Last weekend, Mark Rosewater did his podcast on
randomness. (I transcribed it here,
but I really recommend listening if possible.) His article
on the topic covers roughly the same territory in fewer words but doesn’t
mention anybody getting punched in the face, so... you know. Pros and cons.
Rosewater talks about some of the
upsides of randomness: namely “It creates surprises,” “It makes the game play
differently,” and “It allows players to react.” He mainly focuses on the ways
randomness creates excitement and novelty. (If I recall correctly, his guess
for why people are interested in the unknown is more or less dead right
according to psychologist Mihaly Csikszentmihalyi’s book Creativity.)
Listening to this, my neuropsych
side got to thinking about other possible benefits of randomness. I am
fascinated by the neuropsychology of games, and how our abilities in various
areas affect what games we enjoy and/or are good at.
Recently I was playing Robo Rally,
one of my all-time favorite games. For those who aren’t familiar with it, Robo
Rally is a game by Richard Garfield (designer of Magic: The Gathering) in which
the players race their robots through an obstacle course. The board is full of
elements like conveyor belts, pushers, and rotating gears to knock your robots
off track. Since you have to plan out your next five moves in your head, taking
all of these into account, it is very easy to accidentally wind up somewhere
you weren’t expecting. Complicating things further is the fact that other
robots can bump into you, spoiling even the best-plotted courses.
Now, I normally go way out of my way
to avoid visual-spatial games. Chess, Othello, Connect Four—my brain just
doesn’t work that way. I think this may have something to do with the fact that
I don’t use pictures to think at all. I think almost entirely in words, with a
few vague and tenuous spatial concepts. If I ever drive you somewhere, you’d
better be ready to navigate.
However, I love Robo Rally,
and I think the reason has something to do with the other major mechanic: the
move cards. You’re given nine cards (fewer if you’ve taken damage) that say
things like “Move 2” or “Turn Around.” You play five of the cards, and then
you’re dealt a new hand of nine. And somehow, this mechanic makes all the
difference.
This brings us to one aspect of
randomness that Rosewater doesn’t really touch on—the fact that randomness
actually limits how much information you need to really need to consider at
once. In chess, you’re generally supposed to think ahead by a certain number of
moves. Kasparov reportedly
said that he thinks three to five moves ahead, and that in certain
situations it is possible to go up to twelve or fourteen.
To be able to consider that much
information, particularly hypothetical branching paths, requires a strong
capacity in what is called executive functioning. Executive functioning
is actually many separate but related skills which combine to effectively be the manager
of the brain. To give you a sense of what is included in this group, here is a
list (bolding is mine) from LDonline, a learning
disabilities website:
“Normally, features of executive function are seen in our
ability to:
·
make plans
·
keep track of time
·
keep track of more than one thing at
once
·
meaningfully include past knowledge
in discussions
·
engage in group dynamics
·
evaluate ideas
·
reflect on our work
·
change our minds and make mid-course
and corrections while thinking, reading and writing
·
finish work on time
·
ask for help
·
wait to speak until we're called on
·
seek more information when we need
it.”
When all information
(besides your opponent’s choices) is available for the foreseeable future, as
is the case with chess, the person who can think way ahead (i.e., the person
with strong executive functioning) is going to have a major advantage. In addition,
a chess board offers… well, I can’t calculate off the top of my head how many
possible moves there are in a given turn, but it is a whole lot. Just comparing
all of your options requires holding a huge amount of information in your head
at once. Alternately, you may be able to recognize which moves are irrelevant
to the task at hand and ignore them, but screening out irrelevant stimuli is
also part of the executive functioning package.
As is typically the
case for people with ADHD, most aspects of executive functioning are really not
my strong suit. While it’s good enough to get me through the day-to-day, games
are designed to push the limits of our abilities—and something like chess
pushes mine to the breaking point. However, in Robo Rally, drawing a random
hand every five moves means the value of planning beyond that is significantly
curtailed. When a random component is introduced (as in the case of Robo
Rally), weakness in that area is no longer the huge handicap that it was. In
addition, mistakes have a random chance of actually being fortunate, reducing
the sting of badly chosen moves. Magic is similar in that you can
consider what’s in your deck and play to your outs, but mostly you are reacting
to what is in front of you.
The limited hand size
isn’t technically part of randomness, but the random draw helps the “ridiculous
number of moves to consider” problem by limiting the number of options you have
to consider. If you’ve ever played Mental Magic you know how overwhelming it
gets when you can choose from any card ever. This can also be seen in the fact
that things that reduce randomness, such as tutoring and library manipulation,
can be satisfying but also multiply the number of options you have to consider
in order to make the optimal play.
Rosewater says that
people think randomness makes games less skill-testing, and argues that in
reality it makes it more skill-testing. The truth is, neither position
is right—random and nonrandom games both test skill, they just test different
skills. While drafting is a skill, so is being able to read the metagame, learn
your deck inside and out, and generally plan ahead for Constructed. They cater
to different strengths—careful planning vs. thinking on the fly. The more
randomness is introduced, the less planning matters and the more cognitive
flexibility matters. (Unsurprisingly, one of my friends called me the most exclusively
Limited player she has ever met.)
Randomness is
exciting. It can make games more emotionally engaging and intellectually
stimulating. And paradoxically it can stop them from being overstimulating,
limiting the amount of information we are flooded with so that we can focus on
what’s fun and interesting to think about. Like I talked about in my Understanding
Complexity article, one of the cool things about Magic is the huge
variety of cognitive processes it draws on. As a result, relative strength or
weakness in one particular area does not result in the serious beating it would
lead to in a game that fully emphasized that area. Randomness is one of many
tools that keeps the game accessible to all.
IMHO the main issue with MTG with regard to randomness is not the fact of having to react to something unpredictable, it's more the fact that winning or losing depends so much on your draw. How many times did you ever play a match that was unwinnable because of a crappy draw on your part, or a nut draw on the opponent's part. No matter how you design your deck, you will always have bad draws that are much MUCH worse than your best draws.
ReplyDeleteBesides, randomness has not much to do with the branching factor of a game. Here's a purely deterministic casual constructed format. I call it Stacked Deck Magic. It is a format in which instead of shuffling decks and getting them cut by the opponent, you get to put them in whatever order suits the player (the order being known only by the player). Cards which flip coins are banned (so are cards which would be broken in the case of stacking rather than shuffling, such as Unexpected Results), cards which say discard/reveal cards at random disregard this "at ramdom" qualifier. Do you have that many more choices in such a game. During "shuffling", yes, but most of the choices do not matter much (should I put this card on the bottom or next to the bottom). Obviously, such a game would be broken (everybody would combo out at turn 1 - at least in legacy).
While it is true that your choices would matter less and less as you got closer to the bottom in Stacked Deck Magic, I disagree with your projection of how the games would play out. If the person on the play tried to combo out on Turn 1, wouldn't his or her opponent just fill their starting hand with Force of Wills and Mental Missteps?
ReplyDeleteIt would become a game that's pretty much all about the "shuffling" and a rock-paper-scissors metagame, but preparations would involve considering a huge amount of branching paths.
Yeah, that is something I always thought too. I came up with that answer when one of my friends asked me why I prefer say Dominion to Go. The sheer amount of pressure a game like Go produces is insane... It's cool that my pet theory is confirmed by psychological studies.
ReplyDeleteOh yeah, great example! And to take that further, compare Dominion and Ascension.
ReplyDelete