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interaction

A long time ago, after spending countless hours pondering the question of what defines an Ameritrash games and why I chose to pin my colours to that particular mast, I was struck by the realisation that what I, personally, look for in a game isn’t particularly theme, or drama, or randomness but interaction. Most of my favourite games are highly interactive, all my favourite Euros are and indeed I’d go so far as to say that a high level of player interaction is almost exclusively the marker that separates average Euros from the best.

And yet, pleased as I have been with that fragment of self-realisation, the unfortunate fact is that “interaction” as a concept in games can actually just as potentially confusing, open-ended, and meaningless as “Ameritrash” or “theme”. If the relatively recent thread about interaction in Quarriors isn’t enough to convince you of that, then for exhibit B I’d point to the seemingly endless spat between fans of low-interaction Euros and those who label such games as multi-player solitaire, something I’ve ranted against in the past. This concept was bought home to me fairly forcefully by F:AT user Hatchling who suggested I write this piece and try to clarify some of these ideas.

We’ll start with my personal, basic definition, which has done me pretty well up until this point. In my book, when I talk about high player interaction, I’m talking about “direct” player interaction in which the actions of one player can set back the position of one or more of the other players, usually by reducing their resources in some manner. But even this isn’t hard and fast. Traditionally direct interaction has been totally open ended, in other words any player can “attack” any other player at any time as in games such as Diplomacy and Risk. This is the source of the truly open diplomatic meta-game and the criticism that all open-ended games are effectively a variant of Diplomacy, because players ganging up on one another almost always trumps mechanics strategy,  as well as a host of perceived problematic pieces of game design such as kingmaking and kill-the-leader. It’s old hat now to point out that I don’t agree with the idea that all these games are the same, or that kingmaking and kill-the-leader are genuine problems, so I won’t rehearse those arguments again, but I will admit that it results in a uniform aspect to games of this nature that it’s often nice to get away from simply for the sake of variety. So probably the most-used solution to these problems in mechanical terms is to somehow limit the number, or target, of attacking actions available to each player. This solution has become so ubiquitous that almost all modern DOAM designs feature it to some extent and the result is games that have direct interaction, but which limit its scope. Some, such as Through the Ages limit it very drastically. So immediately separating games along the lines of those that have direct interaction and those that don’t becomes less useful, though hardly pointless.

Indirect interaction on the other hand indicates a game where your choices can directly affect aspects of the game state which then, in turn, impact on the positions of other players. There’s no better example of this than Puerto Rico where the removal of each role as it is chosen has a profound impact on the choice of the next player in line, without directly changing his actual position in the game. There is also what you might refer to as observational interaction where the players actions in the game don’t impact on the choices or the state of the other players, but where each player must keep a careful eye on what his opponents are doing in order to play effectively. I’m not sure I’ve ever come across a game that is purely observational interaction, but some indirect interaction games come close, such as Stone Age. There’s also a separate category of low interaction games in which the interaction can be either direct or indirect but there’s very little of it. Again, a lot of indirect interactions games happen to sit in this category but it’s certainly distinct. I doubt many people would classify Puerto Rico as being genuienly *low* in interaction since each player turn can have a profound impact on what everyone else does, and similarly interaction in a lot of classical style dungeon games such as Dungeonquest is almost non-existent, but when it happens it’s certainly of the direct variety.

From my personal point of view, I would not label any of those previous categories as interactive games but I’ll stress again that that’s not to say they have no interaction: simply not enough to satisfy me.  However, the dictionary definition I just looked up suggests the a different interpretation: “a mutual or reciprocal action” which would certainly include my definitions of both direct and indirect interaction. But I’ll wager that most members of the public, and even the majority of less anally-retentive gamers than me, none of whom will ever have considered these definitions would, if asked, make a similar distinction instinctively if asked whether something like Agricola involved lots of interaction with your opponents. Why do I feel so strongly about this? Because without interaction I don’t get the sense that I’m actually playing against other people: I feel I’m playing against the game system. Game systems can be learned, mastered by rote, and good moves that you make can elicit no response from your fellow players other than appreciation. I like to play with people in a setting where they can react vigorously to my advances with counter moves of their own, not in one where they just have to lie supine and take what’s coming.

So far, it’s all very nice and neat. However these definitions become rather more problematic when you consider negotiation games. With the euro-esque fashion for games that focus down on a single mechanic, there are quite a few negotiation games such as Genoa doing the rounds in which negotation is the major, and sometimes the only, form of player interaction. Gut instinct tells you these are games that feature direct interaction, but it fails my basic test of directness: the action of negotiation does not always set back the position of another player - often it leads to mutually beneficial interaction. Another problem comes from those Euro games in which it’s quite possible to smash up the holdings of the other players but where the results are applied with rigorous equality, such as Dominion and the aforementioned Quarriors. Common sense tells you that these aren’t direct interaction games, but by the usual definition, they qualify.

Dwelling on these special cases for the purposes of this article has lead me to decide that we need a different, and rather more useful definition. So how about this: direct interaction is when the actions of one player can be targeted directly at either one single other player, or a small sub-set of the other players (such as an alliance, for example). Indirect interaction is when the actions of one player have an equal impact on all the other players. You have to be a little careful with this version of the definition, because precise instances of the latter case are incredibly rare: in most games, even if the direct results of the action of one player are applied equally to all his opponents their particular differences in position and game state will mean that those results will have more impact on some players than others. But that’s okay, that’s called strategy, and I reckon you get the idea of what this definition is trying to convey. It also means that some worker placement games such as Puerto Rico could be considered direct interaction, and that’s okay too. Because when you think about it, a lot of worker placement games don’t entirely deserve the “multi-player solitaire” label they get tarred with. In Puerto Rico you get to sabotage other people’s shipments by forcing them to sell before they’re ready. In Agricola you get to spice things up a little with the I-deck. There is some direct interaction in these games and I have no doubt that’s partly why they’ve endured so much in popularity while some of their more socially isolationist cousins, such as Princes of Florence have fallen by the wayside in comparison. Again, it highlights why the definition of direct and indirect interaction is quite different from the definition of low and high interaction, although the two often seem to be conflated.

Where that definition really falls down is with two player games. After all, if there’s only one other player then obviously the actions of one player are going to have an equal effect on all the other players! On first glance this isn’t a particularly big deal, because all two player games are direct interaction by the old definition, right? Well on consideration I’m not so sure. One of my very favourite two player games, Battle Line, is a funny old case in this regard because there doesn’t seem to be any direct interaction. Yes, by playing a card you’re denying it to your opponent, but that’s just down to the luck of the draw. Even it’s close cousin, Lost Cities, has some direct interaction because you have to watch carefully what you discard to either cover a valuable pick-up for your opponent or to make sure you don’t give away something they want. I have no idea if there are other 2-player Euros that don’t have direct interaction: I can’t think of any, but then again I’ve played very few.

There’s no clear-cut answers here. Much like many other board gaming concepts there’s a whiff of the elephant test about the various kinds of interaction: difficult to pin down, but you know it when you see it. But one final thing I wanted to cover are those few outliers that inhabit that bit of the graph that we’ve labelled “low amounts of direct interaction”, although some of them have no interaction to speak of. As I previously mentioned most of the best-known examples seem to be dungeon exploration or adventure games of some kind or another, and it includes quite a slew of famous games such as Dungeonquest, Talisman, Tales of the Arabian Nights and others. You might have thought this was the worst of all worlds in many respects, with these games having neither the careful balance of indirect interaction games, or the dynamic cut-and-thrust of direct interaction. So where’s the popularity? Well it’s twofold: first and most obvious these are all, without exception, games that are rich in their own internal narrative. Tales of the Arabian Nights especially is basically nothing but narrative. Secondly these games tend to have lots of highly random elements to generate thrills and excitement. Even Tales of the Arabian Nights, which has no dice, effectively inserts randomness into the game at every turn by presenting the player with choices in which they can’t predict the outcome. In other words randomness, and especially narrative, are enough game all on their own to completely replace interaction and strategy. Not for everyone, of course, and it’s better to have all four if you can get them. But you couldn’t want for a better example of why games with chaos and stories in them will ultimately trump their predictable, sterile cousins on every occasion.

 

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Comments (34)
  • avatarehanuise  - direct and indirect interaction made simple

    Eurogame :
    All players stand up in front of a wall and pee on it. Once they're done, a referee measures who was highest and awards points accordingly.

    Ameritrash :
    All players stand in a circle, facing center. They pee on each other's shoes until one player backs from the circle to protect his shoes or loses it and throws a fit. That player is eliminated. A referee then awards points to the remaining players for stance, flow, figures,and pool size.

    The second kind is messier, but as trivial as it is, more fun :p

  • avatarBullwinkle

    ehanuise is NOT invited to the next game night.

  • avatarscissors

    Ameritrash co-op with saboteur/traitor element:

    everybody pisses in a hole in the centre until somebody turns suddenly and pisses up someone's leg.

  • avatarSuperflyTNT

    Couldn't agree more about interaction and Euro games. El Grande is one of my favorites precisely because there is direct fuckery involved.

  • avatarMattDP

    An addendum to this article occurred to me this morning. It's to do with negotiation, something I highlighted as special in the piece but which, really, probably requires several paragraphs all to itself. I'm not going to write them now, but consider: how much of the "game" in something like BSG or Genoa is actually going on on the board, and how much in how the players talk to one another?

    The interesting thing about negotiation is that it's the most obvious place in which to get away from the design constraints imposed by card, paper and plastic. Inside the players heads, inside their in-game relationships the sky is the limit: anything can happen, limited only really by the ingenuity of the designer. It's one of the few remaining places where real innovation can still happen in game design, and the physical components of the game can become little more than a side-show and yet still provide the players with a framework for a brilliant game experience.

    Am I in fact describing an RPG? I don't think so. Board games, even if the action is moved away from the board, can still provide a strategic and competitive experience that RPG's can't match.

  • avatarSchweig!

    I've once had a very lengthy debate on BGG about interaction.

    For eurogamers apparently sitting at a table with another human being is interaction. It's hard to convince them that it's not, because by definition it is - you are at least breathing each others' air.

    What I consider interactive is the ability to hurt other people in a particular way, not just by blocking them or by taking an action that forces them to do something as well (the prime methods of interaction in Puerto Rico). That "way" is characterised by two aspects, both of which have to be fulfilled:
    - You can react directly to your opponents' actions
    - Doing so benefits the other players not involved

    I don't think a meaningful scale of interactiveness exists in two-player games. I'd say that the special breed of tactical wargames which allow you to intercept almost every move of your opponent are more interactive, but the old IGO-UGO wargames are pretty much as interactive as Lost Cities is.

    There's always Schweig's golden rule of interaction:
    If it doesn't benefit you to talk during a game, that game is likely not interactive.

  • avatarJexik

    It's not so easy for me to say I like or dislike interaction or not.

    A lot of it is downtime. I like games like RoboRally, Revolution!, and even Race for the Galaxy and Dungeon Lords because of the simultaneous action selection. Some of these games are less interactive than others, and some just provide interesting puzzles and choices.

    But I hate Puerto Rico because I don't like spending 85% of the time not caring about what is going on. It's probably more interactive than RftG, but the downtime kills it for me.

    My favorite part of Settlers of Catan is that you've got a chance to gather resources on every player's turn. This keeps everyone engaged, especially when it can alter your position or create new trade opportunities.

  • avatarwaddball

    Fundamentally, it gets down to this: do our moves affect each other, and is that exploitable?

    You can get that in a lot of games, from obvious bashers like Risk, but also more subtle ones like Race for the Galaxy or Agricola. I think the bias around here toward direct interaction is almost entirely emotive.

  • avatarwaddball  - re:
    Jexik wrote:
    But I hate Puerto Rico because I don't like spending 85% of the time not caring about what is going on. It's probably more interactive than RftG, but the downtime kills it for me.


    Yeah, probably not related to interaction, per se, but I relate. Downtime is the enemy.

    Not sure on the Puerto Rico example, though. The threaded structure, where most actions involve everyone, helps a lot. It's games where I can just get up and leave for a while that bug me.

  • avatarSpace Ghost

    I care less about interaction than I do the ability of a game to evoke your imagination. Are you alert and engaged or are you slouched back and waiting for it to end?

  • avatarMattDP
    Quote:
    I care less about interaction than I do the ability of a game to evoke your imagination. Are you alert and engaged or are you slouched back and waiting for it to end?

    But that's the sum of a lot of things, not pinned down to either interaction or imagination. There are a lot of things that can keep you engaged in a game and, on the whole, it seems to me a truism to say that the more of those buttons a game pushes, the more engaging it is. In other words it's great if a game keeps you interested because it evokes your imagination, and it's great if it keeps you interested because of interaction, but it's better if it can do both.

    I think this may be the most important factor in the overall increase in the quality of game titles over the past ten years or so: the designers toolbox supports this outcome much better than it used to.

  • avatardragonstout  - Social interaction

    I've said this before, but I have a very different definition of interaction than you've proposed: for me, interaction means

    SOCIAL interaction.

    People above (like Schweig) who say interaction means being able to hurt your opponents, take their stuff: does this mean no cooperative game has interaction? In my experience, cooperative games are sometimes the most interactive of all, since you are CONSTANTLY engaged in what everyone else is doing.

    Similarly, you claim in your article that Tales of the Arabian Nights has no interaction; the interaction is a huge part of why I love it! Not only are you forced, by the rules, to be reading stories to each other, the game encourages interaction since the stories are so ludicrous that everyone always joins in on commenting on the story and elaborating on it.

    A question that gamers have asked me a few times when they find out I don't like Race for the Galaxy: why don't I like RftG, but I like Dominion? They point out that in RftG your actions have far more impact on and depend more on your opponents. This is completely correct: if we're talking about in-game interaction, then RftG has more. It's indirect interaction, as Matt describes, but there is nonetheless a lot of indirect interaction. In Dominion, your game actions don't make a very big difference at all in what your opponents do. The difference is:

    Dominion is a great background game to play as you shoot the shit. In between your turns, you have two completely valid options, both encouraged by the structure of the game: either you can chat with your friends about game-unrelated stuff, since what others are doing doesn't matter anyway, or, when someone does something especially clever or impressive on their turn, you can watch it and admire it like a little show. I'm not the biggest Dominion fan, but I enjoy it for these reasons.

    With Race for the Galaxy, on the other hand, since everyone plays at the same time, there's no chance to chit-chat, there's not much time to admire someone else's cool play (also largely due to the fact that "cool plays" barely exist in the game because of how it restricts creativity), and you're constantly forced to just be staring at and thinking about your hand, or else everyone will be waiting on you.

    2-player games are a totally different thing for me, though, for those it's usually not social interaction I'm looking for, but a contest of wits. But definitely an appealing thing about Magic for me is that it can be either: a hard-fought battle where the best man wins at a tournament, or a backdrop for casual conversation when I play with my old friends.

    Two of the things mentioned in the article almost always encourage social interaction, and I think that's a big part of why we love games with these things so much: the "direct interaction" described in the article, directly messing with someone else, encourages a verbal, social confrontation, either to negotiate to put a stop to it, to comment about how much your opponent pissed you off, or just to trash talk. And "drama" in games also serves as a stimulus for social interaction and discussion, because what is there to talk about in an undramatic game?

    I play games for the social interaction, and some games encourage, or even ALLOW, that more than others. All games are *not* equal on this front.

  • avatarSagrilarus  - re: re:
    waddball wrote:
    Downtime is the enemy.

    You dagnabbed kids with your ipods and your hooloos and your xbox 560s. When I was a kid we had games with downtime and we loved them! We were THANKFUL to have games at all!

    This must be a generational thing. Us old people have important issues to discuss during downtime. I think younger players have a much faster clock speed from watching Spongebob.

    To me the interaction comes from the wheeling and dealing, because it takes the discrete state that virtually all boardgames have and turns it into an analog spectrum. Cutting a deal, even in a game as simple as Settlers adds a lot to the flavor of the play. That's the pinnacle of interaction is to me. If you can play under the cones of silence there isn't much point of meeting in the same location.

    S.

  • avatarSuperflyTNT

    Andy -
    Player interaction is boiled down to this in pretty much everyone's vernacular as far as I know:
    If the actions you take affect opponents, it is player interaction.

    If you can heal your buddy's Warrior with your Cleric, there's player interaction.

    If you can deny an opponent from doing something he wants to do through your action, that's player interaction.

    If you're sitting across the table playing a game where everyone is playing, but none of the actions that a player takes affects another player in any meaningful way, there's no player interaction.

    I can sit and have a cup of coffee while talking with a friend, and there's interaction, but no player interaction, even if we happen to be playing a game.

    At least, that's how I've always understood "player interaction" to mean.

  • avatarhotseatgames

    In my humble opinion, Dominion is a snooze. There is virtually no interaction at all. Give me Nightfall every time!

  • avatarwaddball  - re: re: re:
    Sagrilarus wrote:
    You dagnabbed kids with your ipods and your hooloos and your xbox 580s. When I was a kid we had games with downtime and we loved them! We were THANKFUL to have games at all!


    You forgot: Get off my lawn! :)

    To your serious point, I'm 43. Kid at heart, maybe. I played wargames when I was a real kid back in the 80s, so I don't think it's ADD. The issue (for me) is to be respectful of all players' time. Plus you can have downtime in any game if you all want it.

  • avatarSpace Ghost  - re:
    MattDP wrote:

    But that's the sum of a lot of things, not pinned down to either interaction or imagination. There are a lot of things that can keep you engaged in a game and, on the whole, it seems to me a truism to say that the more of those buttons a game pushes, the more engaging it is. In other words it's great if a game keeps you interested because it evokes your imagination, and it's great if it keeps you interested because of interaction, but it's better if it can do both.

    Heh -- I guess how it is worded is a truism. I meant that it is much more likely that a narrative game will keep me most engaged -- so the interaction has to be in support of a greater narrative. I think that many DoaM's do this (for me anyway) through interaction. However, so do several "process" games, like Arkham Horror and Tales, and I tend to like those better (slightly; in reality, I like most every game to some extent).

    And, yes, games that do both are even better -- but I am more dubious of your claim that is what makes games of the past few years be better. I think it is a high bar that is often not met gracefully or deepfully on both accounts. The two games that really do this for me are War of the Ring and Twiligt Struggle

  • avatarldsdbomber

    nice article, though I will say that I always have a wry smile when people say "what they look for in a game", I know we all have our favourite stuff but it's like saying what I look for in food is a spicy sauce, or in a movie a depressing ending, or a book a 1st person factual narrative. Is it really true that most of you can narrow down "what you look for in a game" and be able to define it so specifically, in this case "interaction" (which I guess is a pretty open ended concept). I don't know, I've liked, like and probably will like (and dislike) a whole boatload of games and game types for a whole load of different reasons which may or may not make any sense, I guess I'm just surprised at how often people seem to have very very clear definitions of what they want (in a way that they can define so clearly)!

  • avatardysjunct

    I like Puerto Rico but I'm not sure it's the best example here. Forcing someone to ship goods early so they can't sell is pretty uninspiring. I think there's a difference between preventing future gains vs destroying existing gains. In PR, if I get 16 VPs from shipping, nothing anyone can do will take those away. I'll never end the game with less than 16. Ditto for points from building. Contrasted to Risk, where you are never safe, no matter how long you've had that territory, anyone with more men or luck can take it away.

    Similarly, a lot of coop games have the same feature ... At least the good ones do. You're never safe; everything you've done can be undone.

    For me the lack of safety is awesome. There's no sure thing or any moment where you can relax and go on autopilot, so you have to stay engaged if you want to win.

  • avatarSchweig!  - re: Social interaction
    dragonstout wrote:
    People above (like Schweig) who say interaction means being able to hurt your opponents, take their stuff: does this mean no cooperative game has interaction? In my experience, cooperative games are sometimes the most interactive of all, since you are CONSTANTLY engaged in what everyone else is doing.


    Interaction in coop games depends entirely on the crowd you're playing with.

  • avatarmjl1783
    Quote:
    However, the dictionary definition I just looked up suggests the a different interpretation: “a mutual or reciprocal action” which would certainly include my definitions of both direct and indirect interaction. But I’ll wager that most members of the public, and even the majority of less anally-retentive gamers than me, none of whom will ever have considered these definitions would, if asked, make a similar distinction instinctively if asked whether something like Agricola involved lots of interaction with your opponents.

    This is because words mean things. "Interaction" is an inherently open-ended word, because the very thing thing it exists to describe can't be defined narrowly.

    You'd might as well say we need a new definition of "candy," because when you use it, you're talking about lollipops and taffy, but not Snickers bars. We don't need that; you need to start saying "lollipops" and "taffy" if you want people to be sure you're not talking about fucking Snickers bars.

    What is the point of redefining "interaction" to mean "directly setting another player back" when you could just say "directly setting another player back?"

    Technical and legal terms describe complex ideas in one word, mundane ones like "interaction" don't, and they're not supposed to. The simplest solution to someone not knowing precisely what you mean when you use an open-ended word is not to use open-ended words in a precise way.

  • avatarSuperflyTNT  - re: re: Social interaction
    Schweig! wrote:
    dragonstout wrote:
    People above (like Schweig) who say interaction means being able to hurt your opponents, take their stuff: does this mean no cooperative game has interaction? In my experience, cooperative games are sometimes the most interactive of all, since you are CONSTANTLY engaged in what everyone else is doing.

    Interaction in coop games depends entirely on the crowd you're playing with.

    I disagree. Even Pandemic has player interaction in the sense that you can airlift your buddies, swap cards, and that bit. Ravenloft allows you to team up with certain powers to buff your buddies.

    Again, "Affect other players in-game" is the key, for me at least. A game with heavy player interaction, such as Risk, allows you to completely interact, via combat, where games like Pandemic effectively allow very limited interaction.

  • Agent easy  - re:
    mjl1783 wrote:


    This is because words mean things. "Interaction" is an inherently open-ended word, because the very thing thing it exists to describe can't be defined narrowly.

    You'd might as well say we need a new definition of "candy," because when you use it, you're talking about lollipops and taffy, but not Snickers bars. We don't need that; you need to start saying "lollipops" and "taffy" if you want people to be sure you're not talking about fucking Snickers bars.

    What is the point of redefining "interaction" to mean "directly setting another player back" when you could just say "directly setting another player back?"

    Technical and legal terms describe complex ideas in one word, mundane ones like "interaction" don't, and they're not supposed to. The simplest solution to someone not knowing precisely what you mean when you use an open-ended word is not to use open-ended words in a precise way.

    Excellent response, I was thinking the same thing.

    Also, to Matt: Interesting article but I particularly can't agree with your final words. A good game is a game that works for you. In my case, good ones can be found in both camps (and "sterile" games are probably no less impossible to define than "interactive" ones)

    Finally, the interaction in Princes of Florence is certainly limited but if you feel that it's absent then you aren't playing it right. You only get 7 opportunities in the whole game to get the things you need and every other player should be trying to prevent you from getting it. If you don't, you might be completely screwed for the game. No one refers to the auction in Age of Steam as being without interaction for precisely the same reason... There is very little room for error.

  • jasonwocky

    When I hear folks complain:

    "This game has no interaction!"

    What I take them to mean is:

    "There's nothing I can do in this game to trigger an emotional response in my opponent!"

    All this direct vs. indirect, cooperative vs competitive, past gains vs. future gains stuff I think is a distraction. What I want, when I make a move against you or with you, is for you to FEEL something. And I want to bear witness to the emotion that I trigger.

    There are certain experiences that humans are hardwired to react to emotionally, and games that play to those will probably "feel" more interactive. For example, most of us suffer from irrational loss aversion. Thus, while blocking you from a worker placement space and using a Thief card to steal $10 may have the same mechanical impact, the theft will probably feel much different.

    However, someone who sticks with the worker-placement game long enough will recognize that when I place my worker on the Mines, I'm primarily doing it to block them, and they'll be pissed. Suddenly it's interactive!

    Many modern games have layers of mechanics and subtleties and filters seemingly designed to prevent the possibility of one novice player making another novice player feel like crap. It makes sense that there's a market for that, but if it takes a table full of masters to recognize when their opponents are screwing with them, it won't often be worth it.

  • avatarSchweig!

    Yeah, from my experience all debates about interaction boil down to debates about the definition of interaction, which is kind of sad.

  • avatarmjl1783

    We keep getting into semantic circle jerks because people keep groping for these magical words and phrases which perfectly encapsulate What Is Good in games.

    For my part, I don't buy the notion that any game "has" interaction. Not really. The only interaction in the real sense of the word that happens in a game happens above the table. It's the way you talk to the other players, read their body language or glean their intentions from some move they just made, and how you attempt bluff or misdirect their attention.

    This has relatively little to do with being able to negatively affect another player's game position directly. Take Poker, for example. Poker is one of the most social games in existence, and yet you can't do a damned thing to another player directly. If he doesn't want to call your bet, you're not getting his chips and that's that. The only thing you can do is try and influence his decisions indirectly.

    This is, in nerd board game terms, the same kind of passive-aggressive not-really-interaction we've come to hate in games like Agricola, but is anyone really going to make the case that Poker is a non-interactive game?

    The reason we have this weird "gamer" meaning of interaction splitting off from the actual dictionary definition is that games where you can intentionally set other players back tend to foster interaction and games where you can't usually don't. Therefore, we tend to confuse the end result (interaction) with a common means of producing that result (zero sum aspects).

  • avatarHatchling

    Thanks for the write up, Matt! Interesting stuff as always.

    For me two things come to mind when I think about interaction in games.

    The first is the social interaction that dragonsnout mentioned -- commentary at the table, sharing reactions, etc -- and that I'm inclined to associate that more specifically with jasonwocky's point about triggering emotional responses in others. I love the outbursts and drama because I like the people I play with, and I want to see their personalities in action. I particularly like seeing people get wound up and then let go some drama straight from their gut. I like the laid back interactions fine, but the intense ones are magic.

    The second thing that comes to mind when I think about why I like interaction in games is the metagaming where people try to mobilize each other to do this or that. Whether it's guilt-tripping someone out of attacking your dudes, or trying to stir up some rivalry between two opponents, or trying to get someone to pay more than they should for a painting in Modern Art, or getting people to help you brig an enemy in BSG, etc -- I love trying to mobilize people like that. The funny thing is that since I'm always trying to do something like that my friends have gotten so used to it all that they always take anything I say in a game with a grain of salt and laugh it off (it also helps that I tend to be a poor and clumsy strategist)...and so my futile efforts at metagaming just end up being the social interaction of kind I mentioned above: teasing and playing up the drama for the sake of socializing rather than advancing my position in a game per se.

  • avatarMattDP

    I don't buy this thing about social interaction. Social interaction is separate from games and can (and does) take place regardless of what you're playing. Sure, some games facilitate it more than others, but that doesn't make them the same. There's nothing to stop a group trash-talking all it wants over a game of, say, Kingsberg, and there's nothing to stop a group playing, say, BSG and hardly saying a word to one another. Neither will be top form game experiences but you can do if you want to.

    The point I'm trying to make is that the level of social interaction that a group wants helps self-select the games it plays.

  • avatarHatchling  - re:
    MattDP wrote:

    The point I'm trying to make is that the level of social interaction that a group wants helps self-select the games it plays.

    Oh yes, I agree with this. Games vary in terms of how much room they make for player interaction of whatever kind (deal making, cajoling, bluffing, theatrics and melodrama etc), but not every kind of player will want to explore that space.

    MJL's point about poker makes it clear that a game can make a lot of space for players to explore in interaction even if it doesn't allow players to target each other directly. I think what might make the difference is not so much being able to target someone, but being directly vulnerable to someone (eg someone calling your bluff, or someone increasing your exposure to risk). Someone outbidding me in Modern Art can trigger a bit of melodrama from me because it makes me consider taking a bigger risk (exposing myself to greater risk) than I want to. If I desperately need to take the bake bread action in Agricola before the harvest to feed my people, the stress I feel when I wait my turn and watch other people toy with the possibility of fucking me is totally interactive (as is the outburst from me when they do fuck me). Since those moments in Agricola don't happen too often (even in competitive games, there is almost always a way around exposure to risk like that), I'd be inclined to say that the room it offers for quiet or overt interaction around exposure to risk is much less than in games like Modern Art.

  • avatarubarose  - re:
    mjl1783 wrote:
    We keep getting into semantic circle jerks...

    I think this is because people use buzz words and attempt to impose their own meaning upon them. For example gamers often use the word 'interact' when what they really mean is 'interfere.'

  • avatarlewpuls

    Yes, there are all kinds of words applied to games that, for many people, are interpreted to mean "what I like", regardless of any dictionary meaning of common connotation. Immersive, intuitive, interactive, and that's only some words starting with "i", social, deep, and so on.

  • avatarubarose

    “When I use a word," Humpty Dumpty said in rather a scornful tone, "it means just what I choose it to mean - neither more nor less.” - Lewis Caroll

  • avatarSagrilarus

    We all need to stop writing for six months so lewpuls has time to catch up.

    S.

  • avatarubarose

    I like talking to Lew. He reminds me of my favorite Applied Math professor.

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