Random game design/GM thought. It's not specifically Fate-related, but I generally like the community here. So there.
It seems like most players have a certain... call it 'cognitive load range'. That is, they want their cognitive load (decision making, etc.) to be somewhere between the low end and the high end of that range.
Players may also have types of cognitive load they prefer, but so long as they're doing things that are within those preference, my is that the range is relatively static. Perhaps even more importantly, players will change the games they play over time to meet their preferred ranges_, either by houseruling, excluding things, or focusing on certain things.
This has a couple of interesting ramifications, if it's correct. And it also kind of predicts some things that we've seen in the game industry, so that's interesting, too.
The first ramification is this: If a given game (system + people at the table) has too low of a cognitive load for the players, they will correct this, either by adding in additional load or abandoning the game.
The second ramification is the opposite of the first: If a given game has too much cognitive load, players will correct this by either removing things or abandoning the game.
Okay, so a practical example. So, in practice, one trend that started in the 80s and has continued is the increasing focus in many RPGs on linear 'encounter-to-encounter' styles of play. DragonLance is an obvious early example, and many organized play modules follow that pattern.
The result of this has been a shift away from players making larger-scale in-game decisions - where to go, what to do, etc. Strategizing and scouting are de-emphasized by this style of play.
So, if my hypothesis is correct, this would lead to an overall decreased level of cognitive load - players having lost decision making capabilities in terms of the direction of the game. So, my hypothesis would then predict that this cognitive load would be increased in other areas - and indeed, over this time period the game systems have become more 'crunchy' and detailed, both in terms of play and character build. This may of course be a coincidence, but it's consistent with what the hypothesis would predict.
A bit of possibly more useful Fate-related fallout from this is pretty simple - since Fate is, mechanically, a very simple game, the cognitive load for players has to come from areas besides the game mechanics. In other words, the player has to be given dilemmas, or interesting plot-related situations, and needs to have a greater influence on what happens to make up for the reduced mechanical grit.
An interesting case study of this is FAE Pathfinder. While I'm generally skeptical of attribute+skill systems, or "crunchier" Fate in general, FAE:PF's goal is explicitly to enable the usage of Paizo materials, including Adventure Paths. Because of this, and the lower levels of agency typical of module series like Adventure Paths, the cognitive load has to be made up somehow or the game will be very, very boring. In this case, increasing the mechanical "crunch" - the cognitive load from the system mechanics side - is absolutely the right thing to do.
20131031 Random game design’GM thought It’s no...
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I mean, isn't every game designer basically just aiming for one of the sweet spots iin the giant, complex Venn diagram of "what gamers want"?
Secondly, I'm not sure what you mean by "epic" and how that relates. By "encounter-to-encounter", I primarily refer to the type of linear, 'railroad' adventure design that became popular in the 80s and continues to a certain extent today.
Basically, what I'm saying with that is pretty simple: If you remove agency at the 'plot' level from players, you should probably have engaging mechanics to make up for it. That's independent of how "epic" a game is.
That doesn't mean that all 'crunchier' systems will inherently have no agency, either - as I said, it's a range, not a single value. The correction seems to happen mostly at the extremes, and often in slightly more subtle ways than "to hell with it, let's just railroad everything".
I mean, I've played GURPS in a very non-railroaded way, so I'm pretty sure that's not my argument ;)
For a one-shot, or drop-in game, I have no attention or ability to engage in the "big picture" cognitive load, preferring instead the tactical, short term decisions.
There's also some points I want to make later regarding how cognitive load for a game system changes over time, and the impact of learning a new game system and how the increased cognitive load, especially for very new concepts, impacts perception of the game.
Is there really that much use of modules these days? They'r e often fairly linear or constrained because it's far more difficult to write an open ended scenario (particularly a short one.)
To me it's not so much that players want to think, or not, but what it is that they want to think about.
Even the most casual player's mind is occupied during a game. They just aren't thinking about the game itself so much.
As far as cognitive load - I mean the general amount of information processing and decision making that players have to make.- basically, the amount of brain activity that they're engaged in. The factors you mentioned lead to increased cognitive load - but essentially what I'm saying is that players have a preference for total cognitive load, even if they don't have a specific preference for high crunch, etc.
If that's still the incorrect definition, please let me know, but I'm pretty sure it's within spitting distance.
+Teo Tayobobayo: "Even the most casual player's mind is occupied during a game. They just aren't thinking about the game itself so much."
Which is a sign of seeking the minimum cognitive load of their range. That's actually a pretty good point in my favor, I think - distractibility as a sign of low cognitive load.
Also, I should know better than to use rubbery terms like "epic." I didn't mean big over the top action, I meant like literary epic - a "big story." That's going to lead to a certain playstyle. And honestly, if I pitch Dragonlance and at the end of the first session I get players complaining that I conspired to send them towards Xak Tsaroth, that just means I pitched really badly and those players didn't know what they were signing up for. There's no "oh no, my agency - quick, ramp up the crunch!" moment when everyone has used their agency to agree to playing through a loosely-predefined storyline, y'know?
My point is that both player freedom ('what do we do now?') and mechanical complexity ('how do I use this ruleset effectively?') add load.
To oversimplify (and to probably cut out several factors):
Load from autonomy = A
Load from rule complexity = R
A+R = Total load (T)
People have minimum (m) and maximum (M) preferences for T. If T drops below the minimum threshold for some reason, players will (eventually) find a way to increase it. I don't think this isn't really conscious, it just kind of happens over time.
So if A is reduced (as in railroad scenarios), T decreases. If T < m, players will find ways to increase it - in some cases, by increasing R. (Or by distracting themselves, drawing their characters, etc.)
Similarly, if T > M, players will find ways to reduce either A or R.
m and M seem to vary based on the individual, as well.
Mostly you're talking about play preferences, and I agree that those definitely exist. I'm talking about how the two interact with players, and how they react in combination.
In other words, even if someone doesn't have a strong preference for high crunch/high autonomy inherently, and can deal with either, if you minimize both of them you're going to bore them, and if you crank both of them up to max you may overwhelm them (and I do believe those are just two factors of many).
And I certainly don't think it's a matter of some lightbulb moment like that. It's a collection of small things - dissatisfactions that drive the game in a particular way as an emergent change, not as a big, planned change.
As a point (and to bring this somewhat on topic), most of the people (in my experience, plural of anecdote, etc.) that dislike Fate because it's too "handwavy" or rules light seem to come from gaming backgrounds that are heavily predicated on predetermined stories - organized play, etc. And the more I think about it, and think about what Fate does well Out Of The Box, the more I kind of agree - it's not a system I'd use to run that type of game.
I still think it's better to frame the "load" as "what" rather than "if". It still works in that sense, and avoids needless nitpicking by people who feel offended that you might be suggesting they don't think, or dislike thinking.
What you're talking about is worth thinking on, and deserves not to get dismissed based on someone reacting badly to the wording : )
It's not just system - it's the sum total at the table. A module isn't "system", nor is how a GM runs the game. And even just looking at system in and of itself, the load it presents is variable - people that know the system and have internalized it will be under less 'system load' than someone just learning the game. Which kind of suggests that new players to complex systems shouldn't be overburdened with an abundance of agency.
(and there was no dichotomy - that's actually a really weird idea to me. Do you mean a false association?)
Fate is just FUDGE with a lot of tweaks (As FUDGE is meant to have), and as such has a long, and storied past being used to run all sorts of huge narratives that are revealed in spoonfuls to the players. I know, I done did that plenty.
I credit this, in a big way, to the choice of using words instead of numbers to convey information. Basically, anything you say, or write can be seen in Fate terms by literate Fate players without you even trying to convert it.
In other words, the amount of brain power I'm willing to invest in the plot of the story depends entirely on how engaging the story is. If the game has an engaging plot, then I'm willing to put a lot of energy into that aspect of the game. If I find that the plot is uninteresting, then there had better be other aspects of the he game that hold my interest.
Likewise, the amount of brain power I'm willing to invest in the mechanics of a system depend on how engaging those mechanics are. Personally, If the rules offer a lot of tactical options and meaningful decision making, I'm willing to deal with more complexity. If it's just complexity for complexity's sake, then I'm less willing to engage.
While there is a maximum limit to the amount of energy that I'm willing to put into a game--that's not usually the limiting factor, especially when I'm a player. I will typically hit the limits of the game's ability to engage me well before I redline my mental engine. As a GM, however, I'm much more likely to be running close to my mental limits.
Also, people will find different aspects of play more engaging than others. This leads to preferences for different types of systems.
And, at a certain level, game mechanics and plot are at least somewhat mutually exclusive. If I spend two hours running through a tactically complex combat scenario, I'm probably not going to have enough time to make the plot very engaging.
Likewise, if I'm engaged with the plot, I might resent anything that slows the plot down. I may want fast, light combat, because the important questions (What price are you willing to pay to get what you want? What effect does this fight have on the rest of the world? Etc.) aren't typically answered by a detailed blow-by-blow tactical exercise.
I've always seen an engaging plot as being as much the responsibility of the players as mine though. You can put the makings of a great story in front of players, but if they do nothing with it... well, it doesn't matter at all.
I've played in a number of games where other players have gotten upset because I deliberately made bad tactical decisions--just because that's what my character would have done in that situation (either because of limited information--e.g. not acting on player knowledge that the character does not have, or because of his motivation in that particular scene).
One of the things I like about Fate is that it can actually reward this sort of play through compels. Yes, you may make a tactically bad choice--but you get a fate point for it. With creative use of scene aspects, you can even reward a player for ignoring player knowledge and making a bad decision based strictly on character knowledge (e.g. compel a "fog of war" situational aspect).
Part of what I was getting at is also that time acts as a limiting resource. And there's an interesting relationship between time and engagement. In order to be engaging, you must invest time in a particular element--and the more engaging an element is, the more willing people are to invest their time.
Again, one of the thing Fate gets right is that mechanical elements are usually only important if they are also narratively important. That means we are more likely to spend our time on scenes that are both mechanically and narratively interesting.
Or, to put it another way, we don't need to waste time looking through long lists of possible modifiers trying to determine if any apply, or considering a long list of special-case rules.
I appreciate that the rules of Fate (often seen as simple) are flexible enough to cover different instances of contested happenings in way that makes fluency nearly complete among my players (usually the stuff they don't know is a house rule I made up). Still, in my experience, the time that is taken up in other games is often not the tactical choices being made, but the relearning, teaching, interpretation, and argumentation that goes into those choices, and administrating the outcomes of them.
That brings me to the fact that many people actually enjoy all those things that I see as hindrances to game progression. They may like the argument, and manipulation of the rules to their ends, whether it's in good faith, or not, and I suspect not a few of the people I stopped playing with presented false reasons for disliking Fate.
More bluntly: universal literacy combined with distributed authority means certain people can't cheat, or rely on favoritism anymore.
Another thing to consider (perhaps), games like Fate, Risus, and others that are very easy to pick up allow for a more dynamic line up of players. The group can shift membership very easily, most especially with people that are already literate. In great part I think this is because the culture of Fate (and Risus) is written into the rules.
The flip side of compact systems is that people who like to learn new things may feel they already know all there is to know about the game.
In fact, some games reward players for mastering the rules, and some players like using their skill with manipulating the rules to dominate the game (for varying definitions of the words "manipulation" and "dominance")