it is part of the mechanic, they are on shaky ground when they interact with terrain, and will tend to go for the predictable, instead of the cinematic.

I think this is a really good point -- especially given the way 4e has empowered players with a very complete, dependable rules system.

Our group played 4e exclusively from back when we were playtesters until just a few months ago when we started using the Next rules.

We tend towards combat-centric, and 4e suited that play style very well. It was also terrific for players who like to build characters the way car nuts build hot rods -- always testing and tweaking to try to find the absolute best combination of parts and tuning to get the best performance.

D&DN is moving away from that and towards a much more DM dependent system -- players need to find out if they can do something from the DM, not the rules. I'm okay with that, but it's a big shift.

-rg
 

D&DN is moving away from that and towards a much more DM dependent system -- players need to find out if they can do something from the DM, not the rules. I'm okay with that, but it's a big shift.

In terms of creative interaction with the environment, I'm not sure there's really that much of a shift.

Say there's a tavern brawl starting, and there's a big kettle of stew over the fire. Does 4e tell you what you can do with that pot any more than 3e or previous editions? I don't think so - it's pretty much GM adjudication in any edition.
 

In terms of creative interaction with the environment, I'm not sure there's really that much of a shift.

Say there's a tavern brawl starting, and there's a big kettle of stew over the fire. Does 4e tell you what you can do with that pot any more than 3e or previous editions? I don't think so - it's pretty much GM adjudication in any edition.

That's true, although 4e had "Page 42" -- the handy crutch table in the DMG to help a DM make his determination. Other versions have similar guidelines, more or less useful.

There are some very real differences, though. As a DM in 4e I found myself doing things for encounters like actually creating power cards for things like a pot of stew over the fire -- call it an expendable power usable by anyone adjacent to the fire. I'd have made up cards and everything.

The down side of that is that the DM ends up having to do a lot of prep. And the players don't have a lot of agency -- just a piece of scenery they can use.

-rg
 

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