draft/elements20sep02.txt
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    10 
       
    11 
       
    12       Elements
       
    13 
       
    14 
       
    15     Elements of Complexity
       
    16 
       
    17 *by Brian Gleichman*
       
    18 Sep 20,2002
       
    19 
       
    20 	
       
    21 
       
    22 
       
    23     Elements
       
    24 
       
    25 Hi, everyone. Welcome to an experiment.
       
    26 
       
    27 Seems it was column search time at RPGNet again, and of all things I was
       
    28 asked to contribute. Let's take a few moments for the cries of rage to
       
    29 calm down a little...
       
    30 
       
    31 Now then, first thing up is "what should the column be about?" In my
       
    32 case there is a rather obvious choice- the examination of game design
       
    33 with a focus on complex and detailed rulesets. After all, that's what I
       
    34 do. What are their characteristics? How does one highlight specific
       
    35 concepts? How have others' games attempted various things, and where
       
    36 have they succeeded and failed?
       
    37 
       
    38 At this point, one wonders if RPGNet has any need for such a column at
       
    39 all. That's the experiment part. Let the guys in charge know if this is
       
    40 a good idea or a waste of space; it's up to you. Isn't it wonderful to
       
    41 be in charge?
       
    42 
       
    43 First up is a reprint of an article I did for Unclebear's. I've expanded
       
    44 it a little (I was working under some space limits originally) and
       
    45 present it here to kick things off by defining a few important terms.
       
    46 
       
    47 ------------------------------------------------------------------------
       
    48 
       
    49 
       
    50     Elements of Complexity
       
    51 
       
    52 Go onto any gaming forum and you'll quickly run into someone making the
       
    53 comment that a certain RPG is "complex." It's not unusual for such a
       
    54 statement to draw replies of disagreement, and it quickly becomes
       
    55 obvious that we have yet another case of people using the same word for
       
    56 very different purposes.
       
    57 
       
    58 Given how common it is to see the question "How complex is this?", I
       
    59 think it would be useful to explore the term some. Not only might it
       
    60 reduce some misunderstandings, it could even have a direct influence on
       
    61 game design.
       
    62 
       
    63 It seems obvious to me that complexity in game design is the result of
       
    64 various elements- for that is the heart of exchanges like "Rolemaster is
       
    65 too complex!" "No it isn't, it's just a d100 roll with some charts!"
       
    66 Both people are telling the truth from their POV, and what we're seeing
       
    67 is a simple case of different people looking at different specific
       
    68 sub-meanings of a single word.
       
    69 
       
    70 For my use, the complexity of a game's design can be broken down into
       
    71 three elements: *Implementation*, *Mass*, and *Concept*. Each of which
       
    72 has its own characteristics and appeal, the highlights of which I'll
       
    73 detail below.
       
    74 
       
    75 
       
    76       Complexity of Implementation
       
    77 
       
    78 This is how difficult the actual mechanical steps are. Let's look at a
       
    79 couple of examples pulled out of the middle of damage resolution:
       
    80 
       
    81 / /
       
    82 
       
    83     * /Example 1: Roll 1d8 and add 1 for every point over 12 in the
       
    84       character's strength. Subtract these points from the target's hit
       
    85       points./
       
    86     * /Example 2: Determine which body location on the target was
       
    87       struck, take the weapon's penetration factor and subtract the
       
    88       armor rating for that location, multiple the result by the
       
    89       weapon's impact factor which results in the final Damage
       
    90       Potential, divide the Damage Potential by the target's location
       
    91       Structure Points to get the damage ratio, cross reference the
       
    92       damage ratio on the Ballistic impact chart to determine the wound
       
    93       level and final effects./
       
    94 
       
    95 In implementation terms, Example 2 is far more complex than Example 1.
       
    96 It has more steps, and those steps include more types of operations
       
    97 (multiplication and division as well as subtraction plus a table
       
    98 lookup). And of course we're talking about more than single digit whole
       
    99 numbers in the second example as well.
       
   100 
       
   101 Games like /Phoenix Command/ are representative of designs with high
       
   102 Implementation complexity, as are elements of other systems- such as
       
   103 /GURPS Vehicles/ or /Hero System/ Character design, systems that call
       
   104 for many to reach for a spreadsheet instead of pen and paper.
       
   105 
       
   106 Some people love games with high Implementation Complexity. There are
       
   107 entire websites devoted to characters worked up in HERO while others
       
   108 spend days designing vehicles for their GURPS campaigns- much of this
       
   109 seems to be simply inspired by the joy of creating something and in the
       
   110 mastery of the method.
       
   111 
       
   112 Yet another common draw for this type of complexity is found in the
       
   113 desire of some people to model in detail specific elements of a game.
       
   114 Not content with the typical high level of abstraction used in many
       
   115 games, they wish to see more detailed influences and a more detailed
       
   116 breakdown of events. Combat in Phoenix Command is a prime example of
       
   117 this type of thought. Here the desire for detailed objective simulation
       
   118 drives the need for complex mechanics.
       
   119 
       
   120 
       
   121       Complexity of Mass
       
   122 
       
   123 Rules may be simple to Implement in every case; however, there may be a
       
   124 large number of very specific cases, each with their own simple rules.
       
   125 
       
   126 / /
       
   127 
       
   128     * /Example 1: The system defines all one-handed weapons as doing 1d8
       
   129       points damage with a +1 strike and +1 initiative bonus./
       
   130     * /Example 2: This system defines 50 different one-handed weapons
       
   131       each with their own specific damage (a 1d3 to 1d20 range) with
       
   132       strike and initiative bonuses independently ranging from +0 to +3./
       
   133 
       
   134 Any game that defines large numbers of simple modifiers (say combat
       
   135 modifiers for position and environment and/or attack options) has
       
   136 increased its Complexity of Mass. Having large numbers of specific
       
   137 powers or spells has the same result- individually each are easy, but in
       
   138 total one is looking at a large number of rules, and for many that is
       
   139 overwhelming in itself.
       
   140 
       
   141 Complexity of Mass is the easiest and quickest to judge; one can almost
       
   142 weigh the rulebook (however, be sure to leave out the setting
       
   143 information and other fluff). D&D is a good example of this type of
       
   144 complexity, as is /Rolemaster/ with its dozens of charts, each of which
       
   145 uses a simple d100 + bonus mechanic.
       
   146 
       
   147 Why would anyone want to deal with pages upon pages of rules? Two
       
   148 reasons come immediately to mind.
       
   149 
       
   150 First, some people love options and different ways to approach things.
       
   151 How often does one hear something like "My last character was a Paladin,
       
   152 I think I'll run a Wizard this time..."? The best way to highlight
       
   153 options is to include them in the rules and this produces a simple
       
   154 relationship- more options mean more pages of rules. The very rules
       
   155 themselves become a reason to expand play. For example, include an
       
   156 extensive set of castle building mechanics and someone is going to play
       
   157 with them just to do something different.
       
   158 
       
   159 A second reason is pride of mastery. It's difficult to master a lot of
       
   160 rules and even more difficult to keep them all at your fingertips. To
       
   161 some, knowing the rules and using them to achieve a desire outcome is a
       
   162 major source of satisfaction in gaming. The more rules to master and
       
   163 use, the greater the satisfaction.
       
   164 
       
   165 These two reasons drive the design concepts of entire game lines like
       
   166 D20 and WoD, a fact easily determined by a passing examination of their
       
   167 splat books and other expansions. Indeed, this one element is so
       
   168 connected to D&D that the first reaction I typically see in reviews of
       
   169 high Mass games is to call them a D&D copy, even if mechanically they
       
   170 have little in common.
       
   171 
       
   172 
       
   173       Complexity of Concept
       
   174 
       
   175 There are games with few rules, those rules very simple, that are still
       
   176 viewed as complex in the extreme, with uncounted possibilities that take
       
   177 even the greatest of players years to master.
       
   178 
       
   179 Think Chess.
       
   180 
       
   181 Mechanically, it's simple to move a pawn. The entire rules for the game
       
   182 can be contained on a few sheets of paper. But which pawn to move? What
       
   183 will the effect be? Those are questions that are far from easy to
       
   184 answer, and the choice can be far from obvious. I refer to these games
       
   185 as Complex in Concept to represent the fact that the difficulty isn't in
       
   186 the "how does one do it," but rather in "what does one do and how much
       
   187 will it affect."
       
   188 
       
   189 In one sense, all RPGs rate high in this area due to their open-ended
       
   190 nature. Even so, I tend to limit this to those games where the player is
       
   191 presented with a wide number of options under conditions that require a
       
   192 great deal of thought in order to find an optimal choice. Games with
       
   193 complex tactical environments like /Heavy Gear/ top the list here.
       
   194 
       
   195 Complexity of this type tends to draw players who value the importance
       
   196 of individual decisions in a challenging environment.
       
   197 
       
   198 
       
   199       Just Plain Complex
       
   200 
       
   201 Games can be complex in more than one way, and there is a tendency to
       
   202 rate high in others if you rate high in one.
       
   203 
       
   204 Perhaps the ultimate example was SPI's game /Air War/, which pegged very
       
   205 high levels in all three measures. Over two hundred pages of rules
       
   206 concerned solely with jet era air combat, intricate mechanics to
       
   207 represent the fine details of aerial maneuver, dozens and dozens of
       
   208 aircraft with very specific stats and individual rules, and a very
       
   209 complex tactical environment where each choice could alter the entire
       
   210 course of the game.
       
   211 
       
   212 While any RPG pales in comparison to that Wargame, some examples include
       
   213 /Hero System/ and /Age of Heroes/. A common combination is Mass and
       
   214 Concept, with the prime example being D&D with its volumes of rules and
       
   215 spell lists (Mass) combined with its detailed resource management
       
   216 (Concept).
       
   217 
       
   218 
       
   219       Eye of the Beholder
       
   220 
       
   221 Like everything, how complex a game is depends upon who is judging it.
       
   222 Every person has different levels of tolerance for each of the above
       
   223 elements. Below that tolerance, the game is easy - go above it and it
       
   224 becomes complex.
       
   225 
       
   226 Additionally different people desire different mixes of complexity. One
       
   227 person may like a fairly high level of Mass and Concept and as low a
       
   228 level of Implementation as possible. Another may want a game that is the
       
   229 complete reverse. Games suitable for each are going to look vastly
       
   230 different from each other.
       
   231 
       
   232 And of course, there are people who desire low levels of Complexity in
       
   233 all three elements. At their most extreme, games for such people become
       
   234 completely free form.
       
   235 
       
   236 Knowing the complexity desires of your target players (and attempting to
       
   237 fulfill them) will greatly impact the choice of what games to play, or
       
   238 how to design your own. And hopefully knowing the core elements of what
       
   239 makes games complex will also make it easier to talk about them to others.
       
   240 
       
   241 
       
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   294     this and fix things. Thanks!
       
   295 
       
   296 ------------------------------------------------------------------------
       
   297 
       
   298 
       
   299       Previous columns
       
   300 
       
   301     * Elements of Strategy </news+reviews/columns/elements11feb03.html>
       
   302       by Brian Gleichman, 11feb03
       
   303     * Rationales for Mechanics (or the Case for Designer's Notes)
       
   304       </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
       
   305       14jan03
       
   306     * Layers of Design </news+reviews/columns/elements11dec02.html> by
       
   307       Brian Gleichman, 11dec02
       
   308     * Elements of Tactics </news+reviews/columns/elements01nov02.html>
       
   309       by Brian Gleichman, 01nov02
       
   310     * Elements of Complexity
       
   311       </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
       
   312       20sep02
       
   313 
       
   314 
       
   315       Other columns </news+reviews/columns.html> at RPGnet
       
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