Thoughts on Success (and the mechanics of proving it in
Gaming)
All right Game Fans, we’re about to look at some deep
thoughts about what success is as it relates to a couple of different
ideas. The first half of this we’re
going to talk about how success is measured as an outcome in terms of game
play. The second half we’re going to
look at the underpinnings of the statistical basis for why those are good
metrics for success (unless they are bad metrics, and if they are we’ll look at
why they aren’t good metrics. Finally,
we might just take a look at how similar the underlying components of game
design and educational theory might be.
Fair Warning number 1: This article is going to involve some
mathematics and some discussions of statistical concepts that involve
numbers. I’ll try and go easy, but some
of this is going to be expressed in numbers.
Fair Warning number 2:
This is article is partially expressed in terms of games and the theory
behind them, and partially expressed in educational terms and theory. If you don’t understand one of these
portions, find a teacher and ask them, or find a gamer depending on which part
you don’t understand.
So what is success in a game? In most board and card games, the task at
hand is the completion of the game from start to finish. Even in a larger more complex board game, the
overall task at hand is winning the game.
From something as simple as winning a game of Sorry ( a game I highly recommend
for teaching young children the wonders of taking turns and following the
rules) to dominating the economic phase of a round of Twilight Imperium that
wins you the game, the basic fundamental task is the same. Win the Game.
Winning is success.
Role-playing Games (and board games that are co-operative rather
than confrontational) alter this dynamic and often introduce more complex
subroutines into the gaming narrative. A
Role-playing game can be described as a series of interconnected tasks that
must be completed in an appropriate narrative sequence to share a story among
all players. Let’s break that down so
that we can all understand what we’re talking about.
A series of
interconnected tasks: In most
role-playing games, the players are participating in a narrative event (session
or adventure are terms that can be used to describe this event) that emulates
the exciting portions of a story. They
start the story in one place, encounter characters and situations that move the
story in a direction. In most games,
these stimulating encounters require some sort of interaction, and those
interactions can fail. Games use a
variety of impartial tools to determine the success or failure of these
individual tasks. Each task is connected
to either the next task in its chain or other tasks in its web (depending on
the structure of the narrative).
Following the chain or navigating the web becomes a driving force behind
player interaction in the game environment.
That must be
completed: This is something that a lot of people struggle with when it
comes to games. Completing doesn’t mean
winning the game. Trying, learning and
getting better at the game are all marks of progress that indicate growth for
gamers. Winning can be a completion of
the game, but losing can be just as valuable as winning. Success and Failure are just outcomes to
experience and learn from, and I think that’s a problem that most of us
struggle with. Nobody really likes to
lose.
An appropriate
narrative: The narrative behind the
role-playing game comes in two important parts.
The setting itself comprises all of the background elements, historical
lore and other forms of information that define the game’s setting. This will include a genre (fantasy or Sci-Fi?)
a tone, (Grim Dark or Noble Bright?) a theme (Post-Apocalyptic survivors or
Island Hopping Pirates?) and can include a wealth of other information that
helps the players understand the world they are in. The other element of the narrative is the
active series of events (or interconnected tasks) that the players will
encounter during the event the players are experiencing.
To share a story among
the Players: Co-Operative Games (Some board games and almost all
role-playing games) are a shared experience for the people partaking in
them. The players are working to
accomplish some narrative goal together. Hilariously, Dungeons and Dragons is
essentially a team sport where you succeed or fail together (Go Team Sports).
Since we have to look at a role-playing game as a series of
individual tasks, how do we determine success or failure? There is an astonishing array of role-playing
games on the market, and while a few share an underlying engine or premise (the
D20 system and the GURPS Generic Universal Role-Playing System come to mind
immediately) most games have a specific system that is essential to their
game. Because of this, most systems
determine success and failure on a variety of methods and statistical
systems.
Let’s look at a couple of different models for statistical
success in gaming.
First up, we have the D20 system (in its myriad
incarnations) the beating engine that’s driven the last three editions of
Dungeons and Dragons (and Pathfinder); the D20 system has a simple core
mechanic. “Roll 1D20, add all relevant
modifiers [positive and negative] and compare to a fixed numeric value
(Difficulty Class). “ Any result that
equals or exceeds the DC are a success, any result below are a failure. Within this engine you have options for
creating as many variables and modifiers as your heart desires.
From a statistical standpoint, each face of a 20 sided die
represents an equal distribution. The
difficulty class in this instance creates a cutoff score for success, while
modifiers increase (or decrease) the likelihood of success. This can lead to sharply skewed distributions
(and some day when I’m feeling excitable, I’ll put together some screwy looking
bell curve art to describe these distributions).
Second up, we have the percentile system used by a variety
of games (Palladium Games and Chaosium both use a version of this system, as
does the family of Warhammer 40,000 role-playing games). It works as follows “You have X% chance of
succeeding at a task. Add all of your
relevant modifiers (positive and negative) to that chance and roll percentile
dice (either a d100 if you can find one, more likely a pair of D10s with one
clearly marked for a tens place and the other for a ones place).” If you rolled under the percentage chance of
success, you’ve succeeded. If you roll
over, you’ve failed.
Statistically, this may seem similar to the way the D20
operates by spreading the numbers out evenly across a 100 distinct places
instead of 20 gives you a potential for interesting statistical
distributions. It also gives the option
from a system to level to weight extremely unlikely appearing outcomes (like
rolling a 1 or 100) with more interesting outcomes. (Note that even unlikely appearing outcomes
like a 1 or 100 are still equally probable).
Third up, let’s take a look at an additive system (we’re
going to hop to our old friend Battletech for a good example of this system in
action. GURPS also does it well). “Roll
2D6 (or XDY, depending on the system) and compare to the Target Number of the
task” Rolling above the target number is usually good (though in some systems
low rolls is better). System
permutations affect the specifics, but this is the general method of how to
determine success or failure.
This is a much more familiar distribution (the bell curve is
made for a system like this), and if you can manipulate the numeric values of a
bell curve you can calculate the odds of success or failure very quickly. Check
with your math teacher or statistics professor if you want a more in-depth
explanation of the mischief you can make with a bell curve.
We’ll cover one more system today, and it’s a different way
of measuring successes and failures (Shadowrun 5th edition and
Airship Pirates both use a system like this).
“Determine your overall Attribute plus relevant Skills and modifiers to
the task you’re attempting to perform.
Pick up that many D6s and roll them.
A 5 or a 6 is a success (most of the time) and a 1 is a failure.” (Failures cancel out successes in most
versions of this system).This system works under the theory that succeeding at
a task can occur in wildly differing degrees of success or failure. A task that succeeds with one success means
you got the ball across the hallway. A
task that succeeds with 8 successes means that ball went through the wall,
bounced off your neighbor’s head and is currently on its way to the end
zone.
A margin of success/failure system means that statistically
you can qualify the value of the success.
It lets you measure successes against each other to determine
qualitatively how successful a task was in comparison to other attempts.
Each system measures success and failure in different ways,
but all use metrics that a person can use to determine how likely an event is
to succeed and how useful of a success that is going to be. Some of these systems are more successful than
others. I’ll go over two different things that can
adversely affect the statistical framework of a game.
1.
Too much
math
a.
If I have to roll 1D20 and add 15 different
modifiers (positive and negative) to my result in order to determine whether or
not I succeed or fail, I have introduced a degree of operator error into my
math that is likely going to cause me to make a mistake. It’s not because I can’t do the math, but
stacking the modifiers up like cord wood means it’s possible that I will have
an arithmetical error somewhere in the process.
In most cases, the easier the math is to follow, the lower the likelihood
of me making a math error.
2.
Vagueness
a.
If the rules don’t clearly explain how to
adjudicate a successful or failed task, then what’s the point of having a
system, and why aren’t we in the backyard playing cops and robbers? Writing your own game is a hard fought
endeavor of love, and you want your game to succeed with the best of them. Clear, Concise rules (with how to
explanations) make a game easier to teach, learn, and spread.
It looks like our time is up for this week; I didn’t quite
make it to the blending of educational and game theory, so I guess we’ll have
to take a look at that next week. I hope
this article helped, and I will make sure to add a list of links to all of the
games I have referenced so you can check them out
Battletech can be found at http://bg.battletech.com
Dungeons and Dragons can be found at Http://Dnd.wizards.com
Pathfinder can be found at http://Paizo.com
GURPS can be found at www.sjgames.com
Palladium can be found at http://palladiumbooks.com
Chaosium, Inc. can be found at http://Chaosium.com
Shadowrun can be found at Http://shadowrun.com
Airship Pirates can be found at http://airshipppirates.abneypark.com/index.html
Warhammer 40,000 RPG and Twilight Imperium can all be found at http://fantasyflightgames.com
Sorry! Can be found at http://Hasbro.com/en-us/toys-games/hasbro-games
Dungeons and Dragons can be found at Http://Dnd.wizards.com
Pathfinder can be found at http://Paizo.com
GURPS can be found at www.sjgames.com
Palladium can be found at http://palladiumbooks.com
Chaosium, Inc. can be found at http://Chaosium.com
Shadowrun can be found at Http://shadowrun.com
Airship Pirates can be found at http://airshipppirates.abneypark.com/index.html
Warhammer 40,000 RPG and Twilight Imperium can all be found at http://fantasyflightgames.com
Sorry! Can be found at http://Hasbro.com/en-us/toys-games/hasbro-games
Any questions, comments, concerns, can be directed here at
the blog, us at Facebook at https://www.facebook.com/ZardozIndustries
or you can tweet to us @Zardozindustry
Game on, Game Fans
No comments:
Post a Comment