Dear Yehuda,
I've been meaning to
engage you in a discussion on your views on games for a while now,
since at least the time you posted the interesting proposal to have
videogames share their rules with the players (perfectly possible and perfectly
sensible, by the way). In this case, I began to write a reply in your
comments but it radically became an uncontrollable ramble, so I have
moved it here. Perhaps I can interest you in a brief exchange of
perspectives?
In your piece, Watching
vs Performing vs Mastering, you say there are two distinct
aspects to boardgaming:
These
are: luck and strategy. Passive and active entertainment. Watching
and performing.
I'm going to raise some
points of dispute here, and it comes from two sources. Firstly, your
reducing on the one hand alea (games of chance) to passive or
watching, which in my estimation undersells this form of play
radically; and on the other hand, the characterisation of active
entertainment/performing as being strategic - which reads to
me as picking out one particular activity over others.
Ultimately, we're going to
accord in your conclusion of different players enjoying different
things, so really this is just my nitpicking of minutiae in the hope
that something I offer is interesting!
1. Are games of chance
passive?
You want to make the claim
here that a game of pure chance (Caillois' alea) is passive, and can
be compared to watching a movie. I believe you are phenomenologically
mistaken here. I can well believe that for you this claim is true,
but this does not describe this kind of play universally for other
people. The participant in a game of chance is psychologically
invested in a play-activity which for them has agency (albeit, in an
apparently illusory fashion). The throw of the dice is their
action. It does not involve any calculation or decision (i.e. it
does not involve deploying the orbito-frontal cortex), but it is
still worlds apart from the pure mimicry of theatre, film and book
storytelling, in which the participant has no action or agency at all.
You can see this clearly
in role-playing games. The player recalling a good session does not
recount the actions of their character as if they were recounting a
story they read, they recount the actions of themselves
in the fictional world – and the die rolling is as much a part of
this experience of ownership over the outcome as the decision making.
For many players, it is more important. This is not a form of passive
entertainment at all – one is taking the action and discovering the
unknown outcome for oneself. Similarly, if you think the player of a
lottery scratchcard is enjoying passive entertainment I encourage you
to look more closely!
The same, I will claim, is
true of the role of chance in boardgames and card games. Yes, I'll
grant you, that there is a distinction to be made here between the
enjoyment of the ebb and flow of chance and deliberative play, but I
cannot endorse “passive” as characteristic of the former. To
describe the compulsive gambler as addicted to a passive
entertainment is a very strange claim indeed!
2. Is all active
entertainment strategic?
I also find troubling your
suggestion that the “active” aspect of boardgames can be
understood as expressly strategic. I'll try and put aside the
fact that I use strategic as one of many in a suite of terms for
player skills, and focus on how you deploy the word: as a description
of the act of decision making (or calculation) within a game i.e. the
action of the orbito-frontal cortex, which I term the decision centre
in virtue of its key cognitive function.
You write:
When
you're called upon to think or make a decision, you are enjoying
active entertainment. There are different levels of active
entertainment, from the simple (trivia: do I know it or not?) to the
complex (how do I get my battalion to that base?). Regardless of
complexity, you can rank better or worse players, and most of the
time you can work to improve yourself.
So you distinguish here
between (say) trivia and the decisions of a strategy game. But wait
one moment – should you really be conflating trivia with
decision-oriented play? Trivia is a form of memory play, like the
game Memory and its ilk, although one based on one's long-term
aggregation of information rather than short or mid-term memory. You
call this simple – and in terms of decisions it surely is simple,
it doesn't involve the decision centre at all except, perhaps, when
judging between competing memory fragments. But I would suggest that
it shouldn't be considered under the framework of decisions at all.
(I'll certainly bet the hypothalamus is the main activated brain
region in trivia games, not the orbito-frontal cortex).
Neither is the only aspect
of boardgame play which is essentially decisionless, or at least,
for which decisions play a lesser role. PitchCar is based on a
physical skill, for instance, although one might object in this case
that there is a decision element in that one can attempt clever moves
on the track. But take Jenga or even KerPlunk – yes,
there may be a decision (which block or stick do I remove?) but it's
a miserly take on all these games to suggest that this is what the
play is about for the players. It in effect ignores the physical
dexterity element of these games to characterise their play as being
“strategic”.
And so too with Pictionary
or Oddles of Doodles, and
here the required skill has changed in character quite considerably,
as the ability generating play here is that of communicating with the
other player(s) via pictures rather than words. This requires more
than just decision making skills, it requires an ability to
conceptualize the other player's mental framework sufficiently in
order to determine the best way to get an idea across to them.
Decisions are involved in this, certainly, but characterizing those
decisions as “strategic” seems to miss what is interesting about
them.
Concluding
Remarks
I
write these challenges to your piece in the full knowledge that your
ideas were not meant as a grand theory, but rather an exposition inspired by
your thoughts on various matters relating to boardgames. I hope you
will take this exploration in the spirit it was
intended, as a stepping point to perhaps expand both your and my own future thinking
in this regard.
We
are in agreement that there are different forces at work in play,
which result in players enjoying different activities. Also, I agree
with you (in respect of the latter half of your piece) that it is
unfair to cRPGs to suggest there is not a skill element to be
mastered. Indeed, part of the appeal of the very form for its
staunchest adherents seems to lie in the player's systematic tackling
of the vast array of questions relating to the efficient options for
advancement. That it is possible to substitute mere quantity of time
for this kind of problem-solving in order to progress is one of the
great strengths of
this form of game. Would that other games had this safety net in
place to help the “amateur” or new player from getting stuck!
You
are and remain my favourite commentator on the subject of boardgames,
and I continue to enjoy your blog for the unique perspective it
brings to bear on the subject.
Sincerely,
Chris
Only a Game