Caillois completeness

One of the things about the world of computers that won’t go away is that there are two kinds of computers, and the kind you like sucks. Apparently. Whether it was big iron versus terminals, or minis versus micros, or Spectrums versus Commodore 64s, or the Atari ST versus the Amiga, or PCs versus Macs, or machines that run your particular favoured brew of Linux and everything else, this is a debate that will never end. It will only grow more tedious.

The thing is, there really is an important line that divides computers, or at last computing machines, into two types. There are machines that are Turing-complete, and there are machines that are Turing-incomplete. A Turing-complete machine is one that given enough time can perform the same tasks as any other computing machine, and in the early development of computers this concept was a big deal.

You’ll be glad to hear that’s pretty much all I have to say on the subject of Turing-completeness: if you want to know more, let the Wikipedia entry confuse you. (If you have to ask who Turing was then you’re reading the wrong blog, though I can brighten your day with the trivia snippet that the great man was on intimate terms with my former public-school housemaster, which implies that Turing was either desperate or had appalling taste.)

I’m not here to talk about the finer points of Turing completeness. But the concept provides a useful benchmark for all of computing: does a new principle or new design live up to a certain, almost abstract gold standard? And that set me wondering: does a similar standard exist for games? Should it? Would this be helpful? Where would you start?

And is this important? Yes, yes it is, and particularly right now. We’re seeing a lot of ideas that originated in games appearing in the wider media, like achievement-point systems. These aren’t games, they’re game-like activities. They push many of the same pleasure-centres in the brain that games do but they’re not games, not in the classical sense. Is Mafia Wars (Zynga, more than 70 million players at last count) a game? You can’t win, you can’t lose, you just allocate some resources and spend some money each turn and watch the numbers go up, and feel the tiny dopamine hits. Fun, arguably. A game? Well….

Let’s go back to the beginning. Not the beginning of games, of course—in human development the invention of board-games pre-dates written language. And not the beginning of video games: that’d be like trying to create a standard for all music based on the work of Michael Jackson.

No, I’m talking about the beginning of games criticism. I’m talking about Roger Caillois. Roger Caillois (1913–1978), French philosopher and writer. His 1958 work Les Jeux et Les Hommes, known in English as Man, Play and Games, is probably the first serious examination of games qua games. Sure, Johann Huizinga’s Homo Ludens was more than two decades earlier but Huizinga was a sociologist and Homo Ludens is more about the phenomenon of play: why we play, not what or how we play. Caillois was, in a gloriously French way, a freelance intellectual, a free-thinker who hung out with the likes of George Bataille—another link between games-design and the Surrealists and Dadaists—and Borges. In short: Huizinga, fuddy-duddy university professor. Caillois, one of us.

Once you get past the faux-sepia and oddly homoerotic cover of the current English-language edition, Man, Play and Games is a helter-skelter ride through games and play across history, culture and species, stopping to examine fighting wrens, superstitious Parisians, children breaking things for fun, viewing the face of a god, and ants taking drugs. It is awesome; worth the price of admission just for the Chinese word wan, which means ‘the act of indefinitely caressing a piece of jade while polishing it in order to savour its smoothness’.

Caillois’s book does a number of interesting things. Primarily he breaks the make-up of games down into four primary constituent parts, like the Greek elements, and as a nod he gave three of them Greek names. All games, he said, are composed of these four parts in different proportions:

  • Competition (agôn)
  • Chance (alea)
  • Mimicry (mimicry), role-play or let’s pretend
  • Vertigo (ilinx), the sense of losing yourself in immersion, to provoke a controlled amount of a normally scary emotion—what Caillois calls ‘voluptuous panic’. If you’re shaking your head, two words for you: zombie games.

If that sound a bit primitive, remember two important things. First of all, Caillois was breaking new ground. Nobody had done this kind of academic analysis of games before, so he was starting from first principles. Secondly, this was 1958. The very first video game may have existed on an oscilloscope screen in a laboratory in 1947, but it would be another thirteen years before anyone thought about trying to create the things commercially.

It’s not the agôn/alea stuff that I’m talking about here. That stuff’s great, I teach it to my students, but it’s the first chapter of Man, Play and Games I want to bring to your attention. Caillois actually set out a list of six criteria for what a game had to be, do or contain, in order to be considered a game. Fifty years on it’s aged remarkably well. And while it lacks the conciseness of Turing’s definition of whether a computer is Turing-complete or not, it does a significant job of punching a fence across the territory and saying, “This. Here. Everything on this side is ours.”

So I propose a new standard for games or things that call themselves games. It’s not about quality or playability or the standard of their graphics. If there’s something that bugs you about a new design or principle or way of doing things then ask yourself: is this game Caillois-complete? Because if it’s not, the chances are that it’s not actually a game. It may be a software toy, not that there’s anything wrong with that. It may be an interactive exercise dressed up in the tropes of games. But just as a computing device that isn’t Turing-complete isn’t what we would understand as a computer, a game that isn’t Caillois-complete is lacking some part of the essential DNA that makes it a true game.

That doesn’t mean it’s bad, or it’s broken, or we should turn our noses up at it. It’s just Caillois-incomplete. And when we think about games, that’s a useful critical tool to have. What does Caillois say a game should be? He gives six points, which I’ve retyped here with his short descriptions of each one. (This is the last two pages of the first chapter of Man, Play and Games, pages 9-10 in the University of Illinois edition—one hell of a way to start a book): A Caillois-complete game is one that’s:

  • Free: “in which playing is not obligatory; if it were, it would at once lose its attractive and joyous quality as diversion.”
  • Separate: “circumscribed within limits of space and time, defined and fixed in advance.”
  • Uncertain: “the course of which cannot be determined, nor the result attained beforehand; and some latitude for innovations being left to the player’s initiative.”
  • Unproductive: “creating neither goods, nor weath, nor new elements of any kind; and,except for the exchange of property among the players, ending in a situation identical to that prevailing at the beginning of the game.”
  • Governed by Rules: “under conventions that suspend ordinary laws and for the moment establish new legislation, which alone counts.”
  • Make-Believe: “accompanied by a special awareness of a second reality, or of a free unreality, as against real life.”

I’ll break these down and talk about what each of them mean in the twenty-first century in my next post.

(And this is a link to somewhere you can buy Man, Play and Games. Not an Amazon link because, as many people have described over the last couple of weeks, Amazon right now is being a playground bully. Try the Book Depository instead. Excellent prices, free shipping anywhere, not a playground bully, and a refreshing focus on, you know, books.)

Munchausen by proxy server

The Extraordinary Adventures of Baron Munchausen (the Difference Engine no.3 edition) is now available for download exclusively from e23, the digital warehouse of Steve Jackson Games. This is the revised and expanded facsimile version of the game that I’ve been blathering about for the last two years, and which is finally seeing the light of day two hundred years after its original printing was entirely destroyed before a single copy could be sold.

For those who don’t know or who haven’t been paying attention, The Extraordinary Adventures of Baron Munchausen is a role-playing game. In it you play the roles of a group of drunken eighteenth-century nobles after a very good dinner, trying to out-boast each other with stories of their astounding adventures. Steve Jackson says, “The original edition of The Extraordinary Adventures of Baron Munchausen was unique and marvellous. This new edition is even better. If you are a clever person with clever friends, you will enjoy reading and playing it. Let’s not consider the alternative.” John Kovalic calls it “utter brilliance in RPG form” and even though I failed to convince Gary Gygax that it really was an RPG and not some newfangled story-whatnot, he did say that “the premise of the Munchausen game is very clever, and the system is likewise”.

If you are not yet convinced, a PDF of the first eight pages of the game is downloadable from the Magnum Opus Press website. If you are, then the Baron Munchausen download page of e23 is here.

I am very interested to learn what you think of it.

Blow your own

The nominations for this year’s Origins Awards are out. Once again the system’s been changed: this year, instead of nominees, there are ‘semi-finalists’, ten to a category.

Gratifyingly, in the non-fiction publication group I have pieces in three of the semi-finalists: 40 Years of Gen Con (Atlas Games); Hobby Games: the 100 Best (Green Ronin); and Second Person: Role-Playing and Story in Games and Playable Media (the MIT Press).

I know this is a very self-aggrandising post, but now Humphrey Lyttelton’s dead there’s a shortage of good trumpet-blowers around.

Belle de journalist

Regarding the whole Milliways info-release fiasco, I would like to thank Simon Wistow for writing the post I was going to, and thereby saving me an hour or two of what looks like it’s going to be a very busy weekend.

I particularly want to thank him for the line: “Sadly, at this point, the screaming fucktards from the Queen’s own 1st Royal Batallion of Internet Dicks arrive on the scene like a thousand drooling, poop flinging monkeys.” Hyphen needed between ’poop’ and ’flinging’ but otherwise splendid.

To summarise: there’s more to being a journalist than including the word ‘journalist’ on the info-box of your weblog; and Andy Baio is no Michael Bywater.

My guy, Gax

Some years ago, someone—it could have been Andrew Rilstone but I’m honestly not sure—commented that he wished Gary Gygax would hurry up and die, so people would stop talking about what he was doing now (which at the time was Dangerous Journeys, a tedious rules-heavy fantasy RPG at a time when the market was making it clear it wasn’t interested in such things, and dreadful fantasy novels) and remember him for the good stuff he did.

Gary Gygax created modern gaming. You cannot move these days for games with class-and-level systems: even modern FPS games like Call Of Duty 4 are grabbing RPG elements and building them in as an integral gameplay. The class-and-level system dates explicitly to Gygax’s work, and specifically to the first edition of Dungeons & Dragons in 1974.

(Yes, I know Dave Arneson deserves co-credit for the creation of D&D. But Dave Arneson didn’t write Chainmail, which D&D’s rules drew on heavily, and he also didn’t die today.)

By today’s standards, after thirty-five years of refinement and polish, the original edition of D&D looks incredibly clunky. But if you look beyond its unclear rules, its incompleteness and its tendency to assume existing knowledge on the part of the reader, what’s astonishing is how much of the game is right. It wasn’t the concept of roleplay in D&D that birthed the genre, it was the way the rules encapsulated the core ideas behind it—not, to the chagrin of many of us who considered ourselves on the cutting edge, ways to encourage players to inhabit their fictional avatars more fully, but ways to keep players playing and interested in progressing in the game.

And that same energy went on to power Mines of Moria, and Ultima, and the Final Fantasy series, and countless other tabletop and CRPGs, and is making Blizzard a billion dollars a year through World of Warcraft. It taps into something very primal at the heart of the gaming impulse and wraps it in a covering that has been nicked, borrowed and retrod so many times since that it pretty much defines what we think of as ‘fantasy’ today. Not that Gygax didn’t nick most of that himself, but at least he acknowledged his sources. Pretty much everything in World of Warcraft that isn’t straight out of Warhammer is straight out of D&D.

Now, at last, we can forget all the crap he did later. Even if he only had one moment of genius, it’s such a moment of such genius that it instantly elevates him into the very highest echelons of game-design greatness. His work built not one but two industries—how quickly would computer games have moved out of the arcade without the likes of Colossal Cave?—a genre, and a language of shared experience in fantastic worlds shared by hundreds of millions of people.

And if anyone disagrees, I will fight them. Roll for initiative.

Buddha buddha buddha

When I first read this list of the games that Gautama Buddha apparently said he wouldn’t play (via Ludologist) I reckoned it was 40% likely to turn out to be an elegant practical joke on Buddhists, games theorists and historians, and those who take Wikipedia entries at face value. Well, it turns out it’s the real deal, it’s from the Samaññaphala Sutta (‘The Fruits of the Contemplative Life’), the second sutta of the Digha Nikaya, or ‘Collection of Long Discourses’.

Either that or it’s a really impressive bit of meme-seeding for a new ARG.

Assuming it’s real, does it tell us anything of actual interest about either Buddha or the state of games and play 2500 years ago? It really doesn’t translate well to contemporary games. Number three in the list (‘Marking diagrams on the floor such that the player can only walk on certain places’) covers both hopscotch and Dance Dance Revolution, while number six (‘Hitting a short stick with a long stick’) means that Buddha frowns on pretending to be Luke Skywalker. And what are we to make of 9 (‘Playing with toy pipes made of leaves’) and 10 (‘Ploughing with toy plough’)?

If you want to read the piece in its context, it’s in the Intermediate Section on Virtue, almost exactly half-way down this page amidst a list of the things that the Buddha, or at least one of his virtuous followers, should not do. (The Buddha is describing the path to virtue to King Ajatasattu. Read the whole thing, it’s good and there’s a sucker-punch twist in the penultimate line.) Mostly it’s a very long list of things you shouldn’t do if you want to be virtuous. What the whole thing doesn’t say is why playing games is antithetical to the path to virtue.

My guess is that the rest of the Sutta explains how to remove distractions and temptations from one’s existence, and then from one’s life, and childish things like throwing dice or hitting a stick with another stick are easy and early steps to suggest that people give up, before they get onto the harder bits. That’s not necessarily an insult to games: the first thing the potential devotee is instructed to drop is sex.

However, if you read on a bit, you get to step four on the way to enlightenment, the Four Jhanas, the first two of which involve trying to reach a form of bliss derived from the absence of directed thought and concentration. Call me big-headed, but I know that bliss. Think to those rare but memorable moments of gameplay where you’re not just in the zone, in a conventional flow-state, but you’re so completely in the game that you’re not thinking about your actions, there’s no conscious process of control, not even any conscious process of play, your mind is completely at rest, you’re totally inhabiting your avatar and your avatar has the power of God….

So don’t blame Buddha for not knowing how games were going to evolve over two and a half millenniums. I reckon that if he was here today, sitting in the mango-grove of Jivaka Komarabhacca with his 1250 followers, they’d be having one heck of a LAN party.

Mundus Vult Decipi

Spurred by a note from Gareth Hanrahan, I’ve been thinking about tracking down all the James Branch Cabell novels I’m missing.

Cabell, for the uninitiated, is one of the greatest fantasy writers of the twentieth century. While Lovecraft and Howard were hanging out with Howard and Lovecraft, Cabell was hobnobbing with Mark Twain, Sinclair Lewis and H L Mencken. His prose glistens with originality and knowing verve. His books are mythic and relevant today in the way that myths should be—Manuel, his epic hero who may be a strategic genius or may be a dullard with good fortune, has the motto Mundus Vult Decipi: The World Wishes to Be Deceived, and that’s more relevant today than it’s ever been. Read them today and every fantasy novel you’ve read in the last twenty years appears pale, hollow and derivative in comparison.

And yet he wasn’t alone. Go back before Tolkien and not only have you got Howard and Cabell but the likes of Lord Dunsany, E. R. Eddison, T. H. White and others, all ploughing their own fantastic furrows but all doing it with a shared sensibility. And before that was William Morris, and before him Swift, Spenser, Mallory and all the rest.

Post-Tolkien, we seem to have hit a Moore’s Law of fantasy literature: that each time the genre eats its forebears and spits out their remnants, chewed up and homogenised, it takes half as long as the previous time. So if we say that Tolkien was 1955, and his forebears were about 1920 (Cabell’s Jurgen was 1919; Eddison’s The Worm Ouroboros was 1922), we would be looking to about 1975 for the next wave and lo, there’s Dungeons & Dragons. D&D was and is a hotch-potch of influences with no discernable flavour of its own, which has in a bizarre way become its own genre of knights and clerics, elves and dwarves, orcs, vampires and dragons, good, evil, law and chaos, all nicked from elsewhere but thrown into a melting-pot with no real thought as to why these things should work together.

But they do work together. For most of the 1990s TSR wasn’t only the publisher of the most successful RPG in history, it was also the largest publisher of fantasy novels in the world.

Then we hit Games Workshop, which took D&D’s chaotic melange of stuff and dropped it into Europe in the dying days of the Holy Roman Empire and the birth of the Renaissance and called it Warhammer, and blow me if the thing doesn’t work again. Fantasy archetypes are amazingly resilient and morphable. (Disclaimer: I’ve written three novels for Games Workshop set in this background, and used to publish an RPG using the same world, so I am a tad biased).

And GW’s look-and-feel gets picked up by Blizzard, given a coat of pixels and turned into the look-and-feel for Warcraft—yeah, yeah, I know this is arguable, but nobody had done greenskin orcs before GW, and when Warcraft 3 introduced dwarves flying autogyros, a completely distinctive and original piece of GW’s Warhammer IP, they were hit with a C&D and had to take them out, and are you really going to argue with a straight face that Starcraft isn’t Warhammer 40K without the flavour?

The dominant fantasy IP in the world right now—perhaps not the biggest but definitely the most influential is World of Warcraft. So logically right about now we should be looking for post-WoW fantasy: the distinctive tropes of the game but thrown together by someone who doesn’t really understand how and why they worked together in the last iteration but reasons that hey, it worked for them, it ought to work for us.

I’m under an NDA but yeah, a large company is putting a good deal of money into exactly that.

Mundus Vult Decipi, indeed.

Things to do in game design #1: cheat

(This post is a follow-up to “Things not to do in game design #2: cheat“)

Because it’s not about fairness or balance or level playing fields. It’s about the user experience.

Let me tell you about a game you’ve never played. It’s called StarPower.

StarPower was created in 1969 by R. Garry Shirts and published by Simulation Training Systems as an educational game for use in schools, colleges and training situations. It’s a face-to-face turn-based game for 18-35 people that models a simple market-based society. Players draw random counters from a bag and must trade them in order to make combinations that score points. High-scoring players get Square badges, mid-scorers get Circles, low-scorers get Triangles, And from the third turn onwards the Squares can change the rules, altering how the game functions and what players can and can’t do.

What happens, of course, is that the three groups stratify and insularise quickly and the Squares make rules that keep them in the lead and force the other players to continue to lose. The Circles work to consolidate their position in the middle and appease the Squares, and the Triangles begin to feel oppressed, apathetic—or angry.

StarPower is often used to teach historical and sociological principles like class stratification, the abuse of power, and the roots of popular revolutions.

Here’s the big secret-that’s-not-a-secret-at-all: the game is fixed. The draw of the counters is not random. Once the Squares have started to win they will continue to win. Once you’re a Triangle it’s almost impossible to move up a group. StarPower is, by all conventional standards of game design, broken.

In educational-game circles StarPower is a legend.

No matter how liberal the players, the Squares always take advantage of their position, and when the Triangles gets angry, often they get really angry. Though I’ve been unable to confirm it, a senior member of ISAGA once told me about a game of StarPower in an American university where a member of the faculty who’d become a Triangle became so overwrought about the state of play and the abuse of power he was witnessing that he walked up to a member of the Squares and stabbed him.

He didn’t attack the people running the game. He didn’t walk out. He became so involved in the experience that he actually stabbed another player.

How’s that for an emotional response to a game?

I admit that frustration, hatred and homicidal rage are not necessarily the emotions that we as games designers want to create in our players. But still, the designer of StarPower created a game that cheats and managed to focus the players’ resulting feelings not at the game but at the other players. I know I said that two paragraphs up. I’ll keep saying it until the implications sink in1.

Of course games cheat. Computer games have cheated since the original single-player Pong. Of course it’s possible for the computer to play a perfect game of Pong, implacably batting the pill back at you until you falter and miss. But nobody would have played it if it did. So it cheated and missed a few shots on purpose, and voila there’s the games industry.

Because it’s not whether you win or lose, it’s how you experience the game. Good experience means repeated plays, more quarters in the slot, whatever. I mean, if I only bought boardgames that I can win I’d have a much smaller collection than I do.

The most obvious contemporary example of cheating is rubber-banding in racing games: letting the AI opponents exceed their supposed top speed and performance so they can catch up with the player. Because racing on your own around a track isn’t nearly as enjoyable, particularly if your vehicle has forward-mounted weapons. Rubber-banding is occasionally frustrating but crucially the player doesn’t feel that the game is cheating. You may suspect it is, or treat the reappearance of an opponent with momentary disbelief, but did the game cheat or did you over-brake on that last corner?

On Friday I played Journey to the End of Night, an urban chase-game that’s essentially British Bulldogs with checkpoints. Players had to race across London via six checkpoints. If they were caught by a Chaser, they became a Chaser. I was a Chaser. Here’s the thing: we started chasing from the get-go, but we deliberately didn’t catch any players till checkpoint 3. Two reasons: too many chasers early on unbalances the game; and secondly it’s not as fun for the players to be caught. Of course, the players didn’t know they were initially safe: they still ran like rabbits (or in one case froze like rabbits) as we swept down on them, yelling. We were—or rather the game was—cheating, but it was a better game for it.

Back in the day when tabletop RPGs were still fresh one of the first big debates to rage was whether rules should emphasise realism or playability. The argument wasn’t just simplicity vs complexity, though that’s often the way it worked out: the perception was that the more complex the game, the closer to verisimilitude it was. There was even one game, The World of Synnibarr, that was so keen on fairness and transparency it insisted that after a scenario was over the GM should give the players his notes, and if they found any discrepancy between the game as written and the game as played they could claim extra experience points for each deviation.

Twenty years on and the argument’s dead, as is the realistic end of the market and thankfully The World of Synnibarr too. Nobody wants realism or player/GM balance in an RPG any more. They want something that models its genre in an interesting and amusing way, and that’s fun whether to play or to GM.

I’m not going to pretend that the roots of all good game design lie in tabletop RPGs—

Bwah hah hah ha ha ha ha ha ha ha ha ha ha ha

oh, I’m sorry…

hah ha ha ha ha ha

heh.

—but every genre of games has lessons to teach and lessons to learn from every other genre. And tabletop RPGs, at least some of them, are very good at using rules to model their genre. So if you’re designing a racing game, what the player wants is racing, and racing needs opponents. If the game has to bend the rules to get them to catch up with you, the good outweighs the bad. Same reason that the player always starts at the back of the grid: it makes for a better game. Not necessarily a more realistic or believable one, but more fun in the long run.

…course, if you’re taking a long run then there’s no need for rubber-banding. Slowcoach.

1 Boardgames, or some of them, draw players in and elicit emotional responses possibly better than any other type of game. Kids kick boards over. I’ve seen a friendship end over a game of Junta. Cat’s parents, diplomats on a foreign posting, once played Diplomacy with the Russian ambassador and his wife: a furious row broke out between the two and they got divorced shortly afterwards. I suspect that the bloom was already off the rose there and the stresses of the game just exacerbated an already damaged relationship, but for the sake of the anecdote I’ll pretend it was down to the ever-tricky problem of controlling the Mediterranean.

 

Got a match?

A footnote to the post on cheating and Puzzle Quest: Jesper Juul has just posted a fantastic overview on the history of match-three-tiles games, tracing it back as far as Chain Shot in 1985. It’s not complete—it doesn’t mention Puzzle Quest or, more bizarrely, the much better known Columns (Sega, 1990)—but it does contain a lot of really meaty information on the nature of innovation vs plagiarism in the casual games field including a close examination of the whole Puzzloop/Zuma/Luxor confusion in terms of who brought what to the table. There’s also a discussion of whether and how it’s possible to examine the history and heritage of a game that mentions a paper on the history and spread of Mancala, which I have to track down.

Recommended.

(“A punk stopped me on the street. He said, ”You got a light Mac?” I said, ”No, but I’ve got a dark-brown overcoat.”—from ‘Big Shot’ by the Bonzo Dog Band)