Marshall Lemon said:
Victory Points
Not all victories are created equal. In some cases, what the game considers a victory is at odds with how you might actually want to play.
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Great article, and something I've also been thinking a lot about lately--particularly as it relates to the love-hate relationship the gaming world has with sandbox games.
When people talk about sandbox games as being "too open," and how they "have no clue what to do"--often a complaint made about
Minecraft--it comes down to not having explicit victory conditions. Yet when those conditions are provided in games, many people often find themselves dissatisfied.
Too many times, when an open game starts to assign victory conditions, they undo a lot of their own work. For instance, when you became aware of the conditions in
Civ, suddenly a handful of game mechanics were of no use to you. The victory conditions undermined the game's own depth and scope.
There's a parallel to this in the educational world: standardized testing. As teachers, we hate it just as much as the students do, and for one very important reason above all: the test
is the curriculum, in practice if not name. Since the test is the victory condition, it rigidly prioritizes all the behaviors leading up to (or away from) it.
Concepts in education like "differentiated instruction" or "multiple intelligences" or "differing paths to success" are completely undermined by
standardized testing (thus standardized interpretation of the results). As a result, we alienate a lot of our students and devalue a lot of valuable learning activities.
I think it's the responsibility of a game to provide victory conditions. It's just better that they provide a
variety of them. Allow for multiple paths to success/victory in your game world. And then, the hard part: ensure that no one set of victory conditions is given greater weight than the others.
Take online FPS games, for instance--if the scoreboard makes a bigger deal out of kill count than mission objectives (if applicable), that's going to weight "random killing" over "completing the task" or even "playing a support class that helps us complete the task." Basically, the game becomes everyone running around as the front-line soldier (for quick kills) or the sniper (for a high kill-death ratio).
Tabletop RPGs, to my mind, are still the best at providing multiple paths to victory, serving the widest variety of playstyles. And this is because they are not truly finished games. They are
tool kits. If this project doesn't require a hammer, ditch the hammer. If you're not concerned with position and attacks-of-opportunity? Leave 'em out. If you want to play the campaign straight out of the book? Do it! But if you just want to steal a few elements here and there...
Provide a variety of tools to your players. Provide them reasons to
use them, though not necessarily all at once. Provide some examples and recommendations, especially for those who need the guidance. And then leave them room to assign their own weight and value to each aspect of the experience.
It's really as simple as two people playing basketball and saying, "Okay, last time we played first to ten. Before that, we played for the most baskets in 3 minutes. This time, let's see who can make a shot from farther away..." Each variation emphasizes a totally different aspect of the game, and the game in no way acts to invalidate that emphasis.