Showing posts with label rant. Show all posts
Showing posts with label rant. Show all posts

Saturday, June 30, 2012

GenCon 2012: Why “Spouse Activities” is the Worst Thing

This is my first-ever guest column. The young lady who wrote it doesn’t have a blog of her own, but expressed her concern regarding GenCon’s off-putting programming for non-gamers, and I agreed to share her thoughts on my little corner of the web. I hope you find it as interesting and thought-provoking as I do.

So I guess I should start by introducing myself. My name is Natalie, I am 20 years old, a child and youth care worker and a nerd. I’ve attended Gen Con once, had an absolute blast and I just bought my badge for this August. There is, however, one thing that still sets me off in a red-faced rage: the “spouse activities” (SPA). Seriously, I’ve screamed in the faces of strangers about this, something I’m not too proud off. What enrages me even more is that in my courtesy Google search I found a few bloggers who were displeased by the issues, frustrated even. But not pissed off. I saw a gap and I plan on filling it.


Gen Con is amazingly diverse in its attendees and from what meager programing I attended out of the 2+ inch activity book it’s clear to me that the organizers did a damn fine job of providing for every kind of nerd. From table top gamers of all breeds to zombie lovers, anime freaks and LARPers; you name it there was a seminar, class, tournament or show about it. There was also a good selection for maturity/age level. Hit up the hentai cafe or chill with your younglings at the training grounds. No matter who you are or what you like, pull-ups to Depends Gen Con has something for you. Unless you’re female. Now, don’t get me wrong, there is good stuff for the nerd ladies, please refer to the 2+ inch program book. I’m referring to the Con Widow, the poor chick that gets dragged along by their boyfriend/husband to the biggest tabletop geekfest in North America. Upon arriving these ladies aren’t directed to Gen Con, instead they are provided with spouse activities. And what do the organizers think a non-nerd lady wants? Knitting.


The section for those, mostly female, who are not at the con for the con is full of activities like scrapbooking, beadwork, belly dancing and self-defense. Oh, and then there is “Crochet for Your Gamer” where you can “learn to crochet… so you can make fun little things for the gamer in your life.” The D 20 Girls project is running this event. They are also running “The Red Light District” and “Killer Bunnies: Quest for the Golden Carrot” among others. But not for the Widows. Rather than learning about a Dr. Who RPG (a free event, no experience required) or playing a Killer Bunnies game (always a recipe for fun times) the Widows get to crochet things for their gamer partners. Some, if not most of these events are things I can see being worked into the regular programming. They may not be inherently nerdy but as a family focused con it makes sense to have non-gamer activities for people to attend. And with some creativity any nerd can integrate their new self-defense knowledge into a RPG experience. But nope! Instead the randoms are labeled For Spouses Only and gifted to the partners of nerds in assurance that there is a space for them. A nice, safe and quite space away from all the hustle and bustle of the unwashed masses, not to mention their partners, where non-nerds can pass the days until they go back home. Which is just dumb.


So, ladies, if you’re at the con with your nerdy lad and you don’t want to game at all, have no fear for there are many other things to do. Into making or watching films? Maybe you could check out a seminar like “Film Budget and Finance” or “Trailer Park Jesus”, one of many featured films. Like anime? Learn with “The Guide to Anime Tropes” or watch with a room full of fellow fans with “Epic Battles of Amine”. Like crafty things? There are classes like “learn to make chainmail” and “21 days to a novel”. Have kids? Take them to the “Peter Pan Dress Parade” or “Create a Game” which as you may have guessed will teach your young geek how to create their very own game. Not to mention a whole butt load of child care giving you the freedom to check out all these events. And then there is the Misfit events section which has “Spot the Geek” a cosplay photo scavenger hunt and “BattleTech: Firestorm Tesla 11 Virtual Reality Cockpits”. That’s right ladies and gents, for 7 minutes you can command a battle mech on a 31st century battlefield. These are all event sections that require no playing of games and many of the events themselves involve less then nerdy things like watching movies or writing a novel. Yet none of them are marketed to Con Widows. So why have a completely different section for Widows full of non-gaming programing when there are already a few non-gaming activity sections?


If SPA was just another non-gaming category I think it would be pretty damn cool. Learning how to make your own yarn, taking a haunted walking tour of the city and learning the Thriller dance are all fun things that nerds and non-nerds can enjoy. The problem is this: the SPA is girlfriend daycare. Not to be left alone in the con to find the many non-gaming options the lowly Con Widow is dropped off at the SPA center to be entertained until the men folk return home. It is an unnecessary segregation of a group who could be having just as much if not more fun without the penned-in safe zone. There is no need for this category. It perpetuates the misconception that women lack ability or interest in gaming, and more annoyingly that they lack interest in peripheral nerdly pursuits. The insistence that women who do not want to game will be soothed by traditionally feminine hobbies is both condescending and rooted in a strange sort of sexism. For a convention that encourages families to attend it should be reaching out to those with less experience or exposure to the world of geekdom not shutting them up with zumba classes. One massively simple way to fix this would be eliminating the SPA.


It’s an easy solution; all they have to do is integrate the programming. Have an icon for non-gaming activities instead of activities for non-gamers, any overflow can go towards filling out the Misfit section. Design the programming so that gamers are invited to take part in knitting just as much as non-gamers are invited to take part in a D&D game. Don’t make it so that a person coming into the scene for the first time is shown the door to their roped in section of the party while their partner is off riding in a mech suite simulator.

Tuesday, January 17, 2012

For the Birds

For over four years, I’ve kept a pair of lovebirds in my home, Merry and Pippen. Yes, I am aware of the spelling mistake, but that’s how I’ve always spelled his name in my head. I don’t write about my birds often.

Lovebirds, for the uninitiated, are not ideal pets. They are incredibly loud, quite messy, and they don’t take easily to training. Complicating matters was the fact that these two birds had a long precedent of not having been trained before I got them, and they were incredibly closely bonded to one another. See, a singular lovebird is a charming, personable friend. Two lovebirds form a clique, and if you happen to lack feathers, you are not invited to any of their best parties.

Still, they have filled my apartment with chirpings loud enough to occasionally wake the neighbors and a lot of strange, distant affection for a number of years, and I appreciate their company.

Today, Pippen died in my hands. Though I had only had him for four years, he was a pretty old lovebird. The previous owners had him for some seven years, and the average lifespan of a lovebird is between ten and fifteen years. So, to the best of my knowledge, he was eleven, and had a good run of things.

The event has made me understandably a lot upset. I was really fond of the little guy, and he was by far the friendlier and more intimate of the birds. He was a total sweetness and I really enjoyed having him around. I’ll miss him.

So… What does this have to do with games and gaming? Not too terribly much, actually. I considered making this an existential blog post about how death works in the current D&D cosmology, and while that would certainly be a decent article, I think it’s a bit much for me at the moment. I also considered writing a post about how the deaths of player characters are handled in role-playing games (a phenomenon categorized by “Oh, he or she is dead. Moving on to the next room”). Which also has some meat on it. Or I could talk about the deaths of animal companions in D&D, something we typically neglect as nothing more than a rules inconvenience. Any and all of these would be great articles. And maybe someday, when I’m not feeling like a sack of smashed assholes because my bird just died, I’ll get around to writing them.

Friday, January 13, 2012

Let’s Talk About 5-E-X

One of the things that seemed to stick out to people in my article regarding sexism, racism and ableism in the future art of Dungeons & Dragons was my mention of the Book of Erotic Fantasy. This was one of my favorite books during the 3.5 boom, because it offered something that no one else was doing with their products: it was offering a sex-positive look at the role of sex and sexuality in role-playing games, specifically in Dungeons & Dragons. It was, admittedly, campy, over-the-top, and deeply, deeply silly, but it was the sort of rare thing that doesn’t happen often enough in our hobby. It was a revolutionary book because it was an activist book.

Now, I’m sure the people who wrote it didn’t write it with activism in mind, but the fact of the matter remains it was a book about sex in a genre of books that never want to talk about sex. And that, to me, is a brilliant example of activism at its best. And it kicked up a hell of a fuss when it came out, enough so that the good folks at Wizards of the Coast had to include a provision against books like it from coming out ever again, effectively banning sexual content from Dungeons & Dragons Fourth Edition. It was this ban that I was speaking to in my article, the fact that there are actually provisions in the GSL wording that preclude the inclusion of sexual content from Dungeons & Dragons books, but no such provision exists for hypersexualized depictions of women in those same books.

There are two solutions to this problem, and I think one of them is more workable than the other. The first solution is to insist that any inclusion of sexualized imagery for one gender must include equally sexualized imagery for all of the other genders. This is, sadly, impossible, on two fronts: there is no way you could make a sexualized image for every gender that exists, and there is no such thing as a hypersexualized male. Argue all you want that Conan the Barbarian is a sexy nearly-naked dude, but he’s not hypersexualized, he’s just a badass. Western culture doesn’t have hypersexualized images of men (with one possible exception, and it’s deeply debatable). They simply don’t exist, not in the same category that hypersexualized images of women do.

The other option is to strike down the rule and allow sex back into Dungeons & Dragons. Now, that may not seem like a solution at first glance, it certainly wouldn’t change the fact that depictions of women in role-playing games are disproportionately sexualized, but that change allows the designers, in-house, freelance and third party, to open the floor for discussion. It would allow designers to discuss the role sex and sexuality have in our games, and it would actually serve to point out some of these issues within the context of the game text itself.

With the rule as it currently stands, there is no way to address the subject of feminine objectification within the text of the game. That is left to people like Tracy Hurley and myself, who speak to a limited subsection of D&D players. My traffic on this blog maxes out at about 300 people a month. Even reaching the few thousand who read my Open Letter, even reaching the tens of thousands that Tracy reaches on a regular basis, barely scratches the surface of the D&D community, as there are literally millions of people who play this game. By being able to openly talk about sex from within the game itself, we have an opportunity to reach, y’know, all of them.

But then, that’s a part of the problem for the guys behind the desks at Hasbro. By talking about sex from the vantage of the game books themselves, we’re actually talking to a huge swath of players about a thing that Wizards of the Coast doesn’t really want to be associated with. Sex is one of the major American cultural taboos, and while that is certainly working to keep the patriarchal oppression of women’s bodies alive and well, it also means that challenging it comes with the potential for damage to your reputation. As the company that makes Monopoly, Hasbro can’t really have one of their imprints running off and talking about anal plugs and nipple clamps when there are kids reading. Moreover, the threat of speaking directly to the subject of sex in role-playing games is so great that Wizards of the Coast felt it necessary to keep other companies from doing it in association with their product. Which is how we got to where we are now.

The question, I guess, is why? Why is it so difficult to talk about sex in D&D? Why is this a discussion we can’t have openly and publically? The short answer is that it might make some people uncomfortable. There are people who just don’t like talking about sex and sexuality, and it’s those people that Wizards of the Coast is catering to by implementing rules that restrict companies from publishing works that include those topics. There are even more people who don’t want to include sex or sexuality in their games, and I understand that and empathize with it. But that’s no reason to keep that product from being published. I’ve never actually used anything in the Book of Erotic Fantasy. I read it, and I think it’s incredibly valuable to the culture of the hobby, but my games don’t tend to have a lot of sex in them, and the games that DO have a lot of sex in them usually Fade to Black before anything graphic happens. But that’s a choice players should be making on their own, as a group and individually.

Someone asked me on Twitter today what ESRB rating I would give Dungeons & Dragons. My response was that the ESRB is deeply flawed for vilifying sex over violence. Which is a rubbish answer, so I also said “PG-13 with options up to NC-17,” which has nothing at all to do with the ESRB, so it’s still a rubbish answer, if slightly more useful to the topic at hand. Dungeons & Dragons is a game chock full of fantasy violence, but there is rarely any graphic content. You never get to see the fountains of blood pouring out of your enemies, or have to hear the sickening crunch of their bones under your weapons, so most of the violence has a distinctly clean PG-13 feel to it. And while the women are generally clad to appeal to men, and are posed ridiculously to ensure that they are showing off their secondary sex characteristics, they’re never naked, the sexism is generally pretty tame, and there is never any talk about sex or sexuality at all.

And that’s what they’re going for. That’s what they want, because it’s the age range in which their game will sell the best. 12-40 year old men are Wizards of the Coast’s key demographic, and they need to keep that younger group in mind when putting their books together.

Third-party game designers don’t. They’re able to take risks. They’re able to say things that the people at Wizards of the Coast can’t. And while I’m certain WotC got some nasty feedback regarding things like the Book of Erotic Fantasy, I can’t see anyone blaming the company for that product existing, and I can’t think that having books like it is at all a detriment to the game itself. Talking about sex is something we need to be doing as a community, because doing so opens the door to talking about gender role issues at the game table. And that, I think, is a pursuit worth risking some reputation over.

Thursday, January 12, 2012

Expanding Thoughts on the Death of Fourth

SKILLS
I think I might have caught some people a little off guard with my statements about skills in my breakdown of why I believe Fourth Edition failed as a commercial undertaking. I suggested that, while a unified skill system was a great idea for Third Edition Dungeons & Dragons, I felt that the implementation of that same system in Fourth Edition D&D was a huge mistake. Here’s why.

Fourth Edition D&D plays a lot like First Edition D&D in that the focus of the game is on combat encounters. Fourth Edition departs from First Edition in its handling of non-combat aspects of the game. Where First Edition took a very hands-off approach to the less-than-fighty bits, Fourth has evolved the intricate skill system put in place during the Third iteration of the game, and I believe that’s problematic in how the game delivers on its focus. See, if you’re looking for the essence of First Edition D&D, if your goal is to build a game that feels more like First Edition than any edition since, you need to make the players’ decision-making count more than their skill checks.

See, when you’re playing a game of First Edition D&D, you don’t have skills to fall back on, and you’re forced to go through dungeons terrified of everything. You have to poke the pile of stones because it might be the home of a carrion crawler. You have to make sure you’ve explored every nook in the room, or you might miss out on some keen treasure, and that’s not as simple as rolling a perception check, that requires describing what it is you’re doing, and if you miss something, the DM has every right to just sit on his or her hands and giggle. This paranoia, this creativity, is part of what gave the First Edition game a lot of its oomph. Soon enough, you had a party decked out with ten foot poles and a bunch of critters to check the halls for you (we preferred gnomes, because we’re bastards).

The only character in a First Edition game with skills was a thief, and oftentimes those skill scores were so incredibly low you couldn’t depend on them. If you had the ability to try picking a lock two or three times, your DM wasn’t rolling often enough on the wandering monster tables.

Fourth Edition’s skill system, in particular the Skill Challenge system, allows players to bypass fun in favor of more dice rolls. I have had a few situations in which Skill Challenges were genuinely good, but the vast majority of the time, they’re just multiple-success skill checks with some extra description attached, and no one’s really having a good time because the real fun is the fightin’.

There is no compelling reason why the skill system as it currently exists in D&D Fourth Edition needs to be in the game at all. In Third Edition, it was solving a problem, and the multitude of skill checks in that system made sense and worked with everything else we knew about the game. In D&D Fourth Edition, it seems to be a dated holdover from a previous game, tacked on with little regard for why it’s even there.

The problem that was solved in Third Edition was that, in a system that could do absolutely anything, a system needed to exist that would accommodate non-combat issues as they cropped up. In Third Edition, they invariably would crop up and skill checks made for a solid tool to help deal with them. Third Edition was a game without borders, really, a game where you could move from world-spanning politics to dungeon crawling in the space of a half hour, and you’d need a diverse toolbox to be able to appropriately deal with that.

When D&D Fourth Edition shifted its focus to a more combat-centric model, it lost much of the need for an intricate and detailed skill system. What you did between fights was rarely as important as the fight itself and would often feel like unnecessary filler, the boring bits between stabbing and more stabbing. The thing that held the stabbing together. The skills that would have made for an interesting addition to D&D Fourth Edition were removed because of their seeming unimportance: profession and craft skills, things that would have given your characters something worth doing outside of their kill-stab-rest-kill-stab routine, were left off the skill list. Why? Because those skills didn’t really contribute to what the focus of the game was meant to be: skulking around dungeons, beating up monsters and taking their stuff.

Don’t get me wrong, I think there’s room for skills to exist in D&D Fourth Edition in a meaningful way, I just don’t think that the system they used was the system that best fit the return to dungeon-crawly goodness. It felt like an afterthought, and while they certainly streamlined the system and fixed some glaring issues with it, they were still using the system in an environment in which it made very little sense.


FEATS

My problem with feats in Fourth Edition D&D is that, compared to powers, they are utterly and completely forgettable. There aren’t many feats that stand out and go “Hey, look at me, I’m something flavorful, interesting and complex that will help you define your character in a cool new direction,” which is a direction that would have made them far more playable, would have opened more design space, and would have made the system feel like a natural addition to Fourth Edition instead of a tacked on Third Edition afterthought.

Feats suffer from much the same problem as skills in that they were brought into Fourth Edition design with no real concept of where they were going to fit, how they were going to make the game better. In many ways, feats read like generic powers that are… well, bad. Some of them are so necessary you’d might as well not make a character without them (the expertise feats), while others are so distinctly bad that I sincerely believe they were included to pad the page count.

In Third Edition, feats were what powers are now. They were the cool tricks that made your character distinctive and awesome. In Fourth Edition, there’s really no need for them. Even necessary feats like the expertise feats can be fixed by adding a ubiquitous +1 to hit somewhere in character progression, and then we don’t need them anymore. There isn’t a problem in Fourth Edition that feats (as they exist) fix, and that makes them feel lame-duck and dated. If feats had been interesting, flamboyant expressions of character, they would fix a deep problem Fourth Edition has, but as they are, they’re flat, boring and entirely underwhelming compared to their big brother, powers.

A better system would have been a point-buy Merit and Flaw system built into the core of the game. These have existed in role-playing games for decades, and they provide an interesting direction for character personalization that D&D Fourth Edition was desperately hoping for. The problem comes, again, from the strange homogeny that Fourth Edition sought in its design strategy, the idea that nothing in the game can break the rules. Merit and Flaw systems are ripe for character optimization junkies, because they provide tools with which to fiddle for the best possible combination of Merits that Rock and Flaws that Don’t Matter. It would have been a difficult design to fit into the vision Wizards of the Coast apparently had for the game, but creating a homogenous merit and flaw system that added something different and interesting to the game would have been a far cry better than copying a watered down version of a system you’ve already obsoleted with other designs.


AUTOPSY

It seems people are confused as to why I believe Fourth Edition died. I thought I made it pretty clear, but I’m going to reiterate my point as clearly as possible for my readers, just in case:

Fourth Edition died because it stopped selling books. It stopped selling books because the designers of the game were no longer publishing anything that was at all interesting. I feel that this is a failing on the part of the designers to exploit the cavernous amounts of design space available in Fourth Edition D&D.

Wednesday, January 11, 2012

I Wear Black Robes Now. Black Robes are Cool.

Yesterday, I published a post about how I want some more equality in my D&D. Everyone was with me about the depiction of female characters and representing a greater spectrum of skin tones in the art. Where I seemed to lose people was in the idea that people with disabilities could be cool. Apparently, to be worth looking at in a piece of game art, you must be able-bodied, hale and healthy.

My buddy Raistlin here disagrees.

RaistlinTestofTheTwinsSee, Raistlin isn’t exactly Mr. Healthypants. He was a sickly kid, got picked on a lot, and grew up to take a test that destroyed his body and made him a physical wreck of a man. He was weak, he was slow, he had a wracking cough for which he took foul-smelling medicines and which often had him spitting blood into a handkerchief.

Then – and this is important – he killed the Dragon Goddess of Evil. By himself.

Now, maybe that doesn’t mean a lot to you. Maybe, like my friend M, you think that Raistlin was a creepy wimp, undeserving of respect. Maybe, like my friend J, you think that Raistlin belongs in the written fluff of the game, the novels and the short stories, but people like him shouldn’t appear in the art. Personally, I think Raistlin is one of the most beloved characters from the early era of D&D fiction because he is a kid with disabilities, an underdog who came back and proved to be the most powerful of his companions despite his afflictions. He found ways around them, found strength in them, and in so doing became a total fucking badass.

I’m not saying that we should have rules for multiple sclerosis or cerebral palsy in the game. I just see no reason why a character with one of those conditions couldn’t be a total badass in the context of the game’s art. I just see no reason why there shouldn’t be an image of a kick-ass wizard with Lou Gehrig’s (I think we can all agree that Stephen Hawking is the most badass wizard in the world right now).

The arguments brought forth so far are thus: people who are differently abled would be terrible player-characters in a role-playing game; it is already difficult to find cool pictures of player character options in the books and that the inclusion of differently abled individuals reduces the number of cool pictures available; D&D isn’t about the real world, it’s about idealized visions of yourself; and the effort would lead to trivialization and mockery. I’m going to address these things one at a time, but so far as I’m concerned, the only actual argument, the only thing on that list that is not veiled ableism, is the concern regarding trivialization.

There are two assumptions made in the first two arguments that are deeply disturbing to me: “the differently abled are entirely incompetent,” and “the differently abled cannot be cool.” These assumptions are, honestly, at the heart of ableism, and it makes my heart hurt to know that some folks’ knee-jerk reaction to inclusion of the differently abled is to assert their inability and apparent lack of awesome. It is deeply upsetting that these sorts of assertions normally go entirely unchallenged.

It is entirely possible for a differently abled individual to be entirely, 100% fucking incredible. It happens all the time, and you are well within your rights to punch anyone who says otherwise directly in their genitals.
The issue of trivialization is one that I’m sensitive to, though apparently not as keenly as I should be (I was taken to task for a few remarks that were trivializing, and I don’t mind admitting I’m feeling sheepish about that today), and it is an admittedly difficult thing to work through. The issue doesn’t really revolve around the post as it was written, as I was specifically speaking to the art of the game and purposefully avoiding talking about the game’s text, but on re-reading I can see how it could appear I was discussing adding differently abled characters to the game in a text/rules sense.

The path to addressing inclusion of the differently abled is a bit treacherous, as there’s disagreement within the communities of the differently abled about how the topic should be treated, and any action taken on it is probably to offend someone. That doesn’t at all mean that we shouldn’t make the effort, though, and it is imperative that we get incredible people working on it. While it is going to require some tricky public relations work, I think that including anyone and everyone in your game is always a worthwhile endeavor.

An Open Letter to D&D Next’s Art Department

Everyone is talking about what features they want to see in the next version of Dungeons & Dragons. Personally, though, I understand that I will very likely not see my pet mechanics in the core of the game, or even in expansions, because I’m one of those crazy kids who grew up lurking on The Forge and has some pretty fucked up ideas about games, gaming, and game design. Also, I don’t think I have anything useful to add to the dialogue until I see the direction the design is going in. I can guess, and I can suggest a direction that I think would be beneficial to the game, but I can’t really improve a design I’ve never seen. I will be much more concerned with making D&DV the best it can be and much less concerned with pigeonholing it to fit whatever I think the essence of D&D is.

So instead, I’m going to talk to another very important part of the Dungeons & Dragons experience. I’m going to talk about art. Which is a pretty hefty step away from what I normally look at, because there are times when I write enormous posts (like this one) that don’t even have pictures. I’m very much a wall-of-text blogger, so it might seem a little unorthodox that I would be as worried about the direction of the art as I am. But I am very, very, deeply concerned about the direction of the art in this game, and I would like to invite the art department, particularly those in decision-making positions, to pay close attention to what I am about to say next:

Dungeons & Dragons is still seen as a sexist game, and you are the only people in the world who can fix that.

It’s not just sexist, though. It’s sexist, it’s racist, and it’s ableist in its artistic representation of people. Now, I’ve heard all the arguments against having people of color and women depicted in the art of a fantasy role-playing game, and I think they’re all hooey. And to be fair, there has been headway made. I have seen progress, especially from the chainmail bikini era of game art.

And I’m not accusing anyone of purposefully excluding people of color, the differently abled or women from their depictions of heroic figures. Anyone who is actively trying to exclude or belittle people from their game is a dickbag, and it is very likely that will come through in the game itself (Byron Hall, I’m looking at you). What is happening is primarily blindness to the issue. So I am going to make a request, and it is my sincere hope that you, the art department responsible for the look and feel of D&D Next will take it under advisement.

First:

Women make up 52% of the world’s population. They can make up 50% of the people in your game’s art. Moreover, the exact number of pictures in which a woman is standing in an Impossible Position is 0. For every piece of art submitted, have the artist attempt to pose him or herself in the positions of the people depicted. If either person’s position is painful, that pose is very likely held by a female character whose breasts and buttocks are pressed out to increase her sexiness.

Wizards of the Coast has very clearly established that sexiness is not something they believe Dungeons & Dragons needs. If there were room for sex in D&D, the Book of Erotic Fantasy would have been updated to Fourth Edition. You specifically precluded the possibility of that happening in your licensing for a reason. If sexiness is a factor in how D&D art is chosen, something has gone terribly wrong.

Second:

Human skin comes in a lot of colors from black to white to yellow to red to brown. Human features come in a huge range of styles and types. I understand that we’re playing in a fantasy world where the various skin tones in reality may not be as prevalent. But I also know that in said fantasy world all of the monks look Asian. Even the elves.

Have some fun drawing black dudes in mage robes or brown chicks in plate mail. Evenly distribute the skin tones across the whole of your books, and the problem of racism mostly disappears (except, y’know, the “Goblins are evil because they’re green,” issue). And this doesn’t just go for the humans, guys. Elves obviously have some skin tone variation going on (Oh, hey Drizzt.). Dwarves can go from chestnut brown to fair skinned. I love the idea of charcoal-skinned halflings and a range of skin-tones for half-orcs from phthalo green to honeydew. All this does is make the art more interesting, and add depth that might otherwise be missing from the depiction of the game world.

Third:

Ableism is a tough thing to address in a role-playing game. I get that. It’s tough to be a bad-ass knight if you can’t walk. Being an amputee isn’t cool… Wait a fucking minute, yeah it is! Ahab lost a leg to a whale and was a total badass. Bran Stark is paralyzed from the waist down and he’s one of the most interesting characters in A Song of Ice and Fire. Rick Grimes loses a hand and goes batfuck crazy, but he’s one of the toughest assholes to survive the zombie apocalypse.

Making the differently abled a part of your game world is easier than it sounds. Hell, one of my players built a character whose hand had been cut off and some asshole was out there wearing it around his neck. It didn’t come with any penalties or anything, it was just a flavor thing that made him a total badass, and it was all description. Characters that are Big Damn Heroes despite having challenges above and beyond the norm are awesome, and should be shown to be so in game art.

Fourth:

This is sort of a minor point, but it’s one I’d like to make anyway: having characters of various sizes and shapes is not at all unrealistic, nor does it reduce the heroic aspect of the fantasy. Look at any successful fantasy series ever, and you’re going to find a bunch of different body shapes, because different body shapes are something we understand, something we _get_. Moreover, it doesn’t hurt to reduce the impact of stereotypical, hyper-sexualized imagery in the media you’re creating. Give me some pudgy mages and some scrawny fighters, please.

All I’m looking for, what I’m really asking you for, is to look critically at the message your art sends to the people who will be looking at it. ALL of the people who will be looking at it. Ask yourself, if you were in the shoes of a feminist, what would you think of this illustration? If you lived in a wheelchair, how would you feel about seeing nothing but able-bodied folk?

And you can argue, if you like, that this is just the opinion of a privileged white guy. Because, y’know, it is. I’m not a woman, I’m not a minority, and my only disability is depression. But I’m just the voice for a silent riot, guys. There are others like me, and there are some who have made a great show of picking apart the inherent sexism, racism and ableism of your art. And we’re speaking for a much larger group of people you will never hear from, but who feel uncomfortable playing your game because it depicts women, minorities and the differently abled as something less than the able-bodied white dudes on page after page.

Sincerely,
Kristoffer Hansen
Games Manager
Warp One Comics and Games

Further Reading:
Go Make Me a Sandwich
Women Fighters in Reasonable Armor

Monday, January 09, 2012

Why Fourth Edition Died

So, Dungeons & Dragons 5th Edition has been announced, and the news has struck the sort of reaction I expected it to. People are hoping for this feature or that. Others are expressing their dismay at the fact that a new edition is coming so soon on the heels of D&D: Essentials. Yet others are suggesting that this heralds the end of Dungeons & Dragons, that a new edition will make the already split RPG community even more fractious. There are yet others that have met the news with incredible, soul-crushing apathy. So, there’s that.

To be honest, I’m not even really sure what to say about the development. I could talk about how much 4E and Essentials stuff I have on my shelves right now. Or I could talk about what I want to see from the new D&D. Or I could talk about what I think would be the best possible direction for the game to take (which is quite different from what I want to see, truth be told). I could talk about a lot of things, but I think what I’m going to talk about today is design space, design philosophy, and why Fourth Edition failed.

See, we wouldn’t need a Fifth Edition of Dungeons & Dragons if Fourth Edition was given the sort of design team it deserves. And by that, I don’t mean folks like Monte Cook. Mr. Cook is an incredible designer and makes good game, and for that I think he deserves a stalwart salute and as many dollars as the industry can throw at him. Under his guidance, Third Edition Dungeons & Dragons revitalized the industry, but his is not the sort of hand a design like Fourth Edition needs. Fourth Edition needs someone like Mark Rosewater. Fourth Edition needs someone like Keith Baker. Fourth Edition needs someone like Kenneth Nagle.

You will note that all three of those names are attached to people who design cards. Two of the, Rosewater and Nagle, are Magic: The Gathering designers. Baker is responsible for Gloom, which is incredible and does something no other card game did before he came up with it. This isn’t to say that I think Fourth Edition needs to be treated like a card game, far from it. It needs to be treated in a way that only men of this design tack can treat a game.

The problem with Fourth Edition Dungeons & Dragons, arguably the biggest problem that any edition of D&D has ever faced, is that the people who were designing it didn’t know a goddamned thing about Design Space. I’m not talking about James Wyatt or Mike Mearls. I’m talking about the Matt Sernett’s of the world, the Rob Heinsoo’s. The guys who make Power books and the guys who put out new campaign settings. The people who are the life’s blood of a role-playing game production.

See, Wyatt and Mearls put together a hell of a game. Say what you will about it, it is impossible to deny that the thing was well designed. There are hundreds of moving pieces, thousands of possible combinations, just in the first book, and those things come together beautifully. In many ways, the core Fourth Edition was like the first Magic: The Gathering set, or Gloom. It did things no one had ever done in role-playing games before, and it made an incredible show of it. What’s more, the framework left behind by that first book was amazing. There was design space all over the game, and it was waiting to be plumbed by talented designers. The first showing we had of that was the second Player’s Handbook, where we started to play around with how powers fit together, and how classes were built. There was an incredible and untouched plaza of design waiting to happen around races, with racial feats and racial powers barely touched. There was room left open for the creation and invention of magic items, and the powers framework lent itself to customization beautifully. There was a ton of space in the way monsters were put together (so much so that I found myself drawn to concepts like the Fourthcore Bestiary because of innovative aura designs – understand that for a moment… AURA designs; one tiny little speck in the whole of the game). Seriously, though, let’s take a look at some of the things that weren’t properly explored in Fourth Edition’s brief history:

POWERS

We saw a lot of books filled with powers, and one book that actually did something neat with them. Having loads of powers doesn’t make for customization, having powers that work in strange ways makes for customization. Understand that the only interesting powers in the whole of the game were those in the Player’s Handbook and those in the Player’s Handbook 3. The originals and the _only_ set of powers that were at all different or strange. One could argue for the powers from Essentials, but seriously, fuck one. The powers presented in those books were half-assed concessions to the players lost in the Pathfinder Exodus, and nothing more. If you wanted to make powers interesting, here’s a one-sentence answer to the problem: Magic cards are still interesting.

Seriously, and this is incredibly important, Magic design is where the D&D crew should have looked for more interesting power designs. Not the cards themselves, mind, but the philosophy behind those cards. Magic cards constantly break the rules of the game they’re played in. That’s the whole point of the game. What the designers of D&D tried to do was create a homogenized environment in which none of the powers effectively broke the rules, and that’s really the wrong way to build a game that’s made out of a bunch of crazy powers. You need each power to break the rules of the game in an interesting way that helps you win that game. Then you need to do the same thing to the monsters they’re fighting.

Moreover, there is an element of randomness in Magic: The Gathering that D&D really could have used sometimes. It had this when wizards were forced to memorize their spells each day, because the wizard would try to guess at which spells were going to be needed and prepare those ones in advance. Magic solves this by randomizing your hand. D&D4E solves it by not solving it at all. There was no need to pore over your powers, because after a short nap, you’d have them all back again, right as rain. This isn’t the way to go into this territory at all. There is nothing about this that’s suspenseful or fun. Sure, players like getting all their powers back at once, but what the players want and what is good for the game is seldom the same thing.

The design space here is mind-boggling. Off the top of my head: a whole list of Encounter Powers that could be made better by giving up a Daily; Encounter Powers that take two full rounds to use; Daily Powers that change when in certain circumstances (underground, flying, in the sunlight, whatever); a list of At-Will powers you can give up using for the rest of the encounter to make way better; a list of At-Will powers that are as strong as Daily powers, but use up the character’s healing surges as a cost; Lifetime powers, powers that can only ever be used once, ever; uncontrollable powers that go off in certain circumstances, but the player has no control over them; come-back powers that allow you to do incredible things for the cost of an action point; counter-powers that allow a player to stop another player or NPC’s powers from going off as an immediate interrupt; mind-drain powers that steal another character’s powers for a turn, or treat that power as spent; dramatic powers that allow you to influence story events in subtle (or, for dailies, not-so-subtle ways)… Seriously, this is just what I came up with in the time it took me to write this list… I’m sure some of them have been done, or variations on them, but I know a bunch of others have never been touched, and that’s a damned shame.

RACES

One of the things I was most looking forward to in the creation of D&D4E was the promise that races were going to get a lot more attention than they had gotten previously. Elves could be wicked-cool at being rangers, sure, but they could also be wicked-cool at being, y’know, Elves. And I rather liked that idea, being one of those strange kids that enjoyed playing D&D when Elf was a class. We were promised feats, Paragon Paths (which is sort of a suck concept, but I’ll get onto that in a bit), epic destinies, and I thought this was going to be a big deal when they were talking about it.

Turns out, it was just one more path towards optimization, when it could have been so much more. Again, the amount of design space left open by more focus on races and their interactions is staggering. One very simple answer is to make race-specific classes using some of the design space we have available in the POWERS section, but that’s hardly where the buck stops on racial design space.

I mean, design isn’t just a matter of rules, however much that may be unapparent from the way Wizards of the Coast has handled it. A lot of it comes from flavor, and rather than focus on any given flavorful concept (even their own Points of Light flavor, the thing they’ve touted around for so long without actually exploring it at all), the Fourth Edition answer has been Add More Races. Which is problematic, because there are only so many places one can go in that direction, and this trip has ended with People Made of Crystals, which is fucking stupid. And no, the right answer doesn’t lie in making subraces, because the gods alone know I can’t put up with another Kender. No, the answer lies in making interesting and powerful cultures for the people of already established races, and building off of that.

Eberron proved this in Three Point Five. You take elves, just normal everyday, boring fucking elves, and you give them a continent that they rule, and suddenly we have the Undying Court and crazy Inca-inspired magic, and weird-ass traditions and rules that affect elves still living in Khorvair. And we haven’t changed elves at all. They’re still elves, they still have the same bonuses and flaws, they’re still the same elves we know and love and/or hate, nothing has changed about them, but they are entirely, completely different. Same goes for Baker’s treatment of the Drow. Same goes for Weis and Hickman’s decision to put dwarves on horseback and have them ride around nomadically. Same is true of every human culture in every fantasy setting ever written.

And it sort of looked like backgrounds were going to be how this worked itself out, but they backgrounds were generally pretty lame unless they were overpowered schlock from a single campaign that wormed its way into the Character Builder. And then themes looked like they were going to get this figured out, but themes never took off the way they should have. To be perfectly honest, themes are the sorts of things you want in a core book, not a campaign setting, and they’ve never really gotten the spotlight time they deserve.

CLASSES

This is one of the most prominent complaints about Fourth Edition Dungeons & Dragons in my store: it’s not as customizable as players want it to be. Your fighter has a type, and deviating from that type usually means that you are going to be crippled in combat. There are a few good generic powers for each class, but the best usually focus around the template’s specific niche abilities. And that’s just bad game design, guys.

I’m going to, again, look at Magic: The Gathering as a good example of how to do much the same thing. See, the point isn’t to make certain abilities work better with certain templates, the point is to make a bunch of abilities that work on their own, and have a level of synergy that make it desirable to play those things together. I can build a green deck out of whatever the hell I want, but if I’m trying to ramp into a host of big beaters, I’d best be looking for some Llanowar Elves and some Birds of Paradise, ne? There is nothing saying I can’t play Birds of Paradise in any other deck, I certainly can, but if I’m looking to ramp mana, I put birds in my deck.

The same is true of powers in D&D. Every power should work well on its own and do something valuable that the rest of the party can build on, but if you build synergies into your powers, your players will find those things on their own, and they will build their characters according to whatever build they want to make.

The funny thing about this is that it changes exactly nothing. You’re still making templates for your fighters, you’re just not making the powers exclusive to those templates and letting the players suss them out for themselves.

Moreover, there are a lot of things you can do with the class system that simply were not done. Again, I point to racial classes. Again, I point to the way powers were never filled out the way they should have been. And I also point to the fact that there has never been a martial controller. And I also point to the fact that there is a nearly endless number of possible combinations of power-types and class archetypes. They’ve covered the basics, sure, and having an endless number of classes isn’t really all that important, but having a lot more customizability in your classes and having those class combinations rotate around the niche system you’ve established would go a long way towards building a much more playable, designable game.

And with themes, paragon paths, and epic destinies at your disposal, you have a lot of room to build in extra customization as you build your game. Paragon paths in particular were an unplumbed font of design space that could have really changed the history of the game. Prestige Classes defined Third Edition D&D, and the amount of effort that went into creating a whole bloody host of them is evident in the fact that there’s a whole bloody host of them. The number of prestige classes available to a player of 3.5 D&D is “too many to choose from.” Paragon paths, not so much.

And Epic Destinies… Oh man, would I have done the Epic Destiny entirely differently. That may actually require a different post, so let’s not talk about that just yet. Let’s just say “FATE,” and move on.

SKILLS

One of the biggest advances Third Edition D&D made to the game was the introduction of a universal skill system. It wasn’t pretty, and it definitely had its problems, but it made the game flow in a totally different way than any edition previous. And while I don’t think that the introduction of the skill system made Fourth Edition any better (I actually think it made it quite a bit worse), it was a damned fine piece of gaming tech, and I understand why they kept it around.

Having played a bunch of First Edition D&D this year, I think they made a rather incredibly horrible mistake by including skills in the game at all. I often tell people that I think Fourth Edition D&D plays more like First Edition D&D than any edition between them, and I still think that’s very true. The difference, the place where I find Fourth boring, is between battles. In First Edition D&D, you had to be on your toes, you had to be thinking, you had to move carefully from room to room and solve all sorts of insane problems just to survive. And that doesn’t involve much in the way of skill rolls from anyone but the thief, and most of the time your thief isn’t good enough to make any of his or her checks anyway. Skills, as they are presented in Fourth Edition D&D, are a crutch used to hand-wave away problems solving and role-playing. In Third Edition, they absolutely made sense, and they added something great to the game. In Fourth Edition, all they did was make it dull.

And the designers couldn’t have possibly known that going in, and I don’t at all blame them for the choice of including a skill system, but I don’t think I will ever play with skills as they are written in Fourth Edition ever again.

Again, this idea might require an entire post to talk about in any sort of comprehensive way, so I think I’m going to move on to…

FEATS

When I first wrote this, I actually completely forgot about feats, which should give you an idea of how important I think they are to the Fourth Edition of D&D. Like skills, feats were a defining feature of Third Edition D&D. They were, in a word, incredible. In many ways, they allowed you to do things that were, in Fourth Edition, performed via powers. Cleave and Great Cleave were powerhouses of efficient fighting. The meta-magic feats gave magic-users a powerful advantage. Feats meant something to Third Edition.

In Fourth Edition, they’re basically an afterthought, which is a damnable shame, because the amount of design space opened up by feats is insane. I mean, when you break feats down, they’re just a talent tree, with feats building off of other feats to create more powerful combinations down the line. The only feats worth taking half the time, though, were Toughness and the Wintertouched/Lasting Frost combo.

And that is really, deeply stupid.

Like much of what I’ve been talking about today, feats are a layer of character creation that provides a powerful range of customization tools that can be used to make your game better. It’s these layers that add to the fun of building a character, and they’re the sort of thing from which an entire path of feats can be built. When utilized properly (providing actual, wicked-ass bonuses to the people who take them) bonus/flaw systems can be incredible.

What I guess I’m getting at here is that every layer of the D&D game has a bunch of really wicked design space that is laying open for us to tinker with. Class, race, skills, feats, themes, backgrounds, whatever. And the fact that it hasn’t been tinkered with in any meaningful way is really deeply disappointing.

COMBAT

Combat in Fourth Edition D&D is a fucking mess.

I say this with all the love in the world for the designers and the game itself: it is a fucking mess and needs heavy reworking to make it marginally playable. This is especially true of any level over 12, which is entirely disappointing because much of the system was designed to solve the Sweet Spot problem. Dungeons & Dragons Fourth Edition’s sweet spot is levels 1-10.

Combat takes too long. Characters, both the NPCs and the Player Characters, have too many hit points. Figuring out tactics and powers is a time consuming and mind-numbingly dull process. After twelve rounds, even interesting bad guys become a slog and I have players checking their Facebook and Twitter accounts.

There are a few problems with combat in Fourth Edition, but none of those problems are problems of Design Space. Still, they are worth mentioning in the context of “this is what killed Fourth Edition D&D,” so I’ll be taking a brief look at them.

I’m going to make this as simple as I can: when you make a game, include all of the things you need to play in the box. If your game needs dice, include dice. If you game needs miniatures, include miniatures. If your game requires a grid map, you’d best include a grid map. The creeping reliance of Dungeons & Dragons on miniatures is perverse, commercialistic and sad. You didn’t need miniatures to play D&D1E, and you could certainly get away without them in D&D2. It was in D&D3, with the invention of “flanking,” that the miniatures stopped being a good tool and started being a necessary element of play, and Fourth Edition continued this trend with a gusto that bordered on sinister. As a games retailer, I often found that this increased my sales, but not of Dungeons & Dragons product. Chessex got a lot of money from the lack of production inclusion in D&D, and Reaper made most of the rest, especially after Wizards pulled the plug on their miniature lines.

Moreover, miniatures do not make the game more fun.

Maybe I’m in a minority here, but I have always found my imagination is plenty capable of determining what is happening with a crew of wererats, and I find that putting them on a board in front of me dulls the imaginative blitz of combat. Also, fiddling with toys takes time, and the largest factor against D&D combat is that it takes entirely too much time already. Give me a sheet of graph paper and my imagination any day.

Of course, this does reduce one of the branches of power design that was horribly abused while making Fourth Edition: movement and combat advantage (which are, in reality, the same fucking thing). I’m okay losing that space for the sake of a cleaner, faster D&D experience.

Changing gears: we don’t need this many hit points. Killing player characters  is very difficult in Fourth Edition, which is okay. I get it, we’re supposed to be heroic adventurers, not meat for a grinder. Except that without a threat of player character death, combat becomes dull, an exercise in whittling a monster down to zero. Killing player characters more often is not a bad thing. Your players will thank you for combat encounters that take less than an hour.

And one more time: DO YOUR MATH!!! Paragon tier is a mess. Epic gets even worse. And the Monster Vaults only helped marginally. Do your fucking math, guys, figure out how much time it’s going to take for a level 12-14 party to kill a level 13 solo, because I will bet you dollars to doughnuts that it’s longer than your ideal play flow.

SMALLER GRIPES

Item creation is stupid. The economy is wrecked. Character Builder software is basically necessary. And the alignment system is stupid.

WHERE DO WE GO FROM HERE?

This seems pretty obvious to me, but I’m going to spell it out anyway.

We need a very simple, very basic version of Dungeons & Dragons. Abilities, race, class, basic combat powers, hit points, armor class, non-armor defenses… go! I want to see a core Dungeons & Dragons that is so incredibly simple I could teach it to an eight year old in under a half hour. These will be the core and most basic rules of the game, the rules everything else is designed to break.

Then we start in on the options. Hundreds of powers. New races, new classes, new racial classes. Themes, integrated from the beginning of the game. Backgrounds that are good for more than a +2 skill bonus. Feats that actually matter. A skill system. An expanded skill system for things like “profession” and “craft” skills. Magic items that are interesting and strange and setting-defining. A variety of spell/attack/power systems. A couple of interesting morality systems. Fill your boots with optional content, but leave the core of the game as simple, pristine and clean as possible.

Then explore the optional design space ad infinitum.

And I think this is maybe the most important thing in the world: invite your players to do the same. One of the shining achievements of Third Edition D&D was that there were hundreds, maybe thousands of people working on the game at any given time, and that meant that there was an enormous glut of product available to anyone who wanted to find it. I have a book about African adventuring that is both brilliant and terrible (and Eurocentric and insensitive and empowering and informed). That would not have existed, that _could not_ have existed without the framework that the OGL provided for creating new and interesting content. I want to see that sort of exploration go into the newest version of Dungeons & Dragons, and without a specific invitation from the Guys Upstairs, we aren’t going to have it.

Friday, January 06, 2012

Mini Anger


It's like Hors D'oeuvre Rage

So, we got in our order of Pathfinder Battles miniatures today. We don’t get to sell them until the 11th, but I got to take a look at them and I have to say, I’m not particularly impressed. It seems that the good folks at Paizo haven’t learned much from the mistakes Wizards of the Coast made in their own miniatures lines, and in fact are moving further from a model that would actually be useful to the consumer. 

The product is a single random miniature per box, at $5 a pop, or a larger miniature for $7. The paint job is mediocre, the sculpts are passable, and the price point isn’t terrible. What rankles is that they’re a single random miniature per box.

Game Masters, the people who are known to buy the most role-playing game product, do not want random miniature packs, guys. As a person who stands behind the counter at a game store, I hear this refrain constantly. As a Game Master myself, I understand their lament. Game Masters don’t want random anything, they want a sack full of painted goblins. They want a sack of Generic Evil Dudes. They want a sack of zombies.

That last is great, because it’s a product that actually exists, one that was rather popular. It wasn’t for role-playing games, though, it was (unsurprisingly) for the board game Zombies. And they had their shit figured out, guys. They made a sack of zombies, and they sold a bunch of them. Then they made zombie cheerleaders and zombie dogs and zombie clowns, and all of those sets sold really, really well. They weren’t even painted, and they flew off the shelves. 

And it’s not all that difficult to understand why. A sack of themed dudes is invaluable in a role-playing game. It means you can buy a single product and be ready to sit down and play. It means that you can throw down with a bunch of similar baddies. If you’re going to randomize your miniatures, why not make it like Chessex’ Pound o’ Dice? Throw a bunch of random dudes in a sack and sell it as a separate product.

Players don’t want randomized miniatures, either. A player wants to find that One True Miniature that perfectly captures his or her character, that one miniature that says “Olgreth.” And buying a crapload of randomized boxes is frustrating, expensive and generally futile. He or she ends up with a bunch of miniatures he or she is never going to use. 

So the product we actually need, the product we would actually use, is three different products.
The first is a quarterly-released Sack o’ Dudes, a 100-pc. bag of plastic miniatures around a theme. You only need about 5 different types of monsters to make that worth it. Here’s your list for the first three years: Sack o’ Goblins, Sack o’ Orcs, Sack o’ Elves, Sack o’ Dwarves, Sack o’ Warriors, Sack o’ Mages, Sack o’ Cultists, Sack o’ Victims, Sack o’ Zombies, Sack o’ Kobolds (dragon-type), Sack o’ Oozes, Sack o’ Generic Evil Humans. You’re welcome.

The second is a painted miniature with Pathfinder branding that has a single miniature in it packaged like the pewter miniatures currently produced by Reaper. Those miniatures will be the player character miniatures, the Big Bad miniatures, the I-will-only-need-one-or-two-of-these miniatures. Clear plastic in the front, cardboard in the back, pre-painted plastic miniature in the bubble. Put out two or three of these every month. I already bring in the Reaper Pathfinder miniatures, and I would happily put a pre-painted, plastic alternative right next to them. And people would gladly buy both. Some people like painting, and others want something they can use out of the box. Providing both of those groups with good options is just good business.

Finally, the third product is something akin to the D&D Beholders and Dragons sets. A single-purchase item for a miniature or set of miniatures that is fucking incredible. I want Colossal Red Dragons again. Or a Jabberwock. Or a Bandersnatch.

This isn’t rocket science, and I’m really dismayed that this product went all the way from design through to my storefront without someone pointing out that randomized miniatures for role-playing games had been tried, and failed. And when someone puts out a miniature line that actually makes sense, you can bet that’s where my money will be going.

Wednesday, July 21, 2010

Yu-Gi-Oh! is a Bad Game (But Doesn’t Have to Be)

This is a really long post…

As a person who plays games for a living, I take them pretty seriously. And usually, I can check my emotions at the door about a game; the fact that I dislike a game does not make the game “bad.” Whether or not I like a game is a matter of personal aesthetic, and I’m willing to recognize that. To be fair, there are a bunch of games I like that aren’t good. I’m quite fond of Exalted, for instance, and for all that I laude the Game Master’s Guide, 7th Sea, as a game, kinda sucked.

There are a few games, though, that are both Games I Dislike and Bad Games. They’re pretty few and far between, honestly. FATAL. Racial Holy War. That role-playing game about the bishonen boys with sea anemones for penises. All three of these show up on any Worst Role-playing Games Ever Published list. The Star Wars collectible card game is on my list. Steve Jackson’s non-collectible Burn in Hell was atrocious. Most of these games, though, don’t have a huge fan following, either because they are bad, or because whatever cross-market synergy the designers were trying to build never really got off the ground. (For example, I love Star Wars, and I love collectible card games, so a collectible card game about Star Wars has to be the next best thing to perfect, ne?)

Yu-Gi-Oh! is the beneficiary of one of the most successful cross-market synergy campaigns ever created. There is an animated series based on the already-successful manga, there are video games and toys. There is really no better way to tap into their target market than to toss a cartoon at it. Chaotic tried the same thing, and for a while the game was wildly popular (the game was kinda meh, and the production schedule mishaps kept it from attaining any real popularity).

So Yu-Gi-Oh! is wildly popular. In the mass market, it’s the most popular collectible card game in the world. Sadly, being popular does not make the game good.

Understand that my issues with Yu-Gi-Oh! have nothing to do with the game’s rules. Honestly, if the game were played as it was originally designed, it would be pretty solid. The rules are simple and elegant, and the strategy has the possibility of real depth. I remember being pretty impressed with the game when it first came out (back when there were a lot of creatures with no abilities, and trap and spell cards were the tits). There are some things that strike me as entirely arbitrary (monster levels, for instance; you could simply separate monsters into three different levels: normal, tribute, double-tribute, and be done with it), but none of those things are enough to break the game in horrible ways.

No, the issues I have with Yu-Gi-Oh!, the reasons I think it is a bad game, are these:

1) Card and Set Irrelevance
2) The Banned List
3) Game Speed
4) Solitaire

1) Card and Set Irrelevance

In any given pack of Yu-Gi-Oh! cards, there is a miniscule chance that you will open a card that is good. This isn’t to say that the card you open is amazing or jaw-dropping, just good. I sell packs of Yu-Gi-Oh! in my store, and I cannot count the number of times I have found entire packs of cards just sitting opened on tables or counters, nothing having been taken from them because even the rare card in the pack isn’t worth anything. This is a problem frequently encountered in eternal-format card games. Only two or three cards released in an entire set of Yu-Gi-Oh! are any good. Out of over a hundred cards per set. And sets are released every three months or so.

Imagine how many trees have died to produce cards people aren’t even using in their decks.

And it’s never the commons that are any good. It’s always the rarer-than-rare cards, the so-called Secret Rare or Ghost Rare. You might find one of these cards per box. Which means that twenty three other packs of cards are a complete waste of paper, foilwrap and money. When each booster pack costs $5, that turns into a lot of cash, fast.

And older sets are completely irrelevant now. There are boxes of the earliest sets that have one or two cards that used to be good but aren’t anymore that will sit on a shelf forever. Legend of Blue Eyes White Dragon packs are worth almost nothing save the nostalgia value of opening a pack and seeing a bunch of monster cards with no effects and trap and spell cards that simply aren’t very good. Entire sets of cards have been obsoleted, making the eternal aspect of the game completely ridiculous.

2) The Banned List

When I play Magic: The Gathering, I play Limited formats or Type 2 (Standard). I like having a smaller, more stable card pool, and there hasn’t been a time in recent memory that they’ve had to ban a card from Standard (skullclamp being the example I can think of). Having a limit on the number of sets allowed in a format means that there are fewer ridiculous synergies to look out for when publishing new cards, so the development team can focus on rooting those synergies out, and then worry about longer-winded formats later. You can work on balancing a set against itself and the most recent iterations of the game.

Yu-Gi-Oh! solves synergy problems by banning them. When a particular card or deck becomes too powerful, the players who have invested in those cards and decks no longer get to play them. Sorry, Monster Reborn, you’re just too good. Bye bye, Judgement Dragon, you’ve appeared in too many decks. Oh look, Lightsworn is getting too powerful, let’s ban half the cards on the list. I don’t even play Yu-Gi-Oh!, and this pisses me off. People pay for those cards, people search for them for months, just to have them torn from their fingers because the card is too good. At least with a rotation, you can plan for it; you can see that a set is going to be leaving the format soon and sell the cards that will no longer be legal for that format. Or retire them to a casual-deck pile. Or set them aside for a different format that you play.

3) Game Speed

Last year, there were three or four decks that could kill you on turn one in the Yu-Gi-Oh! metagame. That is terrifying. That isn’t a game of strategy, that’s a game of chance. A couple of weeks ago, one of my customers went to the Canadian Nationals. He finished third, and told me that the deck that had beaten him did so on the first turn of games one and three. This was after a huge banned-list update that had gotten rid of all the previously discovered first-turn-win decks in the game.

A first-turn win is the first indicator of a broken meta-game, in my opinion. Even at its slowest, Yu-Gi-Oh! sports a consistent turn-three win strategy. It’s too fast. There’s no time to strategize, it really comes down to whether or not you’ve drawn the cards that will allow you to “go off” on the earliest possible turn. I don’t need to worry about attack or block positions, what traps or spells you’ve set, or what you have in hand. If my deck goes off, I win. If yours goes off first, I lose. Which brings me to point four, and my biggest issue with Yu-Gi-Oh! as a game.

4) Solitaire

One of the biggest reasons I think Burn in Hell is a bad game is that it rarely effects your opponent’s side of the game. You collect your bits, you make the best sets you can, and your opponent does the same. You strategize and plot and plan, sure, but you do it independent of your opponent’s actions. A good game needs to be interactive on all sides. I need to be able to effect what my opponent is doing in a meaningful way, set them back, make them lose the board advantage, make them ditch cards from hand, or from the top of the deck. And they should be able to do the same sorts of things to me. In a game like A Game of Thrones, there’s a lot of that; the whole game is about interaction with other players, from the job I take at the beginning of the new round (“Oh, sorry, you needed to be the Hand this turn? Oh, and look at that, you’re supporting me…”) to stealing Power from an opponent’s House card and then beefing it up with Renown. Every part of the game involve some level of player interaction, and that is what makes A Game of Thrones so incredibly deep as a game.

Magic is actually a pretty poor example for this, because combo decks don’t really rely on interaction at all, and combo decks are a long, proud history in Magic. When your deck goes off, you sit on one side of the table playing it through, doing whatever it is that wins you the game, and your opponent just sits there and takes it for a while. One of the most gracious thing I’ve seen a Magic player do is start running their combo, look across the table to their opponent, show the opponent their hand, and then ask: “Do you need me to play this through?” It wasn’t asked as a snotty remark, it was a concession that watching a combo deck explode in your face fucking sucks. There’s nothing fun about watching someone play solitaire while there’s nothing you can do about it.

Every good deck in Yu-Gi-Oh! is a combo deck. It is designed to kill you regardless of your own actions. It has answers to all of your actions, so that you don’t even get to make them. I watched a guy recently throw down a combination of cards that removed everything his opponent had on the table and then swung in for lethal damage. Just to make sure his opponent had no answer. On turn three. If that were a Magic game, his opponent would be pissed, and rightfully so. When a Dragonstorm deck goes off, and a million things happen on one side of the board on turn three, and someone loses, it’s a piss-off. But what makes these two decks different is that the Magic deck was legal for a couple of weeks before the key cards rotated out of the format. And as soon as the deck was in the meta-game, for those few weeks people developed answers for it. Dragonstorm didn’t take the Worlds because it was amazing; it took the worlds because no one saw it coming. It was a masterful metagame call. In Yu-Gi-Oh! it’s just the state of the game.

So how do you make Yu-Gi-Oh! good?

Anyone who frequents my store and plays a lot of Yu-Gi-Oh! has already heard me rant about this, and it’s nothing I haven’t been saying for months. The first and most important fix is that the organized Yu-Gi-Oh! tournaments need to branch into multiple formats that focus on different releases for the game. The organized play that is currently standard should stay; there will always be people who love playing in eternal formats, and there’s nothing wrong with them. But for those players who are new to the game, or those who are looking for strategy that goes deeper than “My deck goes off, you lose,” having a smaller card pool makes the game a lot more entertaining. It slows the game down, as well, because the crazy one-turn-kill synergies exist spread out across a bunch of different sets from all over the Yu-Gi-Oh! timeline. My personal suggestion has been “Go two years back.” The cards that have been released in the past two years, those cards are legal in the narrower format; this includes all of the new booster sets, the new starter decks, the new premium packs, what have you. If it’s been printed and sent out in the past two years, you can use it. For a slightly broader format, go back five years.

Where the organized play goes, the casual play will follow. Though, to be honest, casual players will play whatever the fuck they want anyway, with no thought wasted on what’s going on in the tournament scene (past: this is a good deck, so I will thief it).

Konami needs to rethink the way their sets are released, as well. Each set needs to have something to offer to whatever decks they want to support from now on. If Gadgets are going to be a thing, every set is going to need to see some Gadgets. If Lightsworn is the new hotness, having some Lightsworn cards in each set doesn’t seem like a terrible idea. But it’s more than deck archetypes, too. The Magic guys have figured out what players want from their game, and they try to provide those things in spades. There are cards for guys who love smashing face, and cards that need some creative thought to break into something good. There are cards for people who love to lock their opponents down, and cards for people who want to stop that from happening. When you know what your players want, and you design your game’s expansions around those things, the sets you produce become a lot more cohesive. Also, understanding the new formats is important so that you can design cards for each of them; giving the eternal formats a bomb (for the sake of funny, let’s say there’s a new Toonworld printed that is strictly better than the current Toonworld), the narrower formats aren’t going to be able to use it effectively, which is fine, but you need to provide the narrow format guys some love, too.

And having a healthy testing/development team together to make sure that the cards aren’t broken before you release them is a much better strategy than simply banning the cards that are too powerful. When a card like Judgement Dragon is able to take over the game because it is simply that good you probably shouldn’t have released the card in the first place. This happens occasionally in every large-format card game (Bitterblossom, I’m looking at you…), but the chances of it happening are far reduced when you limit the synergies available in most organized play events. Fully testing your cards before you send them out to the public is a good way to trim down an already glutted banned list, reducing the number of cards that cost $700 two days ago and are now just a chunk of foiled cardboard.

Mixing a narrower format with better set design increases card relevance, too. When I open a pack of Legend of the Five Rings cards, there is something relevant in that pack for nearly everyone. Honestly, though, L5R is a bad example of card relevance; a lot of people only play in a single clan, and if you don’t get any good cards for your clan in that pack, it was a useless pack for you. It’s still more likely to be good than a Yu-Gi-Oh! pack! This is because commons and uncommons are relevant in L5R in ways that they are not in Yu-Gi-Oh!. The number of good common cards in Yu-Gi-Oh! in the whole history of the game is drastically close to zero. The few that are “good” are often barely playable, and will more likely than not be replaced by a Ghost Rare that does a better job of whatever it was the common did. Making each card relevant is important in a collectible card game, because it increases the chances that the metagame will need to account for it. If every card in even a single set is relevant to the most common format, then the number of deck archetypes will explode.

Honestly, people should be able to play a game directly out of two packs of cards. I should be able to sit down with two packs and play a game of Yu-Gi-Oh! against an opponent who has done the same thing, and have a good time doing it. This is the narrowest of all possible formats (barring playing out of a single pack, which in Yu-Gi-Oh! would be impossible because of the size of a pack). When you can have fun playing out of fresh packs of cards, your game will probably be good.

*For the record, I don’t own the copyright to anything except what I’ve written on this post. Every game I’ve mentioned belongs to someone else, and I am making no threat to their copyright at all.

Monday, May 24, 2010

An Open Letter to People who Make MMORPGs

The big problem is that I’ve been spoiled by 16-bit console RPGs. In my opinion, the most incredible console and computer story-based adventure games were made in the early to mid nineties. The Super Nintendo (the fucking SUPER NINTENDO!!!) brought us Breath of Fire, Chrono Trigger, Earthbound, no less than three Final Fantasy games, Lufia, Secret of Evermore, and Secret of Mana. Not one of these games was bad, and I played the shit out of them. Add the kinda-meh RPGs for the Sega Genesis (and a couple of gems, such as Phantasy Star IV), and I grew up with some pretty great console games as a kid.

Those games set the bar for me, and there have only been a few games out in the past decade that I feel met or exceed them. Dragon Age comes to mind, probably because it’s fresh in my memory. Knights of the Old Republic, too. Jade Empire, Elder Scrolls – Oblivion, Fallout 3. So there have been some decent games, but in general the quality of good story-based adventure games has gone down in the past decade. While the games have gotten much prettier to look at, they’ve lost a lot of what made the 16-bit games so much fun.

The thing they lost was “character.” Not in the sense that I couldn’t tell Jade Empire from Fallout; the games are definitely unique and have some pretty amazing art direction and flavor. But they’re missing something. And it’s something games like Chrono Trigger and Phantasy Star have in spades.

I really like the characters I interact with in those games.

The protagonist guy from Chrono Trigger doesn’t speak. He’s just your avatar. Whatever you would have said there, that’s what he just said. But characters like Frog and Magus stick around with you. They’re cool. They have interwoven histories. They’re unique and interesting. You get to learn more about them as you progress through the game. They gain depth through their actions and through the way they tell their story. Modern console and computer role-playing games, with a few key exceptions, have lacked this, and it’s noticeable in the quality of the games.

See, the guys at Bioware understand what the hell is going on here, and they make up for it. Dragon Age has some really neat characters in it, and they’re unique and they’re fun and you get a pretty good idea of what they’re about by the end of the game. None of them are humanoid frogs, but they don’t need to be for you to remember who they are. Morrigan is sarcastic and strangely naive. Alistair is straight-laced and thinks he’s funnier than he is. I haven’t played the game in months, and these are character traits I remember. Very few computer or console rpgs are going to the effort to make that happen anymore.

This is especially true of MMORPGs. This started off as a criticism of Star Trek Online, for its absolutely horrendous lack of interesting characters, but it’s been pointed out to me that the problem is rampant throughout the platform. It is generally assumed that any sort of role-playing you might want to do during an MMO would occur with other players. Or, at least, that’s the only reason I can fathom that would explain the complete absence of interesting non-player characters in MMO games. And sure, that’s an option for some games. I’ve had moments of pure role-play in World of Warcraft and FlyFF, but those moments were very few and so far between that I believe they happened once per game in years of playing.

See, people don’t want to role-play on a console or in a computer game. For one thing, it’s currently impossible to make a program do all of the cool things your imagination can. For another, people understand how to interact with a game like Star Trek Online from their experiences with other console and computer games. They interact with one another on STO the same way they would interact with players in a HALO game. Which is really sad, because HALO doesn’t pretend to be an RPG.

If you take all of the RPG elements out of Star Trek Online, it’s a pretty fun adventure game. If you take all of the things that make Star Trek fantastic, it’s a pretty good homage to the setting. But both RPGs and Star Trek are about character and that is something that the MMORPG market is missing entirely. In playing STO, I want to care. I want to talk to my crew and learn something about their history. Hell, make it up. Make it random. Choose 100,000 pre-made “who are you” character scripts and compile them into chat trees. Pay me enough money, I’ll write them for you just so that I can go home and read my own chat trees and feel like I know something about my crew.

I want them to interact with me and with one another. I want missions to be based on the fact that my chief of security walked into my Ready Room and told me his wife is having a baby on Deep Space K-7 and he’d love it if we could get him back there before his daughter is born. I want a mission that is just me mediating a dispute between two members of my crew. I want to know that when my helmsman and one of the science lieutenants are working together, they’re more efficient because they’re lovers. Or less efficient. Or whatever. Any character trait at all.

And if there was a storyline behind Star Trek Online as compelling as that found in Chrono Trigger, you’d never get me to leave the captain’s chair. Hell, if the story was as intriguing as the worst season of Enterprise, you’d have me knocking at your servers constantly.

As is, it’s a pretty good adventure game.

I’m just going to post a link here. It’s the Memory Alpha entry for Lieutenant Commander Data. Take a look at the things that made this character interesting. Let me know how much of that is based on the space ship he flew or the away missions in which he shot his phaser. I’ll let you come to your own conclusions on just how important character interactions are for MMOs based on that…