Bissell talks about dice-rolling in Dungeons & Dragons, and perhaps that's a good place to start. There is an argument that has long raged in pen & paper role-playing game circles which, for historical reasons, is referred to by the shorthand "TSR vs. White Wolf". Make no mistake: this is a nerd argument, with passionate defenders on both sides. What it boils down to is what is known as Rule Zero, a concept to which my young and impressionable mind was introduced through West End Games' Star Wars role-playing game. Rule Zero holds that, if the rules of the game are deleterious to the narrative quality of the role-playing experience, they should be ignored, or at least taken as a guideline rather than as, well, as a rule. In short, "don't let the rules get in the way of a good story." People on the White Wolf side of the debate enthusiastically adopt Rule Zero (it's no accident that in White Wolf's World of Darkness games, the game master is known as a 'Storyteller'), while those on TSR's side of the fence either insist that the rules are more important than the story, or that if the rules get in the way of the story, then your story is poorly designed and "lol yur doin it wrong".
It's important that I came to understand Rule Zero through the Star Wars role-playing game, because it perhaps explains why I don't get on well with BioWare's Star Wars: Knights of the Old Republic. KotOR is a fine, even great, RPG (if, perhaps, a little over-reliant on knowledge of the D&D rules system on which it's based), but it's a terrible Star Wars game because it emphasises the rules over the experiential qualities that are such an integral part of why Star Wars is so great.
Lightsabers and a Tatooine setting sometimes aren't really enough. |
At first it seems counterintuitive that this concept could apply to video games. Video games, by definition, adhere to their rules. A video game cannot "bend the rules". It wouldn't know how. More importantly, it wouldn't know when to bend the rules and when not to. There are no varying degrees of concreteness to the game rules as there can be in a tabletop game; the rules are absolutely, 100% set in stone.
I would say, however, that Rule Zero is necessary not because there is something about rules per se that is inherently prohibitive to a good narrative experience ('Rule Zero' games still have rules, after all), but that it is because the rulesets of tabletop RPGs necessarily have to be transparent and tractable to human players. A video game may have far more complex rules than a tabletop RPG ever could, but in order to prevent a situation of complete cognitive befuzzlement (I think that's the technical term...), that extra layer of complexity has to occur, as Bissell says, "under the hood". These extra rules should not be transparent to the player.
The upside is that this means the possibility of creating rules that, in a pen and paper game, would be immersion-breaking. Why not have rules that ensure the story is good (apart from the obvious challenge of knowing what those rules are)? If the player never sees them, such "out of character" considerations can be safely implemented. At least, that's the idea behind my PhD.
The downside (if one can call it that) is that this represents a point of divergence between video games and traditional games. In traditional games, it is necessary for a player to know and understand the rules of the game. It's easy to dismiss that as just a practical necessity for playing the game, but it's more than that. It's necessary in order for the player to trust the game, and perceive it as 'fair'. This is why transparent rules are necessary in a pen and paper role-playing game: to circumvent the childhood Cowboys and Indians problem of one child claiming to have shot another child, and the other child denying it.
For that matter, this is precisely why the cliff racers in Morrowind were so maligned (aside from their overnumerousness); the player said, "I shot you!" and the cliff racer, apparently played by a six year old, petulantly responded, "No you didn't!" (which is still dialogue more gripping than Oblivion's "Good morning. That's a nice tnettenba." exchanges, but I digress). Bethesda's insistence on performing the combat mechanics "under the hood" rather than making the rules transparent to the player did make the game seem, at times, unfair.
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Childish. |
What I am less sympathetic to is attempts to paint this personal preference as an immutable Law of Gaming. It's a labour under the misapprehension that 'game' is a suitable term for the electronic experiences in which we routinely partake. It's not. It's a misnomer, but one we're stuck with. It's an argument of semantics and terminology: Some video games are actually games in this sense, but only some.
This has always been the case, though. Traditional games tend to have only ludic rules, while video games tend to have some combination of ludic rules and simulative rules. This distinction is very important, but not always clear. Jenga doesn't need a rule for gravity -- nature takes care of that -- but a video game with any degree of physics certainly does, as does a tabletop role-playing game where the action is not physically happening. The difference is that in the RPG, the gravity rule is ludic (at least insofar as it can't be determined by common sense, such as precisely how much damage a character takes from falling), while in the video game, the gravity rule is more likely simulative.
To reiterate my argument from last week, Civilization IV is a game that tests a player's ability to manipulate the rules of the game, while Civilization V is a game that tests a player's strategic thinking in a more analogue way by making the rules less transparent. Ludic purists will inevitably see Civ IV as the worthier game, and that is not an invalid opinion. It is, however, wholly informed by personal preference, wholly subjective. Civilization V also stands, as I implied last week, as a sterling counterexample to the ludic purist's oft-advanced claim that without total transparency of the rules, there can be no strategy, and that therefore games that hide rules from the player are "dumbed down".
It's somewhat trite, at this point, to suggest that some people are more interested in the somewhat needlessly nebulous concept of 'gameplay', while others play games in search of emotional experience, but the argument between transparent rules and "under the hood" rules does seem to indicate that there is a trade-off between the "perception of fairness" of a game and the experiential complexity that game is capable of providing. I've deliberately avoided making reference to Caillois' ludus-paidia spectrum in this post because I don't think it's quite the same thing (although it's close), but I do see these things as existing on a spectrum. At one end of the spectrum is the Platonic ideal of games, with perfectly transparent rules, which exist only to test the player's ability to manipulate those rules; at the other end of the spectrum, the things we are reluctant to call 'games' at all -- interactive narratives and the like. Video games populate all points in between, not some bizarre monoculture in which one approach is right and another wrong. And that's totally fine.