PBEM v93 n01 (15Jan93) ====================================================================== Players - The Most Valuable Asset Luis Sequeira ====================================================================== The quality of PBEMs (and PBMs) is often judged by many different factors, such as their rules, complexity, the degree of flexibility the player has when dealing with the "things" which he commands in the game (be they medieval armies or starship fleets), and the support the player can get from the GM (e.g., rules, tools, etc.). It is usual for new games to claim "a flexibility unlike any other game", "full so-and-so support", "lots of rules for the most demanding player to always be able to do what he wants", etc. This is normal, and all comparisons between games are done using similar concepts. Some of these concepts can be subjective and a matter of personal taste (such as realism and playability), but many others (such as support and rules) are not --- they are quite objective and have a great influence on the immediate success (or failure) of the game. However, as some readers have already discovered in some of my previous articles, there are other important issues, which are never mentioned on the "praise list" of the games I've found. One of these issues is the players. After all, complex or simple, realistic or purely abstract, large or small, the players make the game a fun experience --- and it's rarely the other way round. You can have the most complex and realistic game ever designed, but if your players aren't up to it, the game will quickly be forgotten and discarded. On the other hand, very simple games with a handful of (badly written) rules can be a lot of fun, just because the players are a exceptional bunch of guys, who give their best, even in a poorly designed game. Why is that so? Well, to be perfectly honest --- and I'm not adding anything new here --- games were created so that players could enjoy playing them! This may sound terribly trivial, but it seems that some games out there have forgotten this simple and universal truth. It also seems that game designers painfully add new features which don't appeal to any one else but a programmer, and use these new features as a "marketing statement". Say, "this game is written in C++ and has over 3 Mbytes of object-oriented code, having been successfully ported to over 300 different environments". Very impressive indeed, but how many players have actually joined the game? If it's written in Microsoft's GW BASIC (1983 version), and has a few hundred lines of spaghetti code, it can be as fun as any other masterpiece of programming. I've seen a game written for the Commodore Amiga using a database manager, which runs from diskettes, that is loved by its 50+ players. Perhaps a bit of world history can shed some new light on the subject; I won't be very extensive, as I'm barely familiar with the subject, but there have been some events in the past which can be shown to conform to some aspects of games. Consider, for instance, the World War II period. I've read in the 2300 AD role-playing game from GDW (which itself has evolved from a PBM run by the staff of GDW for a few years, to get them an interesting background on future events) that this was the "Strong Leader" period. The many countries had different political views, and different government forms --- but all of them (at least those which have an entry in the history books) had a strong leader. In a game, the situation has some parallels: all the decisions, all the embodiment of power over the "land" (or the stars) is centered on the player. He is the ultimate leader of his people, and his decisions, right or wrong, will influence the outcome of future events. That is why it is so frustrating when a player quits the game and is replaced by another with different views and opinions. In a PBEM, a player must do a lot of role-playing, whether one is aware of it or not. If five players unite themselves under the same overlord, and achieve some success in the game, what will happen if the overlord suddenly quits the game --- or worse, engages in suicidal attacks against others? Will there be stability afterwards? Are your neighbors to be trusted? What about "temporary" alliances? Will one benefit from them later on? So, if a game has a surprisingly large number of good players, deeply involved with the game, everyone benefits from it, even if you lose some battles. There is a distinct satisfaction from being defeated by a clever player, and not by a soulless machine which constantly throws fighters blindingly and without purpose against you. --- The net has been busy for a while with the question of "automatic players", i. e., to put some measure of artificial intelligence in the "things" the players control. In other words, to get some things to automatically run by themselves without the players having to bother with them. My own opinion on the subject is a quite positive one - as long as such changes improve the quality of the player interactions instead of degrading them. If the players can have more time to spend on conversations between themselves, and can concentrate on diplomacy instead of having to run a spreadsheet to calculate their best moves, then the change will be a welcome one. If, on the other hand, what is accomplished is a means of turning the player in an unnecessary figure on the game, that is, a mere "spectator" of the scenario played by the computer, then forget it. While several "boring" tasks can - and should - be automatic, the most important thing in the game is the player, and he must feel that he is in charge. Thus, if he is relegated to a role where he can give his "underlings" (computer-played agents) several commands to relieve his burden, and can instead plot treason and backstabbing against other players, well, then the game is going in the right direction. There are a few games where the player seems to be just an inconvenience for the game to run well. That is, his "stupid" orders and commands just slow the flux of play, and are restricted to the minimum. I'm talking about games where you just give the orders, see what the computer has done with them, and watch the reports with all the fascination of one reading a newspaper's article about the rainfall in Mongolia (or Portugal, for that matter! :-). This clearly isn't what PBEMs are about. To finish, I'll add the main reason why I insist so often on the importance of the players in PBEMs. As a teenager, I discovered the world of computer arcade games, and liked it a lot - but it always infuriated me when I just couldn't do what I wanted. Computers being the mindless machines they are, there's just about a limit on the different things one can perform. While "migrating" to role-playing games, I enjoyed the wonderful experience of being able to do _exactly_ what I wanted - because I was dealing with human players, limitless in their imagination. Many "good" wargames permit similar "freedom". PBEMs are the kind of games that permit you the largest amount of players possible, and coming from all corners of the world. Thus, one would expect PBEMs to be able to mimic the "real world" more and more, at least with what concerns player relations (on a RPG, it's always the GM who plays the "bad guys"...). Thus, players is what PBEMs are really about. Pity they are so often neglected...