Dominant Strategies
"Dominant strategy" is a term
from mathematical game theory. It refers to a state of affairs in
which one particular course of action (a strategy) always produces
the best outcome regardless of circumstances. A dominant strategy
doesn't necessarily guarantee victory, but it is always the best
choice available. As a result, there's never any reason to use a
different strategy. A game with a dominant strategy is flawed,
because it offers no meaningful decisions for the player to make.
Dominant strategies show up in ordinary
games for entertainment, too. Joel Johnson writes,
Most games
nowadays, be they action, adventure, RTS, or whatever, give the
player a wide variety of options or methods of attacking enemy units.
One of the bigger problems that I've noticed is that it is not
uncommon for most of these [special moves/spells/units/etc.] to be
completely useless, because one method is so overwhelmingly useful.
For example, look at Halo. Pistol-sniping was the name of the
game, at least for me and for most of the people that I played with.
There was little incentive for me to use other methods of attack
because I could kill someone across the level quite rapidly and
easily. I had a lot of fun pistol sniping people who went for a
sniper rifle. There was a certain ironic pleasure in that. At any
rate, Bungie did their homework and nerfed the pistol something
fierce for Halo 2. I was chagrined at first, but the game was
a lot more interesting to play.
It's a perfect example of the problem.
Choosing the pistol is a dominant strategy, or very nearly. Sometimes
dominant strategies get into games because there just wasn't enough
playtesting; sometimes because the designer was so in love with a
particular feature that he couldn't bring himself to weaken it, even
though that would bring the game into proper balance. Bottom line:
there must be benefits and disadvantages to every possible
choice that make them preferable at some times and not at others.
Many Halo players learned to dominate the game using the pistol
Amnesia at the Game's Beginning
Moving on from game balancing to
storytelling, Andrew Stuart writes about games that begin:
"You wake up
in a strange place. You don't know who you are or how you got
here. You have amnesia and your objective is to find out who
you are and what you are doing here." It's hard to believe but
it seems every second game has me waking up with amnesia. It's
okay after a night out on the booze, but in every second computer
game? Enough!
Years ago I identified the Problem of
Amnesia in a lecture
at the Game Developers' Conference. The problem arises
because the player doesn't know anything about the game world when
she starts the game. In a lot of adventure games, the first thing she
has to do is go through all the drawers in what is supposedly her own
apartment to see what's in them -- which is ridiculous. A character
in a real story doesn't have to do this, because the character
already belongs to the game world. So in the game industry, we make a
lot of games in which the player's character has amnesia to justify
the player's own ignorance.
That's a cheesy solution to the
problem, though. In reality, the viewers of a film don't know the
film's world either, so movies have carefully crafted introductions
that bring the audience up to speed gently. Occasionally, when the
situation is really unfamiliar, movies resort to voiceover narration,
but that's not necessary most of the time. Consider the following
exchange at the beginning of the first episode of The
Sandbaggers, the best spy TV show ever
made:
Secretary:
Wellingham rang. He wants to see you.
Burnside
[starchily]: Do you mean the Permanent Undersecretary of the Foreign
Office?
Secretary [equally
starchily]: I mean your father-in-law.
Burnside:
Ex-father-in-law.
In four lines, without even meeting
him, we've been introduced to Wellingham, his job, and his
relationship to the show's main character, Burnside. We've also
learned that Burnside is divorced, but still has professional
business with his former farther-in-law. Finally, we've noticed that
Burnside is a bit formal about people's titles (not uncommon in 1978
Britain) and that his secretary can stand up to him. That's a lot of
information in 10 seconds of dialog, and it beats the heck out of
listening to some long-winded mentor character explain things in a
video game. We need to study those film and TV introductions and
learn how to do them too. In the mean time, no more amnesiac player
characters!
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