My Photo

Or Our First Book...

Blog powered by TypePad

« I Want To... | Main | Riddles of Difficulty »

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/services/trackback/6a00d83452030269e200d8345bb0f869e2

Listed below are links to weblogs that reference The Rituals of Alea:

» Two interesting posts at Only a Game from Raph's Website
The Rituals of Alea and A Game Design Grammar. Just noting them, really. I think chance and randomness are incredibly important in games, but that they only do more than teach probability when they exist within a larger context; and that theres... [Read More]

» Randomness can improve your game design from Casual Game Design
Chris Bateman has written an article that has completely changed my opinion of randomness in games. I always thought that a well-designed game would forego any random elements, but Chris has convinced me that good game design can mean designing random... [Read More]

Comments

The darkest period in the formulation of my storytelling style had no failure other than narrative dead ends. The first session I put chance based failure back into the system was extraordinarily rewarding.

Unlike the harsh critical failure system in RPG's of old, I made the result of criticals match the effort being expended during the attempt, therefore not all failure are lethal. Some of our favorite stories to date revolve around cascades of critical rolls during crucial moments. Some of the most emotional moments of play are when criticals result in the loss of an NPC.

The bit about the moment of potential in sports sounds like a passage in /Infinite Jest/ -- is that what you were thinking of?

I think what the digital eel folks did with "STRANGE ADVENTURES IN INFINITE SPACE" (http://www.digital-eel.com/sais/) is a great example of how they successfully used alea to create a fun game that can be played over and over and over again.

Greay: I've never read Infinite Jest, so I doubt that's it. Thanks for the suggestion all the same.

Jos: I love Strange Adventures in Infinite Space! I'm very much looking forward to playing the sequel some time soon.

"The global video games industry has around $28,000 million turnover, whereas the global gambling industry is worth a staggering $1,098,000 million, forty times as much."

Of course, the important fact here is that gambling can potentially make you very wealthy. If playing a video game meant you might win several million dollars, video games might be able to compete with the gambling industry.

"...and if denying game literate players their control freak needs creates new types of game then I say it's worth it."

Personally, I despise playing games on the timetable of some control-freak developer who enjoys nothing more than forcing a player to sit at their game without interruptions. Perhaps if developers catered to these "control-freak" players with the AUDACITY to want to be able to quit at a moment's notice, the industry could grow beyond 14 year olds who don't have anything else to attend to in their lives.

"The rituals of alea have such universal appeal because they are absolutely fair. In a game of pure agon, whomever is more skilled will win every time (all things being equal), but in a game of pure alea anyone can win, regardless of who they are, or what their skills might be."

I don't think I would call that "fair" so much as "indiscriminate." It is the games of pure agon that are entirely fair, because the outcome is entirely based upon the player's input, and not a string of lucky or unlucky random number generators.

James: you know I believe the player should be able to save & quit at any time, right? What's at task is the capacity to *reload* earlier saves (or even to have earlier saves), not the freedom to quit, which we are all in agreement about.

As an aside, I don't think there's much evidence that intractible save schemes (no matter how annoying) block uptake of games - rather, an excessive focus on adolescent male power fantasies seems to be a bigger culprit in this regard.

As for "fairness", I would definitely say that pure alea is truly fair - everyone has an equal chance of winning. This is never true in any game of agon. Yes, you can also call this "indiscriminate" - this is the sense in which I am using 'fair' in this case. To achieve fairness (in the same sense) in games of agon requires handicapping systems of enormous and intractible complexity.

There is, of course, another sense in which fair can be used - which is the sense in which a game of pure agon eliminates all elements of alea in order to be a "true test of ability." But I rarely use 'fair' in this context, because many such contests would not be very fair... For instance, a boxing match between you and a world champion boxer could be a genuine pure test of agon - but I wouldn't necessarily consider it a fair fight. :)

As ever, language is a tricky beast - especially with words like 'fair' which have upwards of a dozen different meanings! :)

I'm really enjoying your essays, largely because I disagree with so many of them intellectually.

For example, "a series of interesting choices" doesn't write off luck - you can choose between a lower, assured payoff or a higher, risky payoff. That's an interesting choice, and has luck in it!

I do agree about save games (especially insta-saves), to the point where I wrote an extremely long essay about the philosophy of save games. I won't go into that here, but it leads nicely into the most important point:

Complexity = randomness

When you play a game, your skill does matter. But a large portion of your initial success is luck. You don't know where the enemies will be, or what supplies are available. Maybe you'll win, maybe you'll lose, usually you'll win with some level of damage.

This is A GAMBLE. It is luck, weighed with skill as the designer sees fit.

For most games, the more you play through it, the more familiar you get with it and the less luck it contains.

Functionally, the only difference between a game of Strange Adventures and a level in another game is that the fifteenth time through Strange Adventures, you'll still be feeling the bite of luck, whereas the fifteenth time through a particular level in another game, you'll have no surprises left.

I have some very detailed theory on this which I won't go into here. The important thing to remember is that the first time through, it doesn't matter whether a game is randomized or not. Functionally, all games are, at least for the first playthrough. :)

Salen and Zimmerman's game design theory holds alea based games as one of their major schemas, and uncertainty, at least over the outcome, as the basis of meaningful play. I happen to subscribe to their thesis, and it scales out half-neatly to my greater worldview; to my understanding weighted randomness is essentail to life itself. The only principle I live my is the uncertainty principle, and I'd like to express this in my game designs as much as possible.

Its no secret that the Erasmatron is inherently deterministic in its design. I actually petitioned Mr. Crawford back in March to include random seed values in the inclination formulas, or to allow verbs to have uncertainty weights included. He disagreed with the benifit of randomness, on the grounds that Etron storyworlds are plenty complex enough, and randomness would make balancing neigh impossible. So for now I'm resigned to a fate of deterministic design, at least for the next six months or so. However, I'm fairly sure that fuzzy sets and probablistic weights will provide invaluable techniques for dynamic content creation and adaptive gameplay.

I think the best system I have ever seen for fixed save points in game but something that will also allow you to quit at any time was actually a hardware thing, Im talking of course about the PSPs ability to suspend game state. Why is there not more game software desgined like this? You can quit whenever you want and it will restart at the point of quitting not at your last forced save point? Seems like the best of both to me.

Skips: thanks for the comment! This sort of "suspend to disk" function hasn't been technically viable until recently - especially on handhelds. I think we will see much more of this in the future.

Best wishes!

Verify your Comment

Previewing your Comment

This is only a preview. Your comment has not yet been posted.

Working...
Your comment could not be posted. Error type:
Your comment has been posted. Post another comment

The letters and numbers you entered did not match the image. Please try again.

As a final step before posting your comment, enter the letters and numbers you see in the image below. This prevents automated programs from posting comments.

Having trouble reading this image? View an alternate.

Working...

Post a comment