Joystiq’s Rowan Kaiser writes a thoughtful piece on the rhythm of RPGs, contrasting the on-off rhythm of a linear Gears of War with the quest hubs of modern RPGs like Fallout or Knights of the Old Republic.
Every game has a certain rhythm, but just like a good song, the best moments catch you by surprise, as he discovers when he unintentionally goes to the hardest part of Fallout 3 first:
My journey into D.C. disrupted the rhythm […]. It took the basic form I’d begun to learn, and it changed it. It added length and difficulty. Instead of spending half an hour clearing a Vault, I was spending three or four hours struggling against a seeming army of Super Mutants, underground. A relatively straightforward game became a much bigger challenge, forcing me to play in a fashion I hadn’t anticipated.
So many of those great gaming moments are built out of disruptions. It’s like the first scene in “The World Of Ruin” in Final Fantasy VI, with Celes on the beach, or one of the fights in Gears Of War that lasts four or five times longer than a normal clash, with multiple waves of enemy reinforcements from different directions. These are the moments where the song breaks down, where the band devolves into handclaps and chants, or the rapper drops the beat but keeps the soulful vocal sample for a bit. They’re the moments that force you to pay attention.
He mentions Kotaku’s Kirk Hamilton’s writing on this. For Kirk, the rhythm is what stays after after the rest of the game has faded. Remembering the horseback shootouts of Red Dead Redemption give Kirk:
“a physical sense […] that all the screenshots and story synopses in the world can’t touch. The game had its rhythmic failings—most notably the dueling system—but even a year later its horseback gunplay stands apart as an example of uniquely satisfying rhythmic design.”
A bad game might have no rhythm, too broken up with quicktime events and random pacing, or, just as bad, a rhythm that’s plain boring. When it works, though, it does so in layers. The rhythm is infectious at the scale of seconds (to take Skyrim; the thwack and forth of a duel), minutes (clearing rooms of enemies, collecting treasure, exploring deeper), hours (completing a quest, clearing a dungeon, and heading back home to stash your loot). All those different scales weave together to keep you motivated in small, medium and longer loops.
It reminds me of the structure of long form improvisation, where you have to simultaneously focus on the moment while trusting your form. (A form is a rough structure of scenes and acts that you follow in a twenty to sixty minute set, for example the Harold, a Chicago staple where the teams performs 3 ‘acts’ of 3 scenes, with a freeform scene at the start and between each ‘act’.)
When you’re training improv, you drill the details of the scene – body language, listening, voice work, etc… – and you separately drill the larger structure. How do those mesh? Noah Gregoropoulos, Obi-Wan Kenobi figure in the Chicago scene and coach of the final level at IO, had a simple mantra:
“look out for the musical edit point.“
That’s when a scene should end to trigger a new one. It comes from instinct, and is hindered by attempts to consciously analyze show (seeking “the narrative edit point”). A good show flows so musically that the performers and audience are sublimely in sync, barely conscious of time until the lights go out right when they should.
Time only drags when the the moment-to-moment interaction breaks down, or a good scene sprawls in a show with an unsatisfying structure.
Perhaps this is too big an ask, but isn’t this what a well designed gameful system should strive for too? Sticking with fitness, I’ve seen that same musicality watching the Oakland A’s rise in Moneyball, or watching Manchester United duke it out with Man City this year. In my personal life, I can see those same loops in rock climbing: fighting over a single move, sending a whole route and feeling your strength increase over time. With indoor climbing, too, completing the routes at your level in the room before they are replaced by new ones every few months. It’s the contrast between my daily Fitbit readout, the longer trend given by my Withings scale, and the ebb and flow of a few old sports injuries.
That’s the small, medium and longer loop of the piece. An analysis based on these loops should help determine what blend of devices and services to use to get a truly satisfying experience of quantifying yourself.