Dethklok
First Post
No, the job of both game designers and GMs is to facilitate fun. Equality is a non-issue.The job of a game designer, or a GM, is not to enforce equality of outcomes, but equality of opportunities.
No, the job of both game designers and GMs is to facilitate fun. Equality is a non-issue.The job of a game designer, or a GM, is not to enforce equality of outcomes, but equality of opportunities.
I will concede your statements to an extent; given that a subgenre of games exist, there are a small percentage of players who enjoy losing due to factors entirely outside of their control.No, the job of both game designers and GMs is to facilitate fun. Equality is a non-issue.
Thank you for clarifying; in hindsight, I could have doubled the verbiage and increased the conciseness of my posts.I think that what Random Bystander is getting at is that a power gamer is going to have ample opportunity for an enjoyment in a fair system without needing to also have obvious best choices and trap choices. And I think Johnny3D3D is right about the choices needing to be meaningful.
Every time you put together a puzzle, there will be choices regarding where a piece might go. Yet, in a conventional puzzle, there is only one choice even allowed. The fun comes not from knowing where the pieces go, but from figuring out where they go, and looking with satisfaction on the finished product.I believe choices should be choices. If one choice is always right, what is the point to the other choices?
It would seem, if a game is so constructed without explicit "best choices", the power-gamer has the freedom to explore the finished piece, and find those which co-operate well. Whereas if the "best choices" are explicit, the power-gamer is locked into pre-constructed frameworks that the game designer has laid out for them. Thus, in the first case, they are free to explore the "map" that is the game rules, and find the nuggets that lie within, while in the second, many choices that would otherwise be valid have been blocked off. So the conclusion would seem to be the same; that even in a game designed for power-gaming, the best design is one which is not explicitly designed for power-gaming.Every time you put together a puzzle, there will be choices regarding where a piece might go. Yet, in a conventional puzzle, there is only one choice even allowed. The fun comes not from knowing where the pieces go, but from figuring out where they go, and looking with satisfaction on the finished product.
As an outsider to the powergaming phenomenon looking in, I cannot understand it intuitively. Yet, I do know that when I write a novel, or draw a picture, or design a game, the sense of listening to the work is crucial. One has to truly feel the lines of a drawing, to feel the characters in a story, to feel the flow and integration of the rules in a game. Mediocre artists do not understand this. But the creative process comes at each moment from considering the wide open space, that infinity of possibilities, and identifying from these a change or addition that the work of art needs.
And I do not see that the pleasure of powergaming must be unreachaby foreign to this process. Of course, the space is much reduced, from the infinity of possibility to what exists in the confines of a single finished game. But only by fully exploring it, by digging one's hands into the raw ore, can one pull out those gems that will allow one to defeat all others. There need not be only one such gem; there can be many. But it appears to me that finding them, knowing them, and applying them in order to defeat obstacles and win prestige is part of the challenge and the skill of powergaming.
Every time you put together a puzzle, there will be choices regarding where a piece might go. Yet, in a conventional puzzle, there is only one choice even allowed. The fun comes not from knowing where the pieces go, but from figuring out where they go, and looking with satisfaction on the finished product.
As an outsider to the powergaming phenomenon looking in, I cannot understand it intuitively. Yet, I do know that when I write a novel, or draw a picture, or design a game, the sense of listening to the work is crucial. One has to truly feel the lines of a drawing, to feel the characters in a story, to feel the flow and integration of the rules in a game. Mediocre artists do not understand this. But the creative process comes at each moment from considering the wide open space, that infinity of possibilities, and identifying from these a change or addition that the work of art needs.
And I do not see that the pleasure of powergaming must be unreachaby foreign to this process. Of course, the space is much reduced, from the infinity of possibility to what exists in the confines of a single finished game. But only by fully exploring it, by digging one's hands into the raw ore, can one pull out those gems that will allow one to defeat all others. There need not be only one such gem; there can be many. But it appears to me that finding them, knowing them, and applying them in order to defeat obstacles and win prestige is part of the challenge and the skill of powergaming.
Either I'm not understanding you, or you are implying that, when an imbalanced game is designed, the designers will explicitly state which powers or abilities they believe are imbalanced. Although I don't have a fixed opinion on the matter, the point I am trying to raise is that a designer could make a game with minor imbalances, not point them out (and not even be aware of them), and that such a game would be more fun for powergamers than a carefully balanced game.It would seem, if a game is so constructed without explicit "best choices", the power-gamer has the freedom to explore the finished piece, and find those which co-operate well. Whereas if the "best choices" are explicit, the power-gamer is locked into pre-constructed frameworks that the game designer has laid out for them. Thus, in the first case, they are free to explore the "map" that is the game rules, and find the nuggets that lie within, while in the second, many choices that would otherwise be valid have been blocked off. So the conclusion would seem to be the same; that even in a game designed for power-gaming, the best design is one which is not explicitly designed for power-gaming.
It seems we misunderstood each other, and are actually in agreement. A game should not be build with imbalances, but even a balanced game will have choices that work better than others, at least for the variety of play a particular person might want.Either I'm not understanding you, or you are implying that, when an imbalanced game is designed, the designers will explicitly state which powers or abilities they believe are imbalanced. Although I don't have a fixed opinion on the matter, the point I am trying to raise is that a designer could make a game with minor imbalances, not point them out (and not even be aware of them), and that such a game would be more fun for powergamers than a carefully balanced game.
I think if you look at video and computer games, you will find hordes of powergamers merrily exploiting the most game-breaking and aesthetically bankrupt strategies for the sake of victory. Some of you may be aware that the text of the Alpha version of Magic: The Gathering's timewalk originally read "opponent loses next turn," and had to be changed to "take another turn after this one" to prevent people using it and claiming suddenly that they won. At one point, regarding a video game, I accused another player of being so venal that he would be happy to push a button labelled "win" in order to win, and his response was that of course he would; why wouldn't I do the same?
I am not overly concerned with game balance as a player; as long as my choices don't feel useless, I can have fun. But powergamers appear drawn to the imbalances that they can learn about and exploit - and all gamers find interest in discussing these imbalances and whether there are workarounds, or whether changes are needed to resolve the imbalance. I suspect that the most popular RPGs would never have been so popular if they had been perfectly balanced.