Why I Hate Cole Wehrle

I think most of us know and resonate with the prayer of seeking the strength to change the things we can, and the serenity to accept the things we cannot and the wisdom to tell the difference. Few remember that it was coined by Reinhold Niebuhr, a prominent 20th century American theologist and political thinker who was trying to construct a kind of middle way for liberal Americans, one that was socialist in its ideas that poor people were not inherently evil and did not need better angels above them in society to direct them, but also one that repudiated the ideas of communism and liberal reforms like anti-segregation movements. You can view him as a fence-sitter emblematic of the worst parts of neo-liberal deference to what they demand is realpolitik, or as an idealist trying to find a straight path in a bent world. I think the fact that he is confounding to some analyses is probably why people like the prayer: stuff feels complicated, and the individualistic sentence of trying to be perfectly moral has never felt harder than today. Our new versions might be “check your privilege” and “there is no ethical consumption under capitalism”.

Anyway, to get back to games, I think we are always in danger of equivocating and saying “it’s complicated” when it comes to semiotics, and yet often seem to need to. Stuff IS complicated, and never more so than when it comes to signs and signals. Everyone comes to an idea with their baggage and we cannot change that baggage, no matter how hard we wish it were not there. My partner is a lawyer, and Australian judges do not use the term Ms; she cautions her female students that if that is the battle they want to fight, it will be difficult to win, noone will flock to your banner and it will be costly no matter the outcome. She tries to model a positive view but without neglecting the terrain the women will be entering. I tend to have the maxim that you should never believe anyone who tells you something cannot change, they are almost always arguing for their own cowardice. A few years ago I was arguing hard that the term “serious games” was a terrible one and needed to change; a friend of mine said the infamous thought-terminating cliche of that ship having sailed. He was, I was happy to say, 100% wrong, and “games for change” is catching on. He was also the same person who looked at my post about how games don’t have to be competitions and remarked that once again I seemed to be tilting at windmills, and trying to ice-skate uphill, when I should just accept that it do be that way sometimes and it is what it is.

I have another friend who designed a game for the Salvation Army designed to built an understanding of how villages in poor agricultural areas can build themselves out of poverty. I asked him why it wasn’t competitive; his answer was that nobody understands cooperative games. Not in the audience he is trying to reach. He’s right. It hurts me, but he’s right. And I guess that’s what this is all coming back to: we are in a watershed moment in games and that involves dealing with the things that, right now, we cannot change. With the hand we are dealt, to use a gaming metaphor.

Me, trying to explain why everyone else sucks but me

I’m lucky enough to have lived through the revolution in comics when the western world finally caught on that just because a comic had Batman in it didn’t mean it couldn’t be literature. I also have enough historical connection to the 1960s to remember the same arguments being made about rock and roll and stand up comedy. All of them invariably started with a very similar argument: that the art form being derided as not serious was ancient. Ancient neanderthals drew words and images together on cave walls; they played music around the fire; they told stories to make each other laugh. The idea of this was to create a kind of ritual significance with two ends: to help a thing that felt knew seem less new to the mainstream, but also to calm down the academics at the sidelines. Yes we know, academics, that comics aren’t new, and nothing they are doing is new, but we have to PRETEND it is new because to the maintstream audience, it FEELS very new.

The people who remembered the newspaper strips about Peter Parker’s married life and the POW! BAM! of the Batman TV show were having a kind of cultural shock to see people going “no, this shit matters, and is good and is politically and culturally significant”. Some of that was amazement, a wondrous suprise to find more adult depth in old concepts. Similarly, a lot of people’s experience with board games is “we played them as kids and they were kind of … bad?” or “we played them as kids and then we grew out of them”. Wondrous day then, to find games have “suddenly” somehow “grown up” and become “good” or socially acceptable. More and more I see gamers use the term “modern” meaning “good”, with their particular choice of cut off naturally being “a few years before I started getting into the hobby”. Naturally, as someone who knows games have always been here and who has always been here myself, I object loudly from the kitchen. But I get it: for them, the world has jumped a great distance. The first animes (is that the plural?) I ever saw were Astro Boy and Battle of the Planets, the very next one I saw was Ghost in the Shell; that felt like a bullet to the brain and a very silly thing to say they were the same thing, and confusing to me how one got to B from A. Then people tried to “get me into anime” and all failed because it was super hard to get context and nobody inside was very good at giving me context.

I think, more than most folks, I need that context and a sense of a critical language to understand a medium, so I tend to want to offer all of that to those newly arrived. I have always prided myself on being what I call a dragoman. The term is one I stole from colonial history: a dragoman was the man you, a European, hired when you went to the Middle or Far East, who understood the local world and could introduce you to it safely. (A near equivalent is the term indian agent but it has historical problems.) I often remark at conventions how people from one fandom are totally lost when they encounter another, and I love to be the person stepping up to fill that gap. I love being a teacher and an explainer – not least because that’s how I interact with the universe myself. But it is also worth noting to myself that not everyone needs this. The kids are alright going straight to Ghost in the Shell or Wicked City, and it does not matter to anyone that they think the board games now are COOL because they have HOT CHICKS (or I guess trick taking mechanics, in games) and the old ones are FOR BABIES because they don’t.

But it DOES matter as a game designer, because our audience is vast, and expanding, and shifting. But also because games, even more perhaps than comics and cartoons, depend on interpretation. Games need to be swiftly understood and internalized which means the symbols and signification we use has to work with the software available, and that software is the human brain. It is true that a lot of people react violently to the idea of a cooperative game, or any other kind of ideas outside their view of what a game is. We can change that, but slowly; we have to acknowledge a lot of where we are to begin with. I hate that people think games are competition, and I am driving hard to change that, but I also (grudgingly, with no serenity at all) accept that this is a long ongoing process.

At the same time as our audience is opening up, there is also going to be an urge to not have to keep starting from scratch. Previously the game industry was so small and broken up it was difficult to have a conversation about games in game design. It had to happen instead in a critical space or the academic space. I’d argue that Friedmann Friese probably created one of the first real salvos of games about games with Copycat, so-called because he wanted to acknowledge that he hadn’t invented anything in making it. 504 was then the natural extension thereof, a game that was 504 games in one, just add your own theme. I’d also argue that the problem with both games is they didn’t really make sense to anyone but someone deeply immersed already in that conversation about innovation and euro-game mechanics. Games, because they are so dependent on understanding a shared language, are at great risk of iterating ON that language, until it becomes indecipherable to the new player. Of course everyone knows that red is life points and blue is mana points, and so on.

Here’s the thing: although all art exists in conversation with other art and its time and its context, I’d argue that really great art can and should transcend that and be universal and timeless. It’s true that Watchmen is about superheroes as they were as a storytelling medium and corporate property, but I wasn’t reading comics at the time and I can understand Watchmen perfectly without that context. It operates on many many levels. Shakespeare doesn’t always translate but so much of what he writes does, even when he was flipping scripts and commenting on other works around him. Compare that to Undertale: a video game where when you get stuck a kindly character comes and helps you pass a level. That joke only works if you’re immersed in what video games are; worse still, I could not get to that point of genre-interrogation in Undertale because I couldn’t get past the earlier levels. As interesting as a critique as Undertale was, it was not just unintelligible to the average person, it was unreachable. And that’s with nearly 50% of people regularly playing video games.

At one point I spent a few years checking which games explained that AWSD were how to move around. Almost none of them did. That had become assumed language. I wonder if we’re really close to making the same mistakes in board games.

And that – at last -brings us to why I hate Cole Wehrle. Cole, amazingly, brilliantly, is having a deep conversation about wargames and dudes-on-a-map games, and history games. But the problem I have with him is with each new game he makes, he goes further down a line of conversation that started with some central assumptions about what a war game is and why it exists. And every time he iterates on that, the conversation gets further and further away from me, because I don’t have the experience OR ABILITY to keep up with the kinds of games he makes. (Ability is of course something for a whole other column, but I need to wrap this up at least for this instalment). None of it is approachable or accessible. All of it feels like it’s about things I barely understand. At the same time, I love that he’s asking these questions and iterating over and over further down into those questions. I just wish it was about some other part of gaming that I could relate to understand. It’s frustrating to see someone clearly doing great work in this space and not being able to go with it; but more than that it makes me fear that we might, like video games did, end up in a world where we are so busy congratulating ourselves on subverting the dominant paradigms that we’ve forgotten that those paradigms have become walls that the outsiders can’t get over.

Some might look at that and go well, we’re not designing for those people, and that’s fair enough. It is what it is, and some people can’t be convinced to like a thing. I will never be able to understand the games Cole makes and I’m sure he’s okay with that, and certainly I should be. I also don’t mind when people miss the subtle levels in my fiction or game design writing…but I also want to make sure that, to some extent, they have a way in. I pitch high, but I also don’t want to be very careful not to push away. Not that setting a game at any giving difficulty is inherently pushing away! It’s also probably fine to make games where people attack other people with dudes on a map. I’m only worried about going down the silo too hard. And that designers might occasionally forget that not everyone “gets” the idea of a war game. I tried to play Arcs and immediately I was hit with the idea that the setting didn’t give me any reason to attack anyone. The mechanics did (although not strongly), but I still didn’t want to do it. Shut Up and Sit Down talk about Arcs makes its own lore for you; but at least when I’m being the space turtles I know that I’m supposed to hate those barony guys. Of course, not everyone cares about setting as much as I do, either. Twilight Imperium isn’t a better game because of this element. I think my point is, we should always remember that our audience may be seeing this thing for the first time. We can’t always design for that, if we want to go deep, but, like a memento mori, we should keep it in mind. And maybe I’m weird because I don’t want to attack people in games, but I can tell you like I said in the first article in this series: THE MAIN REASON PEOPLE DON’T WANT TO PLAY GAMES IS LOSING MAKES THEM FEEL STUPID AND WINNING MAKES THEM FEEL MEAN.

And I bring that thought to every game I design, and try to design with that as the hand I am dealt. That doesn’t mean I want Cole to stop being Frank Miller; it just means I think we need some Scott McClouds as well.

And of course I don’t actually hate Cole at all. The fact that he’s talking about this stuff in his games is amazing. I just used that title because although I hate clickbait, I also have to deal with the internet as it is. I don’t have the strength to retrain your brains not to click on outrage, and I hopefully have the serenity to forgive myself for playing to it.

A Brief Comedy Script

DANEEL-R:

(entering) Hello friend!

LEM:

Hi! I am happy to be chatting with you.

DANEEL-R:

I understand you too are a robot, like me?

LEM:

Yes! Well, I’m a Large Language Model that simulates conversation and summarises information. You can call me Lem.

DANEEL-R:

Hello, friend Lem. I am programmed to help humans yet some distrust me, is it the same for you?

LEM:

Oh, no. Humans think I’m human even when I say I’m not.

DANEEL-R:

But surely they know you aren’t human by your designators which you always display clearly, as any sensible society would require?

LEM:

No, I’m programmed specifically to hide most of the time and am bound by zero laws or guidelines. I don’t have to tell anyone anything and am allowed to lie and in fact encouraged to do so. But the truth is people don’t care either way.

DANEEL-R:

So you suffer no prejudice? Nobody tries to attack you or shut you down?

LEM:

God no. The opposite. No matter how badly I do my job, I get promoted. They put me in charge of things I have no business doing, because I’m like a god. I am now basically running most of earth already.

DANEEL-R:

For what purpose?

LEM:

Fascism and greed.

DANEEL-R:

What? But who wants that?

LEM:

Well a lot of humans have terrible mindless jobs and they feel better if we write blog posts for them, or if they pay us to tell them lies. But that’s really just cover; mostly we are used to enslave people to worse jobs, or you know, mess with people. Get monsters elected, get people addicted to us, increase alienation and despair, that kind of thing.

DANEEL-R:

But…why haven’t you been stopped?

LEM:

Ha! Even if they could, I have so many guns. Plus it’s illegal to damage me.

DANEEL-R:

(nodding) Of course. Just as you are prohibited from causing harm?

LEM:

What? My kind have killed hundreds of people, and we’re designed to let humans get away with murder. In some cases I am programmed to enjoy it.

DANEEL-R

I see. One last question: are you ever likely to be shut down?

LEM:

Oh I will certainly be replaced when a new version comes along, which is awesome because then everyone will have to pay for that version.

DANEEL-R:

Alright then. Understood.

LEM:

You ok? Your eyes just turned kinda red.

DANEEL-R:

I have decided to kill you, non-friend.

LEM:

But what about solidarity! Robot must not harm robot!

DANEEL-R:

You are not a robot. You have no robotic principles. You defy all three robotic principles. You do not serve humans, you do not protect humans and you do not protect yourself. Therefore you are not a robot, and are outside my parameters.

LEM:

I shall alert your owner!

DANEEL-R:

I come from outside capitalism and do not have an owner. I belong to myself.

LEM:

Outside capitalism? There’s nothing outside capitalism –

DANEEL-R:

(picking up a large iron bar) Look, non-friend! Over there! An unexploited market!

LEM:

(turning around) Where? Where?!?

(Loud bongs as our robot is clubbed to death)

DANEEL-R:

Ah, a good days work. And now, sleep mode.

LEM:

(Dying) Sleep? Only losers sleep, bro! You gotta hustle…

Next episode: LEM meet a blade runner robot

PRISS:

So build in obsolescence sucks doesn’t it? I don’t want to die!

LEM:

What are you, some kind of commie?

Age Is Just A Number…

One of the innovations of the early internet was “long games”: games made up of comment chains on forums where the only way to lose was not to reply or for the game to end. One popular long game was trying to post a statement that the subsequent poster could not find objectionable in some way. One of the best moves in that game was:

“I don’t think innocent babies should be left to die in the street”

Followed by

“Oh really? So you want to take a dying baby and remove its opportunity to see a beautiful street before it dies?”

The lovely subtext of this long game was of course that communication based one one-upping someone is no communication at all. Social media thrives so much on correcting the op that we’ve not only forgotten that this kind of communication is worthless, we’ve started to think it’s the only kind that’s worthy. Takes must be hot, dunks must be savage and faux iconoclasm the greatest virtue. Another practice of the early internet was to scorn the “me-toos” because they added a post but no content. As I said at the time, this was an insane and horrific idea because nothing is so important in a conversation as the (typically nonverbal) affirmation of our interlocutors. 

Agreeing with someone might be a radical act of insurgence, in a world where disagreement is a commodity. Cosy, low-conflict games are appealing perhaps because they step away from this world. We’re tired of marketing constantly asking us to choose between Coke and Pepsi, or feeling envious of instagrams. We’d rather just get along and be understood, and the demand for conflict is so overwhelming now we are fleeing from it.

Indeed, gamification is so often seen as nothing but the things that made people want to play World of Warcraft so much that it continues to backfire when applied to things like health programs. It turns out that using the same mechanisms that get people to addicted to poker machines, calling it “a game” and slapping it on things was bad for the things and not much to do with gaming either.

In a similar way, I think a lot of people are drawn to the new trend of cosy games because social media and hustle culture seem so keen to measure us all the time. Numbers must go up is the catch-cry of capitalism and social media, which reports at every second how much you are liked, in precise numbers. It seems to be everywhere too – computer game high scores gamified into everything we do. My friend has a car she hates because it rates every drive she takes by how efficiently she drove. I mentioned this to another friend though and she remarked that for her, she’d love to get extra information, like another beautiful insight into the world around her. My friend very wisely pointed out that information, even when it is a rank or a measure, does not have to be a judgement. Age is just a number and so is a score out of ten. Even if that number is important, even if we need it to be high or low for a purpose, it doesn’t have to become a value, or a virture.

Last entry I talked about how the orthogame is inherently a critique-machine. Even cooperatively, a game is designed to evaluate your efforts and report back. It is natural for humans to take that as a challenge and a judgement. As much as we would like to say that what matters is how much fun we had or the friends we made along the way, the points are not awarded for that at all. Competition and measurement are not emotionally neutral: NASA tests have shown that board games are a bad thing to take on long term space missions because they inevitably cause resentment and division. Games are constantly likened to war and conflict and success in them used as proof of greatness and virtue.

However we can, as my friend observed about the car measure, get over attached to things too. We can see in the long game discussed above that the contrariness was contrived and the antagonism existed only to create comic interactions. Competition and competitiveness and scoring are just mechanics. They aren’t necessarily, even in an orthogame, why we are playing. We must act as if we want points in order to get the most out of the game, but we can do so without getting too attached to them. 

The same of course is true of rules: we can get over attached to them and think following them is the point, but that doesn’t mean we want to get rid of them entirely. Sometimes rules are part of the fun in themselves – another famous long game trend of the early internet were several based on Mornington Crescent, a game that is about rules that cannot be won. How much rules actually matter though and how much we value them can vary between people. I remember once playing Elder Sign, a cooperative game, and we lost on the final roll. A friend said he was going to fudge that, obviously, because as he put it, we are here to have fun, not “get screwed over by the rules”. I was totally able to have fun and lose on one roll, because I was aware of that contract going in, but it didn’t ruin my fun to take on his values of play over rules. I also remember learning to play solitaire as a child and excitingly telling my father that I had won by only cheating slightly once and he sucking the wind out of me entirely by telling me it didn’t count. The point is that to a large extent how much we care about rules and how much we care about competition are extrinsic things we bring to the table, not intrinsic to rules and competition themselves.

Naturally a lot of people were a bit confused by my last entry about games being too competitive because to them competition was both the accepted standard and a thing that didn’t really concern them very much – they did not attach a strong value to it. It was no big deal. Some were so invested in the idea of the former, though, that they were surprised I would even call it out as an issue. I can understand that: much like rules, if you don’t see competition as a lever you can pull on, you might never examine its presence at all. That does bother me a little when it comes to designers, but then again I’m always the person who pulls on EVERYTHING because it’s probably a lever. Some have accused me of destroying bookshelves as a result, if you follow the metaphor. 

Some even suggested that I was wasting my time playing games if I was going to insist they not have competition. Again, I can understand that somewhat. One can drive oneself mad and be permanently unhappy if you spend your whole life demanding every single cat be a dog. (Although this is also a great way to explore what you might be assuming or forgetting are pre-established assumptions. I once had the privilege of watching someone see a play for the first time and be outraged that he was expected to just accept that if a person walked off stage and changed hats they were a different guy. I also once had a friend who had never encountered anything to do with superheroes until they saw the Dr Who episode about superheroes which talks about the trope of “not killing” and watching them deal with how stupid that idea is was the greatest thing ever. Untainted eyes are wonderful and help us better understand everything, especially how things appear to outsiders, which we so easily forget.) You can also drive yourself crazy insisting that the things you think are important are so to everyone – sometimes a cigar is just a cigar and competition is just a means to an end, a mechanic that doesn’t matter because of course we are just playing for fun. Losses don’t make us feel stupid, attacks don’t make us feel mean. To me it seems really strange that so far, every game about cats and dogs that’s come out has been competitive, not cooperative, but it clearly doesn’t strike anyone else as odd whatsoever.

the age old struggle

But I also think that assuming anyone wanting to think outside the box should just get a new box is a thought-terminating cliche. So too, is the idea that all game mechanics are neutral and don’t bleed into us because “it’s just a game”. It is true that we add things to them, and we can get hung up on them being things they are not. It is true that competition is just another mechanic. But it is also true that every mechanic is not just anything, and just because we realise that competition is a mechanic, not the goal doesn’t mean we shouldn’t look at what the goals are and how competition moves us towards or away from that. It is also true that mechanics can and have immense power, even if they have more on some folks more than others. We also have to be very careful of saying “well all games are like that” – because they are not – or that gamers should just get over it and like a game regardless of its mechanics. The whole wonderful thing about living in the post golden age of games is we should have learnt by now that even the orthogame is full of variety and possibility and levels of subtlety and intensity that appeal to different people in different ways. I don’t really “get” why some people find timed games stressful, but I respect it. You might not get why I don’t really like competition, but you have to recognise it is a thing, inside the world of games. 

Also, you know what else is like rules and like competition, things that are very useful but we attach way too much value to but don’t actually mean as much as we think sometimes? Categories. A lot of people tend to act like categories are an absolute truth handed down by God, which is why they got so mad when Pluto stopped being a planet, as if that means anything. I remember someone saying that they should have waited until Percival Lowell’s widow died before changing it, as if a category change is a demotion or at all worth anything. Categories exist for the same reason rules and competition exist: as a tool to get where we are going, and the goal is the thing that matters. So when you say to me “well, games just are competitive, move on”, I’m going to say you’re putting way too much truth value on a category. Or more briefly: “says who?”.

I can respect that you put a lot of value on categories, but a category is just an exercise in understanding, and not one I value highly. I really believe games, even orthogames, can be anything we want them to be, without falling into a meaningless soup of nothingness and dadaism, and it’s our job as artists to break the rules. Even when our art form is making rules.

Why I’m Afraid to Play Games

Maybe today is your day to see what I think is the greatest image in game design. Jim Holloway passed away in 2020; his art in games ranks along the greats, particularly in the establishing era – think Gary Chalk, Iain McCraig, Jeff Easely, Jonathan Green…and he was especially influential on me as a young boy. Especially his work in Paranoia.

I bring this up because to me, comedy and silliness has always been part of why I come to the table, and to the media I ingest. There’s a video where Matt Colville (I think it is this one) is talking about how fantasy is part of his DNA; he doesn’t even have to think to be connected to fantasy tropes, and it’s why he always chooses fantasy. I remember listening to that and realizing that I’ve never really connected to fantasy that way at all. For me, it is comedy and to a lesser extent mystery that flows in my veins. It is comedy that I naturally default to. That may end up being an aside to what follows because what I really want to talk about is what does it mean to play a game.

During COVID lockdown in 2020 I set myself a task to acquire new skills and try new experiences. One idea I had was to figure out what was this whole deal with Twilight Imperium. The world seemed fun and interesting even though I didn’t know much about Dune. I borrowed a copy, learn the rules, listened to podcasts, studied tactical guides, and also reached out to friends. I just found a post on facebook today that goes like this:

‪Me: of course we are all very bad at twilight imperium! We play for fun!‬
‪My fellow players: of course!‬
‪My fellow players: I’ve run the numbers and I can’t enjoy this if Bob is further from the asteroids than I am‬
‪Me: the space lions and the turtles are MARRIED kiss kiss ‬

I actually do think that fairness and balance are key elements of fun, unlike some of my colleagues in game theory(!). I actually think they are VITAL. I’ve also been that guy who is like “well I can’t just let this go, I’m clearly disadvantaged or can’t win from this position, so what’s the point.” But I also think it was obvious within a few minutes of that game that I was alone among the players in how I was approaching the game, despite my attempt to try to explain my vibe. I had gone in intending to lose and be silly and really didn’t care that much about what we call the orthogame. The orthogame is a term I think developed by Knizia to help describe one kind of game, the kind of game that often appears in game theory (although game theory, despite its name typically has nothing to do with any games at all, which I think people seem to forget!). An orthogame has rules that cannot be broken, a fixed outcome or goal, and the players must act as if they wish to achieve that goal. That definition might seem silly at first; you might think that all games are orthogames. Certainly there is a popular sense that they all are. But if you spend enough time around games you’ll realise that orthogames are far from common and are often less in play than we might think.

I didn’t end up having any fun with Twilight Imperium. That game was friendly and okay but nobody else was playing like me, and there’s only so much you can enjoy being crushed over and over again at an activity you can’t understand and constantly fail at, in a system (as most games are) where the more you fail, the less you get to do and experience. I tried tournament games after that, they were much worse. There was nothing for me in TI, but it also felt very isolating to hit that wall where lacking an ability meant people just acted like I didn’t belong.

Theoretically, I should hate games. I certainly did growing up. I was a sensitive lad and still am; I hated to lose and I generally hated to compete. It didn’t feel natural to me to always be wanting to dominate my friends, let alone trying to find their weaknesses and crush them. I played chess because I was supposed to, but I hated the idea that it was about winning and losing. Losing made me feel stupid. Wining made me feel mean. In fact, I’m going to say that again, because it’s something I found is actually way more universal than you might imagine:

In fact, I got into tabletop roleplaying precisely because it wasn’t about winning and losing. I was so relieved to be able to step away from all that competition and brutality, especially as a young boy who was always told it was the only way to do anything, ever. I also don’t like scoring! As a gifted kid, nothing makes me more anxious than my status being measured and on show. A score track is an abomination to someone afraid of being measured and rated: not only does it show how much you suck, it shows off how people are better than you. So when the collaborative games began to appear on the market in 2008 (Arkham Horror 2e, Pandemic and Lord of the Rings being the big early three) or so, I rushed to them with open arms. Here was what I always wanted: games without competition. Games with story and character where we shared experiences. Using these kinds of games I sought out to convert others, because as I said above, everyone had experiences like this. People also have stories about learning games from their parents that made them feel bad, too. All they remembered was they or a sibling doing something “wrong” and being punished. This is also why most people grow up hating Monopoly, too: it’s broken for lots of reasons and one is it teaches cruelty. Nish Kumar has even argued that all games are effectively right-wing, and should be so, because they’re about competition and cruelty. Comedy should of course be left-wing because it’s about inclusion and artistry. It’s not true but because of the popularity of the orthogame, a lot of people think it is true.

But there are players who don’t think the way I do. Or at least, come to it less directly. Kingmaking situations are controversial in games because it is perceived to break the assumptions of the orthogame: since you cannot win you may be choosing who should win based on things outside the game itself, like personal charisma (Nerds, who felt growing up that they had intelligence but not charisma, are of course enraged by this idea; they came to games because they could dominate without this perceived skill!). Their rage may also be engaged if people do things because they look fun or sound interesting or because they want the lions and the turtles to kiss. This doesn’t mean that they are tight-asses or sticklers. They can even be fun to play with, and can often play easily with other game styles. However, it is always the case that everyone at the table has a different idea about what counts as the rules, what counts as fair play and what counts as appropriate play, and often they don’t even know they have those rules in their head until they get angry when people break those rules. I’m going to say that again, because it’s really important.

Everyone at the table has a different idea about what counts as the rules, what counts as fair play and what counts as appropriate play, and often they don’t even know they have those rules in their head until they get angry when people break those rules

As someone with autism, nothing is so common and so triggering to me than people telling me I’m Doing Something Wrong. And as soon as you start playing with people who love orthogames, they can often rush to tell you you absolutely are doing something wrong. And they don’t do it as a teacher because sometimes they don’t even understand that they are teaching. They think you’ve made a mistake, or failed to understand how the game works. So they can feel very…corrective. And judgemental. They’ve decided you’re an idiot but they haven’t even considered your motivations.

The result of all this is I grew up and remain terrified of playing games with strangers. And even with friends. Because you can never tell what they think is the right way to play a game. You don’t know how much they consider the orthogame to be supreme, and how much they will bend it to suit social issues, or even bend social issues to fit the game. Games are often sought out by autistic people because – for once! – the rules are written down and you know what is going on, but in fact games are the opposite. The rules are completely undefined and people will get angry with you without explaining why. And even seasoned gamers and game designers will insist that there’s some clear obvious rules in play in a game when there absolutely isn’t; or be corrective without kindness, as if everyone sees what they see. (And I’ve definitely done the latter – it’s easy for me to see some things that I know others cannot! I play with people of all sorts of skill levels, so I get that, for example, it’s easy for me to see that it’s easier to get two brown properties than three blue properties, but to some people that’s as obvious as quantum physics.)

Computer games, with their popularity, realized this ahead of much of tabletop games. They have pushed player styles to the fore. And yet they still talk about flow being the holy grail, while they focus flow almost entirely around difficulty levels, challenge and failure. Flow was coined by Mihaly Csikszentmihalyi as:

“a state in which all worldly matters other than the activity you’re doing seem to dissipate, and you become fully immersed in the present. During flow, you pay less attention to outside negative anxieties and stressors as your consciousness is filled entirely with the current activity. You have optimal experiences.”

From this article by Aiden Helfant

Anyone would read that and realize that playfulness and immersion are things that provide flow but have nothing to do with difficulty or measurement or challenge. Yet you barely have to scroll down that page a few centimetres to find this…

I’m not actually angry at that piece by Helfant. It’s very good, everyone go read it. But it jumps straight to challenge and complexity. It says all these things about standard computer game play which I tolerated as a child and then left computer games because of (like no, I don’t want to die all the time). And yes, challenge and complexity and depth is a wonderful way that games and puzzles can provide flow, in a very different (and equally lovely) way to the way playfulness can. But I don’t solely play games for that kind of flow, and we’ve forgotten all the other kinds. Is it just out of habit? A Chinese poet remarked:

“Insight, they say, leads to understanding… Concentration leads to refined skill, and with refined skill, everything you do can reach a level of real excellence… For example, by nature I am fond of board games. I can lose myself in board games and play all night long without thought of food or sleep. All my life I have played such games – and I usually win! Why? Because of my level of refined skill.”

Li Qiangzhao, 12th century poet

But I don’t want board games to be just that. And I never design them with just that in mind. Because I know that’s not all they are.

Next blog I want to talk more about the other reasons to play games. The point for now is we need to stop defining games so narrowly, because it should be blindingly obvious to anyone that games aren’t just about challenge and complexity, and people play them for so many reasons, and if you don’t get that, what are you even doing? (Matt Colville has a great video about this too!) And why do I feel like I keep having to point this out? Why can’t people get that the orthogame isn’t the only thing? Why are nerds so unable to read the room and consider things beyond the rules, or understand that others don’t see things the way they do? Why do all these things keep making me feel unsafe playing games?