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Deterministic game designs

Deterministic game designs

(I hope I was able to describe the problem rapprochement. As you can see, the theoretical matter is not my problem, I am logician and scientist, but the English language. I hope I could make myself understood and inspire.)

1. Thesis

I know of no game that is not deterministic. Although our human reality is usually not deterministic, humans creating games like simple machines, which become after a while predictable or linear. Let me explain this.

After a median level of play, games usually collapse. In role-playing games we gain enough objects, that everything getting boring or unusual predictable (victorious). Strategy games changes their organized towns or nations into clocks, which produce no errors from now on, which works like abstract factories. It seems that only the first 1/3 or 1/2 part of a game is unusual undeterministic, because of under development or organization lacks. In Civ there is a point, after a state or society becomes no more threats, no more riots. It is possible to build a well developed economy and nation (utopia) without inner state confrontation or systematic clumsiness forever, and it is nothing difficult to do so. For me, this is too far from realistic representations of communities or societies.

Although we know, that everything and everybody is lethal, and that everything dies or changes after enough of time, and that none money, none superior machine can create a solid state, we build games like abstracts clocks. And I think, this is the reason why today’s games seems only particularly realistic. It is a modern problem of development of large logical systems: and a strategy game is one of the most complex structures that can be abstractilly imagined, as it tries to portray a society after all.

As you maybe know, money and organization is only a small factor of a society. The Elemental game tries to imagine fantasy societies. As you see in German and European debates about welfare states and support of unemployed, there is a reasonable but unpredictable complexity of social systems, which you can not weight in money or deterministic evolution of production levels. Although a society spends millions of money, the people get unhappy. In manner of Niklas Luhmann (sociologist, system theory): We can not build systems that do not require changes. Systems change constantly from itself. It means: self-organization. All systemic change What is on the microscopic level change (dissatisfaction of an individual) may lead to a macroscopic change (overthrow of the king).

2. Examples

I am asking me, how a modern game like Elemental, which will get the same deterministic problems after all, could be more realistic, how to solve it in a realistic manner of “less deterministic”.

It is a mathematical problem. Think of complex adaptive systems (http://en.wikipedia.org/wiki/Complex_adaptive_system).

To establish the uncertainty of a realistic system, we need unknown factors which are capable of making a quiet system restless. These unknown factors can not be merely coincidental. You need to have microscopic causes, for example, that someone have to be an opinion leader, because he has a new idea (the leader of a new society).

When you look outdoors, you recognize a society which is (in manner of active police and firefighters and hospitals) restless, but also kind of pretty quiet (within an attractor of). Even you invest millions in this society, it could (but do not!) become restless and breakable and changeable. Your investment is indicative, for orientation, but not fully regulate. Deterministic systems, however, act as if everything would be fully adjustable.

I miss such logical and sociological circumstances in every game I’ve ever played. It is interesting to observe how developers deal with the problem of “wear and tear”. Usually you'll use “maintenance costs” to depict this factor. Houses getting older, trousers wear off, people are getting older, etc. But “maintenance” is too easy. For example: in Civ you getting after a while economical strength enough to solve every inner state issue. It could not be. Because in reality there are problems that arise, even if everything is quiet or well paid. It is called self-organisation of complex systems.

In most games I build a house that will never collapse, will be never out of date. It is simply there and can if necessary be replaced. But the house in itself caused no damage or disruption. This is a logical or sociological problem, because only a tiny number of systems in our real world are at all capable of such phenomena.

In games only the builder, the player, and a random counter (desasters) have the ability to change the deterministic perfection, if a player builds a new industry area or harbor. Then prices rises or decreases. But prices never decreases by fashion, or boredom, or unusual movement from the “inner logic of citizens” (self-organisation).

I think these models follow an old, classical model of the 19 century of complexity and mathematics and logics, where (important) changes take place only if they are influenced from outside.

It is the reason why all or most games are unrealistic and only realistic at the beginning, what means: they are only at the beginning a major challenge. Because at the beginning you, as a player, never knows everything or if, your “game society” or city is not fully operational. All your beginner operations are focusing to a well-done and superior production structure. And this is not realistic, because there is non super structure, because every level have it’s own reasons for descrease. And you're always confronted with the self-conscious of actors of your company or your system. This is the reason why complex systems are never deterministic.

3. Games solution

Now we could ask, how to develop abstract socities (games), which are capable of modern mathematics and processes of change, attractors, adaptive mechanics.

Really, I have not thought about it. But I think it would be good if the programmers would consider these modern aspects of mathematics or logic.

I don't know, maybe it’s useful in game

- to get older, not only main characters, but your citizens
- houses falls into disrepair, a house become “unrepairable” (too many fixes)
- society settings (culture, fashion, government) get “expire date” (old school)
- a king is only great as his followers does, it’s not enough to be born as
- and followers changes, with age, with (I don’t know) reasons
- or think of society changes which seems at first unreasonable
- unreasonable riots: some idiot found a new religion, new dogma
- or he tries to cut off the king (for personal reasons: to be king)
- and not randomly, but reasonable somehow by your actions

I think all this has much of a logically and mathematically problem of game design and to understand how a system evolves.

In most games there are only change effects by:

- player’s moving (reasonable factor, mostly unpredictable)
- randomly natural desasters (randomly, in manner of outside the system)
- other player’s (diplomacy, outside the system, by clash of systems)
- or sth. else outside the own society

As you see, these designs work with closed deterministic systems. Because the systems are boring, are predictable, they are only affected from the outside (also by the human player), but never by itself (self-organization). A “system“ means: a single nation in Civ or Elemental. This makes games less realistic.

Because the bigger the game society (my empire grows), the more deterministic the entire game world becomes (because I rules the outer effects). In this case we recognize that the model does not always correspond to our reality. Larger systems in our reality (huge nations, huge companies) often breaking itself, even no one extern contributes something and it is a lonely system, far from enemies. Or translated into computers: There is no computer system that would run indefinitely. At some point, somebody needs to come and share something, although a computer system seems deterministic (within itself: but is not true, and every technician knows the effects of hardware or software with bugs). It has mathematical reasons.

And I would like to know how we can make games more realistic and less deterministic.

70,403 views 32 replies +1 Loading…
Reply #26 Top

I think I'm gonna try to find a copy of FFH...
End of quote

http://forums.civfanatics.com/showthread.php?t=171398

here the official link

Screw the balance, I want to replay!
End of quote

There is some truth in this. FFH was not truly balanced. neither was MoM, neither was X-com. But these two games are considered some of the greatest games of all time- FFH isn't technically a game unto itself.. yet |-) . I think this is because the developers of those games didn't put "balance" as a priority.. It shouldn't be. Making the world a living breathing place needs to be the priority. balance, or enough of it anyway, will come along as the story unfolds. If your a dev, I would say re-playability is more important than balance, if you want a game to stand the test of time.

So if you go down that road, you have to go all the way, to SimVille, or simply abstract some stuff in the name of FUN!
End of quote

I don't get why abstraction is always what people call for. There are many mathematical equations that could be implemented to portray realistic disasters, weather patterns, etc. You can't tell me you wouldn't like to see a thunderstorm move through your lands and bring penalties/benefits to armies fighting underneath it. And cikomyr has a great point about dwarf fortress. I guarantee, if that game had reasonable graphics (and I'm talking like only MoM graphics for goodness sake) that it would own this industry. The depth behind that game is immense, and its probably one of the only games I've seen that could be considered close to non-deterministic.

 

Reply #27 Top

Damn it, this is relevant to my degree...

Anyway, what I think OP was getting at, and what we need, are random things tht we (the players) cannot expect.

Take Settlers of Cattan, for example. Even though you don't *know* what resources you're going to get, you can give a pretty good guess due to the nature of the die roll. You can assume these guesses are true to within a given range of mistake (in X turnes, I would total a, b, c,... plus/minus such and such %). You can plan ahead, take into account the arror variable, and devise a strategy.

Now what would happen to the game if you couldn't see those numbers on the region? If a computer rolled it's virtual dice for you, and just handed to you your materials? In such a case, unless the game is so long that you can make a statistic, you are forced to give each and every region an equal chance to proc*. Can you plan ahead in such a game? Yes, to an extent. you can still define goals and waypoints to reach said goals. The biggest difference would be the necessity to change your goals due to unexpected changes in the flow of the game.  

 

This is what I want. Unexpected changes. In civ, the game stoppes being fun when the whole world is mapped, and becomes irritating when the whole world is settled, since at that point the only thing left to calculate is industry versus industry (and a bit of military tactics), which is more a chore than a game.

My solution would be not only to introduce as many random factors as possible (since every random factor is more unexpected changes), but make them *big*. If a random event is not big enough to matter, it can be discarded as fluff, and by 'big enough to matter' I mean forcing the player to re-adjust his goals and priorities.

Example: A volcano in the countryside is fluff. A volcano in an important city's radius would force a player to re-optimize the city (good). A volcano which destroys a city would force a player to re-optimize his empire (even better).

Reply #28 Top

Example: A volcano in the countryside is fluff. A volcano in an important city's radius would force a player to re-optimize the city (good). A volcano which destroys a city would force a player to re-optimize his empire (even better).
End of quote

After downloading FFH, I can say that I have been directly affected by that very thing in my 1st game..

Khazad, as a God-Emperor, with my capital producing about 45% of my empire's production and many, many, many wonders there.

THEN A VOLCANO APPEARS RIGHT NEXT TO IT

...

This game is awesome

Reply #29 Top
Quoting RisingLegend, reply 14

Ask yourself, what is the reason you stop playing a video game? Well for FPSs and RPGs you beat them once and lets face it, they don't have much replay value. Games like Civ, FFH, GalCiv, etc all have better replay value because of random maps. But I don't play any of those games anymore. Because by the end of every single one of them, you end up hitting the "turn" button over and over and over again. I end up going to war in every one of them as well, because its the only exciting thing to do... and this should not be the case.. at all.

End of RisingLegend's quote

Precisely.

I only played about 10 games of GC2 and 3 games of CivIV.

I think one of the main points that need be mentioned, in addition to those mentioned in this thread and in the thread to which I linked above, is that people want variability in their competition and challenge.

For this reason, I had proposed variable and dynamically changing Victory Conditions -- at least as an option to be toggled on and off for those of us who need it, for those of us who usually love the Early Game, are still quite excited in Midgame, and get bored in End Game. Continually change the challenge and keep us surprised. It's like in those RPG or FPS type games: You think you have just completed the goal (of that level), and you suddenly need to do something else (the prisoner has escaped, the isotope is leaking and you only have 5 minutes to complete the level, someone sounded an alarm and now you have to leave, etc. etc.) in the final spurt. So don't try to thow wrenches in the wheels (undeterministic, random events), but suddenly change the scenario. It looks like you have the lead and merely need to hit "ENTER TURN" 100 times to win, since no surprises are in sight? NIGHTMARE. The best thing to do is to not have that happen at all, and to not have that happen at all the best thing to do would be have really competent and terrificly sneaky AI opponents. But if it WERE to come about: The AIs gang up on you; they have discovered a secret weapon and gain access to a horrible new spell; a prophet is born; an archdemon is loose and the world is going to end if you / everyone cannot banish it; etc.

 

 

 

Reply #30 Top

I know there are going to be muitiplayer buffs that won't like the randomness injected into their matches. Left4Dead sort of solved this problem. For those of you who haven't played it, when you play a versus match online. One team plays the human survivors and the other side as the special infected. The speicial infected try to stop the humans, and then they switch roles. In each round of a match, the team that has the higher score goes first.

Each round is unique and random. However, once the first team gets something done to them (such as a huge hulking infected spawns, or a huge wave of infected rush, or certain item spawn) then the other team also gets it. So its random, but EACH side gets it.

In elemental, if there is a random occurence like a volcano erupting on a player's city, then the other player(s) will eventually have this happen to them too. Doens't have to be EXACTLY the same. Maybe not even the same type of disaster or event. But something to even the odds a bit.

Reply #31 Top

Quoting =Outlaw=, reply 30
I know there are going to be muitiplayer buffs that won't like the randomness injected into their matches. Left4Dead sort of solved this problem. For those of you who haven't played it, when you play a versus match online. One team plays the human survivors and the other side as the special infected. The speicial infected try to stop the humans, and then they switch roles. In each round of a match, the team that has the higher score goes first.

Each round is unique and random. However, once the first team gets something done to them (such as a huge hulking infected spawns, or a huge wave of infected rush, or certain item spawn) then the other team also gets it. So its random, but EACH side gets it.

In elemental, if there is a random occurence like a volcano erupting on a player's city, then the other player(s) will eventually have this happen to them too. Doens't have to be EXACTLY the same. Maybe not even the same type of disaster or event. But something to even the odds a bit.
End of =Outlaw='s quote

I diasagree with you. Completely.

  • IMO, overcoming obsticles like negative major random events would be a true test of skill in a multiplayer game.
  • If everyone gets a similiar 'bad thing' happening to them, then you just test each player's ability to spring back up after a setback. This ain't bad as is, but can more easely be described and implemented as 'global disasters'.
  • Also, life's a bitch. If you play a game with high randomeness, you are to expect the unexpected and prepare to deal with stuff that might not happen. Kinda like keeping troops in every city, 'just in case'.
Reply #32 Top

Quoting Gazing, reply 31
Quoting =Outlaw=, reply 30
I know there are going to be muitiplayer buffs that won't like the randomness injected into their matches. Left4Dead sort of solved this problem. For those of you who haven't played it, when you play a versus match online. One team plays the human survivors and the other side as the special infected. The speicial infected try to stop the humans, and then they switch roles. In each round of a match, the team that has the higher score goes first.

Each round is unique and random. However, once the first team gets something done to them (such as a huge hulking infected spawns, or a huge wave of infected rush, or certain item spawn) then the other team also gets it. So its random, but EACH side gets it.

In elemental, if there is a random occurence like a volcano erupting on a player's city, then the other player(s) will eventually have this happen to them too. Doens't have to be EXACTLY the same. Maybe not even the same type of disaster or event. But something to even the odds a bit.
End of =Outlaw='s quote


I diasagree with you. Completely.


IMO, overcoming obsticles like negative major random events would be a true test of skill in a multiplayer game.
If everyone gets a similiar 'bad thing' happening to them, then you just test each player's ability to spring back up after a setback. This ain't bad as is, but can more easely be described and implemented as 'global disasters'.
Also, life's a bitch. If you play a game with high randomeness, you are to expect the unexpected and prepare to deal with stuff that might not happen. Kinda like keeping troops in every city, 'just in case'.
End of Gazing's quote

And many competitive multilplayer types would completely disagree with you.

Fact is not everyone is thrilled about the idea of someone winning because they were lucky on the dice roll. Sure... overcoming obstacles will test your skill, but some players would rather see the obstacle come from the other player and not the game code. Im afraid many competitve player will opt out of any random effects in their games unless something like this is in place. Competitive L4D players screamed bloody murder until valve finally implemented a system that balanced the random effects to both sides.