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Horrible Freedom Horrible Freedom Hot

horriblefreedomIn my never-ending quest to write articles that only a couple hundred people will ever read, I recently asked the advice of a fellow gamer for inspiration. He pointed me to a video from TED, that fount of ideas that makes everyone think they are an expert. In it, author Dan Gilbert poses the question of what makes us happy. You can watch his very interesting presentation here, but let me give you the condensed version. Humans seek happiness, but many of us don’t realize that we are actually capable of synthesizing it. We know that we are happy when we get something that we want. That’s what we call “natural” happiness. But suppose we don’t get what we want, or something bad happens. According to Gilbert, the human mind is capable of “synthesizing” happiness, accepting the circumstance and embracing its result. Have you ever looked back ten years later at a job you didn’t get, and realized that you are much happier for not getting it? That’s sythesized happiness.

The problem is, we don’t consider synthesized and natural happiness to be equal. Almost everyone would rather have the sense of control and freedom and get what they want, rather than have to accept something bad and grow happy in the midst of it. Gilbert contends that this conviction that synthesized happiness is inferior drives us to put ourselves in situations that actively make us unhappy. We choose situations where we perceive we have freedom and choice, but when those situations result in some kind of failure, it is far more devastating to our happiness than if we had never allowed ourselves that freedom in the first place.

Whether you agree with that or not, what does any of this have to do with board games? It seems to me that it’s actually awfully important, because many gamers measure the quality of a game based on how much choice they are offered. They will often use the phrase “meaningful decisions,” though many will not agree on what exactly that means. The consensus often revolves around the player being in control of what they do. If you make good decisions in a game, a game ought to reward you in measure for how good your decisions were. Any game that deprives you of that reward is considered to be “random” or “chaotic.” Those words are used in some circles like swears, the most damning label you can apply to a game. If you can play an entire game to the best of your abilities, and your success or failure still depends at least partially on the roll of a die or the flip of a card, that can’t be a very good game.

In some ways, I understand this sentiment. It’s not always much fun to spend that game of Catan trading as efficiently as possible, only to lose because everyone else keeps placing the robber on you. But I think there is something to be said for taking decisions out of the hand of the player. Obviously, there are games whose openness and freedom leads to satisfying gameplay. Mage Knight and Imperial come to mind, although there are many others. But the games I keep coming back to, the ones that bring the most “fun,” are the ones that force me to adapt to circumstances that are beyond my control. They are the ones that make me “sythesize” enjoyment.

I recently played my first game of Tom Wham’s Kings & Things. The turn structure reminded me heavily of modern fantasy games, particularly Runewars or Warrior Knights. There were several phases to each turn, where the player recruits units, or explores a hex, or fights an enemy, and so on. The difference between those games and Kings & Things was the presence of wildly random elements. The newer games by Fantasy Flight afford the player a fair bit of control when accomplishing all of the phases, but Kings & Things basically just had you roll a die to accomplish most of it. I have no doubt that this would infuriate a lot of gamers I know, but for me it was kind of liberating. There were still choices to make, and I’m sure that they had an impact. But when the responsibility for failure was removed from my hands, it allowed me to accept those circumstances and move on to the next phase of the game. I played only once, and then very poorly. But I actually had a wonderful time, and I would daresay that it was a more enjoyable experience than many more modern games.

And of course, the king of changing circumstances is Cosmic Encounter. One of the key aspects of the game is that you don’t know what you’ll have to overcome to succeed. Your opponent might have a Cosmic Zap. You may be stuck with a bad hand of cards. You don’t even know who you’ll have to attack on your turn. And yet, more than any other game, Cosmic Encounter allows the player to flourish in that adversity. It rewards creative thought, and the biggest fans of the game love the bizarre situations that arise to challenge the player. You may not always succeed, but the pleasure of simply trying is what has elevated the game to become my favorite.

Now that I think about it, it may not even be the presence of random elements that makes a game fun. Rather, a lot of that fun depends on the player being able to accept a bad situation, even one of their own making. Have you played a game of Power Grid with someone who is losing badly? Some people will sit there and complain about it, and talk about how they wish they had been given more warnings on how volatile the fuel market can be, or how important it is to get an efficient plant. Still other people will just merrily sit in the rear of the pack, taking their turns and playing out their losing situation, cracking jokes and still having a grand old time. So once again we are left with the old chestnut that people make games fun, not the games themselves. While I do believe that there are games that do more to promote that enjoyment, I’m comfortable with saying that perhaps we don’t need more fun games. We might just need more fun gamers.

But at the same time, I find myself drawn to games that force me to deal with bad luck. It’s not merely the tension and excitement that comes from random elements. It’s a bracing feeling when I’m actually able to overcome a bad hand of cards. There’s a greater reward knowing that I conquered fate, than in merely learning how to think a little more efficiently. And even if I fail, who cares? It’s just bad luck, and that’s nobody’s fault.

A special thanks to Adam Barney, the friend who challenged me to write on this topic and pointed me to his video. He's posted his own take on the same topic here.

 


 

Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (9)
  • avatarDukeofChutney

    "I’m comfortable with saying that perhaps we don’t need more fun games. We might just need more fun gamers."

    I concur, unfortunately they are rare, and you can't buy them. I flick in and out of make fun for everyone mode and wanting to win. I feel there are some games that are more conducive to being a fun gamer. What i mean is in some games, and game groups im far more comfortable loosing, or even making foolish tactical choices because they will create more fun. I find it hardest to do this in competitive groups.

  • avatarShellhead

    Good article. Some eurogamers get all pompous about the meaningful choices in their games, but it's bullshit because their games are scored based on thinly veiled systems of equations. How it can be a meaningful choice when the game offers you so few choices? And people who hate randomness are either control freaks or fools who never learned about risk management. In either case, they're not welcome at my table.

  • avatarDukeofChutney

    Good point Shellhead, a lot of euro games ask you to commit to one strategy early on, to maximise vp multipliers (set collection). So really after you have made the decision about which 'sets' your going to collect most of the decisions you make are either right or wrong, rather than real alternatives.

  • avatarEgg Shen

    Interesting article. I've been doing some thinking about this recently. My conclusion is that not all games are created equal and thus should not be played the same way. While it is certainly up to the group to have gamers that aren't fun murdering fools...it depends on the game as well.

    If you look at a game like King of Tokyo, you can quickly see that it is designed for a silly, lighthearted play session. The game does everything in its power, from rules, box art and graphic design to convey a sense of childish fun. If one approaches the game with the viewpoint that it contains dice, its too random, blah blah blah...that isn't the games fault. It is the players fault for not realizing it. I think a person who is ideal to play games with has this sense of adaptability. You can't seriously get mad and bitch about the dice in a game like that. Sure you can get mad that you aren't rolling well, but don't make others uncomfortable at the table. Nothing brings a game down worse than a whining bitch, who can stand losing.

    Every game has some choice to it. Whether it is meaningful or not is bullshit. Fucking Zombie Dice has meaningful choices. You can choose to keep rolling or accept your total brains based on the information you have. Sure its random, but the color of the dice, your opponents score and other things factor into your choice. For a 10 minute game it has the exact amount of "meaningful choices' one should expect for a lighthearted game like that.

    I want to say that in the past year or so, I've gone out of my way to explain how certain games play. Not the rules, but the feel of the game. People that have never played DungeonQuest will have no clue how brutal and downright silly the game is based on the box art. They expect a serious game. I forewarn them about the chance that the game could end on their first turn. I also try to imply a lighthearted tone to the game table...saying something like, "Don't worry, we're all gonna fucking die in some horrible way. Let the fun begin!"

    It doesn't always work, but I've been without incident for quite a while. The only time someone gets their feelings hurt is when everyone has been drinking too much...

  • avatarSuperflyTNT

    Egg Shen, this is a perfect example of why games fail, and you framed it perfectly with your anecdote about explaining the FEEL of a game aside from the rules:

    Dungeon Run was stupidly sold as a co-op with competition. They shouldn't have even put the IDEA of co-op in people's heads. It's like saying Diplomacy is a co-op because you can forge paper-thin alliances of opportunity:

    "PHG Sales Blurb" wrote:

    Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't walk - run!

    So people went out thinking it was a co-op that has a winner and a bunch of losers, but that the main idea was to work together, because when people hear the "co-op catchphrases (work together, form pacts)" anywhere in a spiel, they think co-op. Tie that in with comparisons to Ravenloft and whatnot, and you have a totally misunderstood product.

    So, when they found that as a co-op, the game flat blows, they were pissed and vocal about it. The game undersold because nobody, not even Plaid Hat, seemed to be able to explain what the game really is.

    They should've said, "This game is Diplomacy in a Dungeon. You can help someone, but you only do so if you have, in advance, negotiated something that benefits YOU. In short, be a bastard." Had the game been sold, both by players who owned it and by the companies that sell it, as a highly cutthroat, nasty game of backstabbery and opportunism, more people would've been happier with the purchase.

    And a lot of games are like that; the spirit is forgotten by people simply reading the rulebook and applying the lessons in a very systemic way. I call those people "Boring fuckwits" mostly. If you don't hear Ian McKellen or James Earl Jones when you're reading rulebooks for those kinds of games, stick to Power Grid. Shit, even reading Power Grid you should hear it in the voice of Peter Stormare in the character of the science guy from the old VW adverts.

  • avatarDukeofChutney

    or James Earl Jones
    http://www.youtube.com/watch?v=sXU3RfB7308

    ahh so deep, and both rough yet refined.

    I agree that everyone has to realise 'what the deal is' when they go into a game, infact any game whether board game, rpg, or video game. I suspect i slightly under rate King of Tokyo because the people i play with, play it to win, rather than create mayhem. So it sort of becomes a simplistic tactical game. It works ok as this, but i dont get the amazing experiences many other people report getting from it.

  • avatarsgosaric

    The weird working hypothesis I have is based on Myers-Briggs typology. I know, I know.... But faced with situation of not all people finding enjoyment in same kind of things and some in quite the opposite ones and given how there are games made for these people and those people and how mixing the wrong bunch together can leave to general feeling of bad times, any hypothesis that makes some sense is good enough for me. The theory suggested (in some discussion on TOS) looks at the last dichotomy of MB type: judging VS perception. J types will want to make decisions while they're in a situation, while P types will mostly try to receive information about the situation and make decisions later. Or in other words: Js want control, they want to shape their destinies and such and Ps want to leave their options open and improvise on the spot. So "meaningful decision" as described in the article is mostly something judging type would say.

    If you want a test, just play Cosmic Encounter with people - those who are frustrated are Js, those who ride the chaos are Ps. works every time. which is not really good, as I need some more of these chaos people to play the game and not saying they won't even try again. dammit.
    And you can't change Js into Ps or the other way around, well, not without complete character rebuilt of a person and I fear, it's probably outlawed.

    What Pete is talking about is something else - where players could adapt to the attitude the game wants. But Cosmic is for me just one of those cases where they can't unless they would have to radically change their idea of what a game is. Would be great, but unlikely.

    So uhm yes. I'm strongly into improvising and doing whatever I can with what I have been dealt (either by cards, dice, life or whathaveyou). (online) diplomacy is great for me in this regard - when things go sour there are many weapons in arsenal: threaten (I'll give somebody else my lands!), beg (well I can be your sidekick, blink, blink), look very friendly and trusting (yeah you stabbed me, but I can forgive you) or even just behave fucking miserable (hey, we went from annoying game to draw, why the hell not).

  • avatarShellhead

    sgosaric, I like your theory about games and Myers-Briggs. But don't you think that the introvert/extrovert axis is equally as important? Extroverts are naturally going to prefer games with high interaction, while introverts are more likely to prefer a multi-player solitaire or even actual solitaire kind of game. According to Myers-Briggs, I'm an ENTJ, though in terms of intensity, it would be more like eNTj. I really enjoy Cosmic Encounter, Wiz-War, and other games that require tactical improvisation in the face of chaos. And I don't always enjoy games that offer me a lot of control, because sometimes that's just too much like work.

  • avatarNotahandle

    Good article and comments. I'm firmly in the 'players make the game' camp; the type of game can point the way, but the players can make or break it.
    "You can lead a gamer to fun, but you can't make him partake."

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