The Alexandrian

Posts tagged ‘thought of the day’

While some ivory scraps can be scavenged from the tusks of beasts, most ivory is mined. In an age long lost, behemoths trampled the land beneath feet which could crush the metropoli of this modern era. Their cylcopean corpses, buried now in vast elephantine graveyards beneath the surface of the earth, have left behind vast deposits of ivory.

The mines themselves are fantastical, but so are the crafts which this mined ivory allows. In the real world, one cannot find slabs of ivory as tall as a man (or taller). One cannot pave royal throne rooms with it. One cannot carve life-size statues from it. Nor can one marvel at the Ivory Palaces of the Seven Island Caliphates.

Video games are the only medium in which longer length became an inherent selling point. Is it any wonder that even their best narratives are generally bloated, flaccid, and poorly paced? And then combined with bland, repetitive grinding gameplay activities?

You can see a similar pattern in the serialized novels of the 19th century: When authors are paid by the word, they have an incentive to produce more words. But this impulse, at least, was counteracted by the fact that their readers still wanted a good story and weren’t particularly concerned with length.

Only in video games do you see media consumers focusing on length-of-play as an important feature in and of itself.

A couple years ago I thought this trend might actually be reversing itself as Final Fantasy XIII came under criticism for being too long. But it doesn’t seem to be sticking yet.

How much should a single character be allowed to accomplish in 1 turn?

What you’re looking for is a sweet spot.

On one end of the spectrum, you have: “That guy is able to do way too much before I get another turn.” (Munchkin Quest suffers from this, as described and fixed in my house rules.)

On the other end of the spectrum, you have: “I’m not able to do anything interesting this turn.” (Imagine a game of Monopoly in which you could either roll the dice to move or buy the property you landed on, but not both. The balance would not be appreciably altered, but I suspect the game would suffer nontheless.)

The reason games use interrupt actions — such as attacks of opportunity — is to widen the tolerance of the sweet spot: It allows you to design turns that are long/large enough to maximize the potential for “I can do something fun with my turn” while simultaneously preventing the “why can’t I do anything to stop him from that long sequence of actions?” problem.

The disadvantage of interrupt actions, however, is the complexity which arises from tracking the triggers which allow those interrupts to be used. (Attacks of Opportunity in 3rd Edition gave you a single interrupt action, but had a very lengthy list of possible triggers. Swift actions were later added to the game, giving you a plethora of interrupt actions to choose from; but these almost universally had the trigger of “whenever you want to do it”, which is very easy to keep track of. 4th Edition simplified the list of triggers for Attacks of Opportunity, but drastically increased the number of different interrupt actions in the game and gave most of them different triggering conditions — thus radically increasing the complexity of the game.)

THOUGHT EXPERIMENT: Imagine a 3E-style combat system in which every character gets a single standard action each turn. In addition, they have a single interrupt action which they can use at any time. (For example, to hit someone running past them or trying to run away from them.)

(If you wanted to keep full actions, you could allow them to be taken by any character using their interrupt action on their turn.)

The point is that you don’t define any trigger conditions for those interrupts: You don’t need to keep track of them (or try to avoid doing them). You simply use them whenever you want to and can do whatever you want with them. Theoretically, this would give you the flexibility to respond to actions on the battlefield as you choose, without the difficulty of trying to keep in mind all the possible trigger actions.

Certain effects could vary the number of interrupt actions a character has. For example, a haste spell might simply grant a character an extra interrupt action. (Although on a similar note, you’d probably want to prohibit spellcasting with an interrupt action. An added layer of complexity, but probably necessary for balance. There are almost certainly some other wrinkles to work through if you wanted to use a system like this.)

Obstacles in roleplaying games do not exist in order to prevent a PC from doing something. They exist in order to challenge the players to come up with an interesting way of doing it.

(This thought occurred to me as I was reading Flawless by Scott Andrew Selby and Greg Campbell in which they describe a diamond heist in ’76 in which the thieves tunneled into the vault from the sewer. They tested for the presence of a seismic alarm using an alarm clock and hauled away the excavated dirt in a Landrover they drove through the sewer tunnels. Then they welded the vault door shut from the inside and threw a Bastille Day looting party. That vault door didn’t exist to protect the jewels. It existed to make those thieves look cool.)

Ah, DRM, How I Despise You

September 30th, 2010

Not that long ago I wrote about the Long Con of DRM. As a follow-up to those thoughts, I talked about the fact that Valve’s Steam is often seen as an exception to the general vileness of DRM systems, largely because it (a) added value through instant delivery and by allowing you to access your Steam account from any computer in the world and (b) Steam is generally not as intrusive as it might be.

Valve apparently decided I hadn’t made my point about how goddamn awful DRM is strongly enough, so they decided to give me some compelling supportive evidence: As of September 1st, I can no longer play any of my games — games I have been playing for a decade — because Valve decided to retroactively make those games incompatible with my computer’s operating system.

Ah, DRM, how I despise you.

(And if you think I’m ever buying another piece of software through Steam then you must think I’m a goddamn idiot.)

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