Showing posts with label reply. Show all posts
Showing posts with label reply. Show all posts

Thursday, November 02, 2006

Rule Sets Again...

Outdated, go here.

Last post I got a good comment. I'm going to try to defend myself. First, I need to say that I specified "rule sets" rather than "gameplay" for a reason:

"Gameplay" has a bad connotation. "Gameplay" means "sitting in front of the TV twiddling your controller" or "rolling dice". A rule set can give you that kind of game play, but it doesn't have to. With that in mind, we'll continue:

"Name pretty much any good Japanese RPG, and you'll find a boring, repetitive mess of gameplay which wouldn't be fun for five minutes if it didn't have a good story justifying its existence. It's gameplay is only worth anything in that it allows the story to be there."


That's patently not true. You may not like that style of gameplay (not knowing you, I can't say either way), but the fact remains that the gameplay is extremely dense. It lets you micromanage statistics and weigh variables and buy efficiently... this is especially true in JRPGs, where there is the added gameplay of synergizing your party.

The reason people like to rag on JRPG play is because it hasn't really changed in the past decade. That's doesn't mean it's bad or shallow. Actually, it means the opposite. It means it's deep enough to still appeal ten years after it plateaued.

"I've already mentioned Mario Party, which I have had a lot of fun with. But if you look only at the gameplay itself, it's not exactly impressive. A bunch of shallow minigames, separated by a primitive board game in which you spend a quarter of the time hitting dice blocks and the other three quarters watching other players hit dice blocks. The gameplay is good because it allows you to arrange a fun party around it. The gameplay, without the social context, is worthless."


Ahhhh, this is a really good counter-example, because it covers what I was going to post on next.

Social gameplay is still gameplay, and is definitely caused and fostered by the rule set. The way the game is designed in tiny, silly chunks is ideal for making people enjoy themselves en masse.

I've designed lots of games like that. It's not that they have "poor" gameplay or "shallow" gameplay, it's that their rule set is designed to make most of the gameplay meta, or more accurately, tangentally meta.

"The majority of Riven (and in my opinion, the part of the game most worth playing) is walking and looking. Deep."


Gonna hit that at the end of the essay.

"I'm not saying these are bad play mechanics- they're good because they serve the more important stuff well. What that important part is depends on what the game is trying to achieve: it could be story, or socializing, or world design. But the play mechanics in these cases are not the most important parts of the game."


I think you're shortchanging play mechanics. You seem to be saying that play mechanics cannot be based around story, socializing, or world design. That would be an unfortunate shock, since literally all my play mechanics are based around those. It's extremely rare that my gameplay is actually about playing the game itself.

But that doesn't change the fact that the rule set is what enables that kind of fun in that kind of way. Simply saying "it's the socializing that's fun" is ignoring the fact that the socializing is caused by the rule set.

"In fact, you could have a good time without any gameplay at all. The story of an RPG could be detached from its gameplay and still be enjoyable; socializing can certainly be fun without minigames; Myst's worlds could be appreciate in some sort of real-world 3D model."


Ah, but they wouldn't have the same appeal. There are no popular RPGs whose story/characters/pacing would make a movie that would still be popular five years from now. Socializing without the minigames doesn't have the same stability or reliable enjoyment (hence drinking games). Riven wouldn't be enjoyable to wander around because it wouldn't be couched in "solve to proceed".

The rule set for all of these games - and every other game - manipulates how the character moves through the game. It makes the character stop and look at the coolest parts of Riven. It makes the party revolve at a fun and moderated rate. It gives the RPG plots and characters their value by associating them with gameplay changes and time expenditure. All of these things grow out of the rule set.

I hope this expains my position: rule sets are the primary factor in a game.