Moderator: JC Denton
by icycalm » 21 Dec 2008 19:52
by icycalm » 21 Dec 2008 20:05
Worm wrote:To ask it another way: are you contrasting recitation (i.e. parroting the syllables) with the ability to follow the rules? Or do you mean (as I think you do) that to "understand" a ruleset you must grasp the realm of possibilities that it creates? In the former case, understanding the rules of Chess is a trivial task. In the latter, well, who can ever be said to understand them?
Worm wrote:In any case, the distinction between rulesets that are difficult to learn (e.g. Dungeons and Dragons) vs. those that are easy (Chess) seems an important one. Can you suggest words, instead of "simple" or "complicated," that we can use to mean "low/high barriers to entry?" Although the journalists may use trite phrases like "minutes to learn, a lifetime to master," it's useful to note such characteristics.
JoshF wrote:I understand all there is to know about how to follow the rules of Chess, but I am poor Chess player. Do you say that I don't understand the rules of Chess?
Yes. Just like a Street Fighter player who knows all the combos but gets killed in mixup and can't perform the combos when he's not against a training mode dummy.
by icycalm » 21 Dec 2008 20:09
Vert1 wrote:So, application equals understanding in this case?
(a) knows the rules (inputs) on performing combos
(b) cannot apply the rules (inputs) on performing combos
(c) bad at Street Fighter
If (a) and (b), then (c).
Sorry about the boring presentation— just trying to break it down.Worm wrote:I understand all there is to know about how to follow the rules of Chess, but I am poor Chess player. Do you say that I don't understand the rules of Chess?icycalm wrote:There is nothing "simple" about the ruleset of Go, just as there is nothing simple about the ruleset of Mushihime-sama or KOF XI. Just because you can easily recite something (a poem, say, or a ruleset comprised of six rules) doesn't mean you understand it.
All I am reading from this is that knowing does not equal understanding when dealing with rulesets. I don’t see where being a good/bad player with regards to things that follow rulesets comes in.
by icycalm » 21 Dec 2008 20:26
icycalm wrote:Worm wrote:In any case, the distinction between rulesets that are difficult to learn (e.g. Dungeons and Dragons) vs. those that are easy (Chess) seems an important one. Can you suggest words, instead of "simple" or "complicated," that we can use to mean "low/high barriers to entry?" Although the journalists may use trite phrases like "minutes to learn, a lifetime to master," it's useful to note such characteristics.
I don't really care to suggest appropriate words. As long as you understand the essence of the matter you should every time be able to find the appropriate words to express whatever it is you want to say.
by icycalm » 21 Dec 2008 20:39
Leigh Alexander wrote:Simple, but deep, yeah?
Leigh Alexander wrote:But I wonder, from what perspective are reviewers judging complexity, in the broader sense? Are we talking about controls, the sophistication of the game mechanics, the game's length, its plot, characters, what?
by Worm » 22 Dec 2008 05:15
This reminds me of something else I wanted to ask about:icycalm wrote:Just think about this: some games require more physical skills and some more intellectual ones. "Understanding" in the former case involves even things like "muscle memory", etc. Your body has to "understand" things too. Do you see now?
by icycalm » 22 Dec 2008 05:37
Worm wrote:Making it more physically challenging to input commands doesn't affect the game's possibility space.
by Kuzdu » 23 Dec 2008 05:12
by A.Wrench » 23 Dec 2008 23:54
icycalm wrote:...injecting more, let us say, reality into the game, and reality is always immeasurably complex. All the muscles and joints in the hand, the nerves communicating to the brain, what we call reflexes -- by increasing the required precision for commands, you are bringing all of this vastly complex apparatus into play, even more so than before. The possibilities for error are increased a hundrefold or thousandfold, and form an added layer of complexity that the players are called upon to master...
by icycalm » 24 Dec 2008 00:25
by icycalm » 24 Dec 2008 00:35
Kuzdu wrote:If you're saying that increasing the physicality of a game increases that game's possibility space, then:
1. Is it true that human psychology is also part of a game's possibility space? Does a game of pure second-guessing like Rock-Paper-Scissors have a much larger possibility space than might be expected?
by icycalm » 18 Jan 2009 12:51
The introduction of a third player drastically changes the style of play, even if standard pieces are used. Many chess openings are useless due to the extended board and third player. The introduction of the 'extra' move by the third player can introduce situations of deadlock, for example if a white piece is undefended and simultaneously attacked by both black and red pieces. Black cannot take the white piece, since red would then capture the black piece next turn. Thus the black and red pieces are both simultaneously attacking the white piece and defending it from attack by the other player. In similar situations, a piece can move quite safely into a square where it is attacked by both opponents, since neither opponent would take the piece and risk capture by the third player. Each player must think twice as far ahead- anticipating the moves of both opponents, with the added complexity that the next player may move to attack either of his opponents.
In games where the third player loses as well as the checkmated one, players must concentrate not only on their own attack and defense, but also on preventing the two opponents from checkmating each other. A player can take advantage of one opponents position to checkmate the other, but must be careful that the third player does not checkmate first. White could checkmate red, only to have his piece captured by a black piece, which checkmates red. In this situation, white would lose since black delivers the final checkmating move. This strategy also applies to games which give the checkmating player command of the checkmated opponent's pieces- a player who allows the second player to checkmate the third would surely go on to lose due to the increased power of his remaining opponent, now armed with the third player's pieces.
by icycalm » 04 Feb 2009 16:49
The later games like Rome, with their fortifications, siege engines, war elephants and whatnot, they were all great games - but they complicated it a great deal. Shogun's strength was its depth through simplicity.
by ganheddo » 02 Mar 2009 22:19
icycalm wrote:Why should a simple ruleset be universally preferable to a complex one? Part of the greatness of stuff like Dungeons and Dragons or Civilization or M1 Tank Platoon, etc. is that you have to invest a lot of time in figuring out how things work. Intelligent people love that -- in fact, intelligent people LIVE FOR THAT. From the perspective of intelligent people, then, the correct answer is not "simple but deep" but "complex and deep".
by ganheddo » 02 Mar 2009 23:01
icycalm wrote:The question would then become: which are the main rules of SF? But that is not a very interesting question.
by Bradford » 02 Mar 2009 23:40
by Strifer » 03 Mar 2009 13:20
icycalm wrote:Each new meaningful[1] rule makes a game more complex, and gives the player some extra work to do in order to learn it. Each new rule interacts with the existing rules in new and increasingly complicated ways, creating an ever-widening realm of possibilities which the player is called upon to grasp. The better he grasps them the more capable he becomes in using them to his advantage, and thus the more skillfully he can play.
by Worm » 03 Mar 2009 18:34
icycalm wrote:tic-tac-toe is a simple game with a simple ruleset
Go is a complex game with a simple ruleset
D&D is a complex game with a complex ruleset
by Strifer » 03 Mar 2009 22:15
Worm wrote:Yes, some of those rules might be meaningless, but it doesn't follow that you can boil them all down to an easy-to-grasp ruleset.
by Worm » 03 Mar 2009 22:41
A game is defined by its ruleset, so you cannot have the "same simple game" with a different ruleset. You can say, "if the same amount of depth can be achieved with a simple ruleset, why bother with a complex one?" but that is what icycalm was addressing. Some people like figuring out rulesets with lots of special cases and particulars.Strifer wrote:Since the same simple game can just as easily be expressed with a simple ruleset, why bother with a complex one?
A more complex ruleset can result in the same depth as a simple ruleset, but it does not follow that any of the rules must therefore be meaningless. Each one can add a comparatively small amount of complexity, perhaps by having many special cases as I suggested above. My comment was only intended to acknowledge that it can be tricky to tell which are truly meaningless when you have a large body of rules....if there really was a complex ruleset within a game, the game would not be simple. Assuming the complexity was meaningful.
by ganheddo » 03 Mar 2009 22:47
Strifer wrote:I think Ganheddo is wondering about the fourth distinction: a simple game with a complex ruleset.
by icycalm » 03 Mar 2009 22:58
by icycalm » 03 Mar 2009 23:03
Ganheddo wrote:If a simpler ruleset is able to produce an equally great amount of interesting possibilities
Ganheddo wrote:If a simpler ruleset is able to produce an equally great amount of interesting possibilities compared to a more complex one, doesn't this mean that the latter is less efficient, and isn't it therefore understandable to say that efficiency is preferable or at least aesthetically pleasing?
Ganheddo wrote:I think the problem arises out of the ruleset<>game differentiation. If we say that Go has a simple ruleset, than Chess has a less simple one, but the amount of possibilities in Go is greater, i.e. the game is at least as complex. You probably have a different understanding of what the ruleset of each game is.
by icycalm » 03 Mar 2009 23:29