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I'm sorry but the developer is always the author of the experience. Always. You can get a compelling experience certainly and you can create your own narrative within the world of the game but the world of the game is defined in every possible respect by the developers. Your experience playing is unique and meaningful to you but it's not fundamentally different to anyone else's. It doesn't matter how open and sandbox an experience is, every possible interaction was created by someone else.

In a choose your own adventure book you are not creating the narrative. You are just picking from options the author gave you.

In a game of Cards Against Humanity you are not actually being funny; you are just picking from a selection of funny cards that the developer gave to you. Your individual experience will be unique to you but you didn't create the parts. The game was built to let you feel like you were really funny.

The more complex a game, the better the illusion of personal agency but it really is just an illusion. The developers give you a huge number of possible choices but it them who created them. You aren't an author, you are playing a game that is designed to let you feel like a creator without all that tedious getting good at your art form. It is karaoke. No matter how good your performance, the credit for the song goes to someone else.

What you said doesn't necessarily conflict with my statement. There are rules you must obey while playing the game, sure, but there are also rules you have to obey in life. You can't ignore gravity, does that mean you can't make choices? Was the story of your life already written by someone else because you don't have complete freedom to do whatever you wish? Personally, I think you are taking the metaphor a bit too far. It was meant to help explain an idea. That doesn't mean that anyone thinks playing a game is the exact same experience as writing a book, but we CAN create our own narratives... within the boundaries of the game. A narrative doesn't even have to be fully represented in the game world, but rather in the player's thoughts. The developer has no control over your imagination.
 
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I'm sorry but the developer is always the author of the experience. Always. You can get a compelling experience certainly and you can create your own narrative within the world of the game but the world of the game is defined in every possible respect by the developers. Your experience playing is unique and meaningful to you but it's not fundamentally different to anyone else's. It doesn't matter how open and sandbox an experience is, every possible interaction was created by someone else.

In a choose your own adventure book you are not creating the narrative. You are just picking from options the author gave you.

In a game of Cards Against Humanity you are not actually being funny; you are just picking from a selection of funny cards that the developer gave to you. Your individual experience will be unique to you but you didn't create the parts. The game was built to let you feel like you were really funny.

The more complex a game, the better the illusion of personal agency but it really is just an illusion. The developers give you a huge number of possible choices but it them who created them. You aren't an author, you are playing a game that is designed to let you feel like a creator without all that tedious getting good at your art form. It is karaoke. No matter how good your performance, the credit for the song goes to someone else.

I really don't like prolonging this shitstorm, but your argument is like saying that authors don't really write the books because BIC made the pens they're using to write it down. Some games you are obviously just following the developer's story, such as Mass Effect, but with CK2 I have never at any point in time felt like "Well, that's not really what I wanted to happen, but Paradox evidently wanted this story to have a nice conclusion so that's where this campaign ends."
If "the developer is always the author of the experience" as you say, how do you explain the previously mentioned Minecraft? In Minecraft Notch is the one who built the metaphorical pens and sold them to the players to write whichever stories they wish.
 
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I really don't like prolonging this shitstorm, but your argument is like saying that authors don't really write the books because BIC made the pens they're using to write it down. Some games you are obviously just following the developer's story, such as Mass Effect, but with CK2 I have never at any point in time felt like "Well, that's not really what I wanted to happen, but Paradox evidently wanted this story to have a nice conclusion so that's where this campaign ends."
If "the developer is always the author of the experience" as you say, how do you explain the previously mentioned Minecraft? In Minecraft Notch is the one who built the metaphorical pens and sold them to the players to write whichever stories they wish.

I haven't been saying that. Not at all.

Video games are not books. They are games. They have a different relationship between creator and audience than other kinds of narrative; obviously. However, to answer your obviously extremely loaded claim about pen makers - The maker of a pen didn't go to a huge amount of time and effort to sculpt a world and mechanics, nor did they sit and write hundreds of separate books with their pens to see if the books that you might write with them seemed like they were coming out well did they? The pen doesn't effect at all which words get written with it. The game developers make every possible decision about what can and can't happen in their game. No game is ever a blank canvass. It's more like a Spirograph. You can make some pretty patterns, maybe even some unique ones, but only within the confines of what Spirograph is capable of outputting.

We know Paradox. We know that they want us to look for our own stories, to become attached to our characters. That's one of the charms of their games, we get invested in them, we care about what's happening. But in truth all we're really doing is overlaying the idea of a narrative onto a semi-random confluence of numbers. You aren't writing anything, you're just processing the information in a way that is more appealing to people. The game doesn't require your story to continue playing. And, perhaps most tellingly, your story will be in large part determined by those semi-random events. Whatever you want as a creator you can't just decide that actually, no, they didn't invade us. The story you create around your game is a valid enough story (although it will still end) but you aren't the one creating it. The game is the one creating it. You are a participant of that game, but even the events you have control over are beholden to the pre-existing game systems.

Like I said before, if an AI player made your exact moves then it would mean the exact same thing, there would be the exact same story. You wouldn't be invested because they weren't your moves, but it's the same story regardless of who is moving the pieces. When you are really invested it all feels very real, very important but you simply are not crafting a story in the way that you are suggesting. If I write fiction my characters can never plot against my protagonist unless I decide they should be doing that. You can certainly take the overall narrative of a GSG and make a good story out of it but any characterization of anything at all is something you are projecting onto a dispassionate system. You can make a story about your game but your game by itself is not a story. Your computer is never cackling as it has someone's nephew's imprisoned no matter how you characterize that action.

It's great that we can find this kind of meaning and investment in these games. But the credit goes to Paradox. The story you tell afterwards (as many do in these very forums) is something from after the fact. You tell the story by turning those semi-random events into words, not by just showing a contextless video of the game as it happens. It's the words that give the events meaning. We connect with the author's interpretation, not just the game actions.

As for Minecraft, well it's much the same thing. The game doesn't know really what you are trying to do. It just cares where blocks are. The game doesn't really understand the difference between your giant skull lair and a random arrangement of blocks. You as the player see meaning in something otherwise meaningless. The meaning is in your head. It's a projection from you on to it's systems, not a reflection of it being turned into words.

In truth, there's an argument to be made that Minecraft isn't even a game at all. Lego isn't a game. Neither is building a treehouse or a scale model. It's still fulfilling but it fundamentally lacks a narrative. Like I've said before in this thread; to say that just because Minecraft is endless other games should be too misunderstand why people play Minecraft. It's not it's endless nature that people like. It's just fun to build stuff. In games where you aren't stacking bricks any parallels from Minecraft need to be treated with extreme caution. People really enjoy playing Counter Strike too; should Stellaris be about five minute long arena matches? Of course not. It's not that kind of game.

Throughout all this no-one seems to have been able to give an answer to this last point - What are you going to do after you've conquered everyone else and finished off all the tech trees? Are you still going to be making up stories about the beurocrats in your empire, doing funny voices for them like kids playing with action figures? Because (and again, no-one seems to want to acknowledge this) your game is going to end. Whether by you getting bored or getting a victory screen or the heat death of the universe the game will one day cease. And once there is no challenge and no progress and no decisions to be made; are you seriously claiming that 'the story of your game' is still so compelling that you'll be happy to just sit and do nothing imagining how happy everyone in your empire is?

Everything ends. It must. Some might say that we shouldn't be beholden to anyone telling us when our story has to end and there's some truth to that. While we're still having fun, while there's still interesting stuff to do, dare I say it, interesting stories to be told then we should be free to carry on. But that story will end sometime.

The only question is this - Should it end with a bang or a whimper?
 
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I haven't been saying that. Not at all.

Video games are not books. They are games. They have a different relationship between creator and audience than other kinds of narrative; obviously. However, to answer your obviously extremely loaded claim about pen makers - The maker of a pen didn't go to a huge amount of time and effort to sculpt a world and mechanics, nor did they sit and write hundreds of separate books with their pens to see if the books that you might write with them seemed like they were coming out well did they? The pen doesn't effect at all which words get written with it. The game developers make every possible decision about what can and can't happen in their game. No game is ever a blank canvass. It's more like a Spirograph. You can make some pretty patterns, maybe even some unique ones, but only within the confines of what Spirograph is capable of outputting.

The game may not be a blank canvas, but it is a canvas. Or perhaps a pile of Lego bricks. The bricks fit together according to certain rules, but we choose what to do with them, ad we can insert a story into the building of our Lego tower, if we wish. I think we agree on this point, but you seem to be claiming that it is impossible to create a story on anything but a completely blank canvas(or not even that, since paints on canvas have to obey rules) . I really hate to bring this up, but what about fan-fiction? The stories FF writers create are constrained, at least in part, by the original, and they are almost always terrible, but would you deny that they are still stories of some kind?

We know Paradox. We know that they want us to look for our own stories, to become attached to our characters. That's one of the charms of their games, we get invested in them, we care about what's happening. But in truth all we're really doing is overlaying the idea of a narrative onto a semi-random confluence of numbers. You aren't writing anything, you're just processing the information in a way that is more appealing to people. The game doesn't require your story to continue playing. And, perhaps most tellingly, your story will be in large part determined by those semi-random events. Whatever you want as a creator you can't just decide that actually, no, they didn't invade us. The story you create around your game is a valid enough story (although it will still end) but you aren't the one creating it. The game is the one creating it. You are a participant of that game, but even the events you have control over are beholden to the pre-existing game systems.

You seem to be arguing that any narrative must be entirely contained within the game systems, which I find to be a preposterous notion. Any narrative the player creates will have a basis in the game, but aspects of the narrative will not be represented in the game at all. I would not contest your point if we were robots, but as it happens we are capable of imagination. You even admit that Paradox wants us to find our own stories, but deny that we have the ability to insert even anything so simple as "my empire is declaring war because President Bob is angry about this mining base on our borders." You seem to be denying that we have control over our own character/faction/species, because any choices we make do not exist unless they are firmly grounded, and only grounded in the system, in ones and zeroes.

Like I said before, if an AI player made your exact moves then it would mean the exact same thing, there would be the exact same story. You wouldn't be invested because they weren't your moves, but it's the same story regardless of who is moving the pieces. When you are really invested it all feels very real, very important but you simply are not crafting a story in the way that you are suggesting. If I write fiction my characters can never plot against my protagonist unless I decide they should be doing that. You can certainly take the overall narrative of a GSG and make a good story out of it but any characterization of anything at all is something you are projecting onto a dispassionate system. You can make a story about your game but your game by itself is not a story. Your computer is never cackling as it has someone's nephew's imprisoned no matter how you characterize that action.

Of course an AI can make the same moves as the player. So? Again, the player's narrative is not entirely constrained by the game world. Even if we made the exact same moves, those moves would have different meanings because we attribute meaning to them. I don't think anyone has argued that the game is itself a story, though I could be wrong about that as I have not read every post in this thread. The story is created by the player and overlaid onto the game. Or, if you want to be pedantic, part of the story is created by the player and overlaid onto the game.


Again, we are not robots and we can influence what happens in the game world. The story need not be constrained purely by what the game simulates.

Throughout all this no-one seems to have been able to give an answer to this last point - What are you going to do after you've conquered everyone else and finished off all the tech trees? Are you still going to be making up stories about the beurocrats in your empire, doing funny voices for them like kids playing with action figures? Because (and again, no-one seems to want to acknowledge this) your game is going to end. Whether by you getting bored or getting a victory screen or the heat death of the universe the game will one day cease. And once there is no challenge and no progress and no decisions to be made; are you seriously claiming that 'the story of your game' is still so compelling that you'll be happy to just sit and do nothing imagining how happy everyone in your empire is?

Everything ends. It must. Some might say that we shouldn't be beholden to anyone telling us when our story has to end and there's some truth to that. While we're still having fun, while there's still interesting stuff to do, dare I say it, interesting stories to be told then we should be free to carry on. But that story will end sometime.

The only question is this - Should it end with a bang or a whimper?

This has been addressed. If the game is endless, and only endless, the game will end when the player chooses to end it. If the game has victory conditions, and only victory conditions, the game will end when the system decides you are done playing. If both are available and the Endless Mode AI is not horribly broken by victory conditions, everybody wins and I don't know why this argument is taking place.

You seem to be assuming that the player will always conquer the universe, but that isn't true. I believe it tends to happen in other Paradox titles simply because there is little or no compelling gameplay outside of war, but if that issue is fixed this won't be a problem. Bonus points if tall empires are equally as viable as wide empires. The narrative continues to take place as long as the game remains entertaining, fulfilling, or whatever word you want to use for it, because the narrative is dependent on the game.
 
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I haven't been saying that. Not at all.

Video games are not books. They are games. They have a different relationship between creator and audience than other kinds of narrative; obviously. However, to answer your obviously extremely loaded claim about pen makers - The maker of a pen didn't go to a huge amount of time and effort to sculpt a world and mechanics, nor did they sit and write hundreds of separate books with their pens to see if the books that you might write with them seemed like they were coming out well did they? The pen doesn't effect at all which words get written with it. The game developers make every possible decision about what can and can't happen in their game. No game is ever a blank canvass. It's more like a Spirograph. You can make some pretty patterns, maybe even some unique ones, but only within the confines of what Spirograph is capable of outputting.

We know Paradox. We know that they want us to look for our own stories, to become attached to our characters. That's one of the charms of their games, we get invested in them, we care about what's happening. But in truth all we're really doing is overlaying the idea of a narrative onto a semi-random confluence of numbers. You aren't writing anything, you're just processing the information in a way that is more appealing to people. The game doesn't require your story to continue playing. And, perhaps most tellingly, your story will be in large part determined by those semi-random events. Whatever you want as a creator you can't just decide that actually, no, they didn't invade us. The story you create around your game is a valid enough story (although it will still end) but you aren't the one creating it. The game is the one creating it. You are a participant of that game, but even the events you have control over are beholden to the pre-existing game systems.

Like I said before, if an AI player made your exact moves then it would mean the exact same thing, there would be the exact same story. You wouldn't be invested because they weren't your moves, but it's the same story regardless of who is moving the pieces. When you are really invested it all feels very real, very important but you simply are not crafting a story in the way that you are suggesting. If I write fiction my characters can never plot against my protagonist unless I decide they should be doing that. You can certainly take the overall narrative of a GSG and make a good story out of it but any characterization of anything at all is something you are projecting onto a dispassionate system. You can make a story about your game but your game by itself is not a story. Your computer is never cackling as it has someone's nephew's imprisoned no matter how you characterize that action.

It's great that we can find this kind of meaning and investment in these games. But the credit goes to Paradox. The story you tell afterwards (as many do in these very forums) is something from after the fact. You tell the story by turning those semi-random events into words, not by just showing a contextless video of the game as it happens. It's the words that give the events meaning. We connect with the author's interpretation, not just the game actions.

As for Minecraft, well it's much the same thing. The game doesn't know really what you are trying to do. It just cares where blocks are. The game doesn't really understand the difference between your giant skull lair and a random arrangement of blocks. You as the player see meaning in something otherwise meaningless. The meaning is in your head. It's a projection from you on to it's systems, not a reflection of it being turned into words.

In truth, there's an argument to be made that Minecraft isn't even a game at all. Lego isn't a game. Neither is building a treehouse or a scale model. It's still fulfilling but it fundamentally lacks a narrative. Like I've said before in this thread; to say that just because Minecraft is endless other games should be too misunderstand why people play Minecraft. It's not it's endless nature that people like. It's just fun to build stuff. In games where you aren't stacking bricks any parallels from Minecraft need to be treated with extreme caution. People really enjoy playing Counter Strike too; should Stellaris be about five minute long arena matches? Of course not. It's not that kind of game.

Throughout all this no-one seems to have been able to give an answer to this last point - What are you going to do after you've conquered everyone else and finished off all the tech trees? Are you still going to be making up stories about the beurocrats in your empire, doing funny voices for them like kids playing with action figures? Because (and again, no-one seems to want to acknowledge this) your game is going to end. Whether by you getting bored or getting a victory screen or the heat death of the universe the game will one day cease. And once there is no challenge and no progress and no decisions to be made; are you seriously claiming that 'the story of your game' is still so compelling that you'll be happy to just sit and do nothing imagining how happy everyone in your empire is?

Everything ends. It must. Some might say that we shouldn't be beholden to anyone telling us when our story has to end and there's some truth to that. While we're still having fun, while there's still interesting stuff to do, dare I say it, interesting stories to be told then we should be free to carry on. But that story will end sometime.

The only question is this - Should it end with a bang or a whimper?

I have hit disagree a few times so a quick response to explain why.

Firstly a point of agreement, we do not have full control over the story. We do however write the story, if I were to adapt a book into a screen play then I wrote that story. I am thinking of something like i-robot where a lot of work was done. The world, characters and direction of the story would not be mine, but the reasons, motivation and dialogue is.

This goes further in games like CK2 or EU4 where I take traits or numbers and create a personality from them. The how's and whys are the story for me not just the hows. I am very much playing with my electronic dolls and it is the whole point of playing for me.

Now onto what I would do once I have conquered the map and researched everything. I stop the game and start a new one or I pick a random scientist who has not discovered anything and tell his story as his desire for discovery leads only to disappointment.

May I ask what you would do if you had selected world conquest as the victory conditions and you had research everything but were not close to archiving it, you had conquered everything but has selected a research target, achieved both in 1000 years but had selected a 2000 years long game or as you reach a diplomatic goal another race starts a galactic event that will threaten the universe. Do you stop and claim victory or do you hit continue to see what happens.

In almost every game like this where there is a victory condition I either stop playing before it because I achieved my goals or I have wanted to play passed it to finish the stories in my head. Victory conditions are either an irrelevance or an annoyance.
 
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The game may not be a blank canvas, but it is a canvas. Or perhaps a pile of Lego bricks. The bricks fit together according to certain rules, but we choose what to do with them, ad we can insert a story into the building of our Lego tower, if we wish. I think we agree on this point, but you seem to be claiming that it is impossible to create a story on anything but a completely blank canvas(or not even that, since paints on canvas have to obey rules) . I really hate to bring this up, but what about fan-fiction? The stories FF writers create are constrained, at least in part, by the original, and they are almost always terrible, but would you deny that they are still stories of some kind?

You seem to be arguing that any narrative must be entirely contained within the game systems, which I find to be a preposterous notion. Any narrative the player creates will have a basis in the game, but aspects of the narrative will not be represented in the game at all. I would not contest your point if we were robots, but as it happens we are capable of imagination. You even admit that Paradox wants us to find our own stories, but deny that we have the ability to insert even anything so simple as "my empire is declaring war because President Bob is angry about this mining base on our borders." You seem to be denying that we have control over our own character/faction/species, because any choices we make do not exist unless they are firmly grounded, and only grounded in the system, in ones and zeroes.

Of course an AI can make the same moves as the player. So? Again, the player's narrative is not entirely constrained by the game world. Even if we made the exact same moves, those moves would have different meanings because we attribute meaning to them. I don't think anyone has argued that the game is itself a story, though I could be wrong about that as I have not read every post in this thread. The story is created by the player and overlaid onto the game. Or, if you want to be pedantic, part of the story is created by the player and overlaid onto the game.

Again, we are not robots and we can influence what happens in the game world. The story need not be constrained purely by what the game simulates.

This has been addressed. If the game is endless, and only endless, the game will end when the player chooses to end it. If the game has victory conditions, and only victory conditions, the game will end when the system decides you are done playing. If both are available and the Endless Mode AI is not horribly broken by victory conditions, everybody wins and I don't know why this argument is taking place.

You seem to be assuming that the player will always conquer the universe, but that isn't true. I believe it tends to happen in other Paradox titles simply because there is little or no compelling gameplay outside of war, but if that issue is fixed this won't be a problem. Bonus points if tall empires are equally as viable as wide empires. The narrative continues to take place as long as the game remains entertaining, fulfilling, or whatever word you want to use for it, because the narrative is dependent on the game.

I'm mostly not saying any of that. All I'm saying is that an end doesn't preclude a good story (as others have seriously suggested) and that playing alone doesn't have any particular meaning. And, frankly, because a certain subset of players make up their own stories around game elements that aren't narrative isn't a good enough reason to make this game (and apparently every other) lack a satisfying conclusion.

When i was a kid I used to make up stories about the paddle in breakout, about the ship in asteroids. I even used to pick background characters in movies and think up what they are doing while the protagonists are off being bad ass. But in a very fundamental sense just 'using your imagination' is not the profound and wonderful act of authorship that you seem to claim. When I tell people I'm a writer (even though I only write voice overs and corporate PR stuff) everyone wants to bore me with the awesome book they totally could write. Except they don't write it. They imagined it and it's their story but that is not the same as actually creating a dramatic work.

Oh and the idea that you can just 'fix' the lack of compelling game play outside warfare is hopelessly optimistic. Like in earlier titles it was just a bug, right? Of course. So they'll fix it. It's not like every game they've ever made has been hugely focused on warfare as has every other 4X ever made.

Like far too many people in this forum; you are imagining a perfect game that isn't going to happen. Perhaps your perfect game would be endless, perhaps all perfect games would be. But there are no perfect games. And arguing for anything around that ideal is foolhardy. We already know that PDS thinks the game should have an end, or at least a final act. They've told us this. And I dare say either through DLC or modding we'll get an endless mode anyway. But the actual developers don't agree with you.
 
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I have hit disagree a few times so a quick response to explain why.

Firstly a point of agreement, we do not have full control over the story. We do however write the story, if I were to adapt a book into a screen play then I wrote that story. I am thinking of something like i-robot where a lot of work was done. The world, characters and direction of the story would not be mine, but the reasons, motivation and dialogue is.

This goes further in games like CK2 or EU4 where I take traits or numbers and create a personality from them. The how's and whys are the story for me not just the hows. I am very much playing with my electronic dolls and it is the whole point of playing for me.

Now onto what I would do once I have conquered the map and researched everything. I stop the game and start a new one or I pick a random scientist who has not discovered anything and tell his story as his desire for discovery leads only to disappointment.

May I ask what you would do if you had selected world conquest as the victory conditions and you had research everything but were not close to archiving it, you had conquered everything but has selected a research target, achieved both in 1000 years but had selected a 2000 years long game or as you reach a diplomatic goal another race starts a galactic event that will threaten the universe. Do you stop and claim victory or do you hit continue to see what happens.

In almost every game like this where there is a victory condition I either stop playing before it because I achieved my goals or I have wanted to play passed it to finish the stories in my head. Victory conditions are either an irrelevance or an annoyance.

I can respect your point of view. I totally disagree but who am I to say your enjoyment is wrong. More power to you.

However...

I don't think that should speak to how the core game is developed and how everyone else should have to play it. That's really what's at issue here. The default mode. I've said lots that the game should have an endless mode there, that we should be able to turn off victory conditions. I even want to play it in that mode. I just don't think that should be the default or the focus of significant developer resources.

No matter what we're all going to play lots of games. Of course we are. Whether endless or not, we will. It's not like the end screen means you'll never be able to find new people to focus on. No matter how attached to our giant empire, we're going to find other stuff to play with at some point. So what are we talking about here? There will always be more than one single endless game, more than those singular set of characters and stories. So whether it ends or not, well, you'll always be able to find something to tell a new story over, just those characters will be in a new game, not just some dude you haven't thought about before.

With respect, you'll be able to find things to tell stories about regardless of if the game is endless. You'll always have the choice to make it endless anyway, right from the get go so even if you really do care about that one game so much, well, you can do that. But giving you an infinite selection of dolls to play with shouldn't preclude a satisfying ending.

It turns out that we can have both, and we will certainly have both whether from PDS or made ourselves. We will have both. If you want to opt in to that game mode, do it. If you don't, don't. Why does anyone here (not you specifically, but others in this thread) think that everyone should have to play the endless game even if they don't want to? That other players should have to lose their ending so that they can have their imagined world. It's clear that there are people on both sides. So have both. But arguing that the game should serve your tastes and yours alone is obviously selfish.
 
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I'm mostly not saying any of that. All I'm saying is that an end doesn't preclude a good story (as others have seriously suggested) and that playing alone doesn't have any particular meaning. And, frankly, because a certain subset of players make up their own stories around game elements that aren't narrative isn't a good enough reason to make this game (and apparently every other) lack a satisfying conclusion.

When i was a kid I used to make up stories about the paddle in breakout, about the ship in asteroids. I even used to pick background characters in movies and think up what they are doing while the protagonists are off being bad ass. But in a very fundamental sense just 'using your imagination' is not the profound and wonderful act of authorship that you seem to claim. When I tell people I'm a writer (even though I only write voice overs and corporate PR stuff) everyone wants to bore me with the awesome book they totally could write. Except they don't write it. They imagined it and it's their story but that is not the same as actually creating a dramatic work.

Oh and the idea that you can just 'fix' the lack of compelling game play outside warfare is hopelessly optimistic. Like in earlier titles it was just a bug, right? Of course. So they'll fix it. It's not like every game they've ever made has been hugely focused on warfare as has every other 4X ever made.

Like far too many people in this forum; you are imagining a perfect game that isn't going to happen. Perhaps your perfect game would be endless, perhaps all perfect games would be. But there are no perfect games. And arguing for anything around that ideal is foolhardy. We already know that PDS thinks the game should have an end, or at least a final act. They've told us this. And I dare say either through DLC or modding we'll get an endless mode anyway. But the actual developers don't agree with you.

I think we both misunderstood the other, but now that you have explained your position I don't necessarily disagree with it, though I am still unsure of its purpose. I'm not claiming that the narratives we create are profound and awe-inspiring stories, but they are a huge part of my reason for playing, and are thus very important to me for the very reason that you stated, that the act of playing the game does not have any meaning in itself.

And yes, I am well aware that it is unlikely that there will be anything worth doing outside of warfare, but I also believe that Paradox is well aware of this flaw in their games and will at least attempt to fix it, so I am willing to give them a chance before writing it off. They have made attempts in other games, and made a bit of progress with some of their CK2 expansions, so maybe a new game designed with this in mind from the start will be able to perform acceptably in this regard. And yes, I am aware that I am being optimistic, but I don't think there is anything wrong with that. Perhaps part of the reason I am willing to believe this is because I don't think of Stellaris as a true 4X, which I would agree is a genre focused entirely on war.

As for the game being endless, I have already made my stance on this issue clear. I don't care if the game has victory conditions as long as I can toggle them off and their existence does not break the game when playing in endless mode. Now that I think I understand what you are saying, I can see that there is no point in continuing this conversation as it will end up being totally unproductive and we don't disagree on any important points anyway. Thank you for clarifying your argument.
 
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I can respect your point of view. I totally disagree but who am I to say your enjoyment is wrong. More power to you.

However...

I don't think that should speak to how the core game is developed and how everyone else should have to play it. That's really what's at issue here. The default mode. I've said lots that the game should have an endless mode there, that we should be able to turn off victory conditions. I even want to play it in that mode. I just don't think that should be the default or the focus of significant developer resources.

No matter what we're all going to play lots of games. Of course we are. Whether endless or not, we will. It's not like the end screen means you'll never be able to find new people to focus on. No matter how attached to our giant empire, we're going to find other stuff to play with at some point. So what are we talking about here? There will always be more than one single endless game, more than those singular set of characters and stories. So whether it ends or not, well, you'll always be able to find something to tell a new story over, just those characters will be in a new game, not just some dude you haven't thought about before.

With respect, you'll be able to find things to tell stories about regardless of if the game is endless. You'll always have the choice to make it endless anyway, right from the get go so even if you really do care about that one game so much, well, you can do that. But giving you an infinite selection of dolls to play with shouldn't preclude a satisfying ending.

It turns out that we can have both, and we will certainly have both whether from PDS or made ourselves. We will have both. If you want to opt in to that game mode, do it. If you don't, don't. Why does anyone here (not you specifically, but others in this thread) think that everyone should have to play the endless game even if they don't want to? That other players should have to lose their ending so that they can have their imagined world. It's clear that there are people on both sides. So have both. But arguing that the game should serve your tastes and yours alone is obviously selfish.

I agree with you on what is the core issue here. Should victory conditions be default? I say no and you say yes. This I think effects how people will approach the game.

My default would be an option for your aim in the game, default would be explore the stars - endless mode, with the ability to add in all the usual conditions and any others the devs think are appropriate.

My feeling is that by having an opt in approach instead of opt out one would move the game towards exploring and going with what is in front of you rather than ignoring the situation to achieve a goal.

I will state for the record that this is only my option and I have no game developers experience. After years of playing games this is what I think I want, and what I think would be good for the game and I may well be wrong.
 
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I also don't want my game to necessarily end after I've conquered the known universe. I want to play as a vast galactic empire that begins to show signs of weakness before it crumbles. I want to see pretenders to my throne pop up out of every throne in the galaxy just when it seemed I was safe. To be soundly defeated and have to start my domination of my once singular dominion.
That would be fun.
 
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I agree with you on what is the core issue here. Should victory conditions be default? I say no and you say yes. This I think effects how people will approach the game.

My default would be an option for your aim in the game, default would be explore the stars - endless mode, with the ability to add in all the usual conditions and any others the devs think are appropriate.

My feeling is that by having an opt in approach instead of opt out one would move the game towards exploring and going with what is in front of you rather than ignoring the situation to achieve a goal.

I will state for the record that this is only my option and I have no game developers experience. After years of playing games this is what I think I want, and what I think would be good for the game and I may well be wrong.

It's worth remembering that the things that any of us want in a game doesn't actually make it good (or bad). It's why it's important to separate our favorite games from what we think are the best games. It's especially worth remembering that to a fan of GSG games, what makes a good (or enjoyable) GSG styled game is extremely different from what makes a good game to new players or a good GSG in the abstract.

In game design the 'closed experience' is a hugely important part of how you teach players systems and how you hook people on your game. It's why most games still have some form of levels and stages even though there's no particular reason that has to be so. We still have tutorial levels, we still have the obligatory single player campaign. And they are important. No, perhaps not to old hands of the series who'll roll up their sleeves and go cap some noobs in multiplayer, but developers forget at their peril that every game they make is someone's first game or at least the first game that someone might take seriously. The closed experience isn't by any means the definitive experience, in most games the campaign or still-with-tutorials first game is specifically restricted, keeping you away from the other parts of the game until you can (in essence) be trusted with it. But that still needs to be your first contact with the game.

If your first experience with any shooter was a Call Of Duty multiplayer game where you died every few seconds with far better skilled players happily headshotting you without you ever firing a shot then you'd never play it again. But when you have a closed experience, when you participate in a story (even a pretty basic one) it gives you the chance to feel like a badass and reaching the end feels like an achievement even if it's really not that hard. These short campaign modes are designed to make you feel like you want more, like you are a badass so you go on and play online from there. You'll feel ok with dying a bunch because you already know the rule of the universe, you understand why you are dying.

In 4X games the 'real' game can be considered to be an endless infinite (or at least very long) experience and that's fine. In many ways Ironman is the only 'real' way to play PDS games; without Ironman you can pretty much just cheat. But the game isn't Ironman by default. It was actually kinda surreal to me that when I started playing Ironman in EU4 that I started earning all these super-low level achievements for things I'd done hundreds of times before. Clearly PDS think Ironman is what their fans should really be doing. But that's not the default. You opt in. Because the non-Ironman experience is the game that works for the first time player. They're still learning. Slapping them with a coalition war that wrecks their whole game doesn't make for fun. They need the chance to go back and say 'Ok, what should I have done to avoid this?'. And it's the same for endless games too.

For a novice player, just reaching the end is a huge achievement. And you should be proud. You should come out of that experience feeling excited and like you can take on something more substantial than just scraping by. Maybe next game they take on the endless mode, maybe not. It's up to them to take that step. As long term players we all have our own ways of playing - We all have our own sets of mod, preferred starts, preferred strategies. So for us, hitting the button for Endless is a simple step. We know we're going to change it up anyway. The default mode is the one that the newest players are going to jump in to and that needs to be something that'll encourage them to actually play again; give them a sense of accomplishment to do well, give them a way to compare themselves to the other nations at the end so they can see that this time they did better.

In a well designed game even non-fans want to keep playing. That's why games need to be designed with them in mind. That's what PDS has been doing for all their recent releases; essentially not listening to their hardcore fans, instead working hard to deliver games that people who've never played a GSG want to play. The fans will always be able to create an experience that's suitably hardcore for them but to an outsider those experiences are utterly unplayable.

Today PDS focuses on making good games. That means making a core experience that's approachable and that even has a satisfying conclusion, that get's people stoked to play again. That's what they've done and it's been wildly successful. And for us as long term players of their games it makes absolutely no difference because right from the first time we play we'll probably use a bunch of mods, maybe play on a higher difficulty or at least tweak more advanced settings to get something that we find fun.
 
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I also don't want my game to necessarily end after I've conquered the known universe. I want to play as a vast galactic empire that begins to show signs of weakness before it crumbles. I want to see pretenders to my throne pop up out of every throne in the galaxy just when it seemed I was safe. To be soundly defeated and have to start my domination of my once singular dominion.
That would be fun.

Noone is saying the game should automatically end after you conquered everything... Conquest all is only one possible victory condition.
 
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Noone is saying the game should automatically end after you conquered everything... Conquest all is only one possible victory condition.

Indeed. If you want to play on, by all means play on. If you want one kind of ending and not the others, fine. There's enough room in the infinite expanse of space for us to all play the game we want without forcing other people to do stuff they don't want.
 
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@LostAlone that is a very long post I am going to be honest I almost gave up reading it, it's tone for me was off putting.

You seem to be saying before new players can play the real game they need to get an 8 followed by a 10 to hook them into the game. I hope I have misinterpreted what you said.

I think that if the game focuses on being open end as default you can use other tools to hook them into the game. There are so many possible hooks in the early stages of a new race starting to explore space. Things like how the first contact is handled, how to build a colonisation fleet or how discovering ruins is handled.
 
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It's worth remembering that the things that any of us want in a game doesn't actually make it good (or bad). It's why it's important to separate our favorite games from what we think are the best games. It's especially worth remembering that to a fan of GSG games, what makes a good (or enjoyable) GSG styled game is extremely different from what makes a good game to new players or a good GSG in the abstract.

Something you should apply to yourself. I suspect you are too deafened by your own internal monologue to realize that you have no qualifications nor basis for argument for the assertions you are making. You are not a game designer, and as much as you would like to present yourself as the impartial, objective proponent of good game design, you continue to assert things as true, without evidence that they are.

In game design the 'closed experience' is a hugely important part of how you teach players systems and how you hook people on your game.

This simply isn't a true as phrased, and it absolutely isn't true on the scale we are talking about. There is a lot of research and different ideas about how one hooks a player into a game, and popular theories have changed over time, over genres, over the advent of MMOs and mobile games, etc. There isn't a consensus, but there's a lot of shared research which supports short reward cycles. But instead of just asserting design knowledge, here's an article on the very subject, which should clear up your confusion about what game designers mean when they talk about 'concrete goals' in games;

http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php?print=1

Microsoft Studios user experience researcher Sean Baron:
"Concrete goals with manageable rules are achievable.The act of achieving goals is rewarding and reinforces actions that allow individuals to continue completing goals. Whether it's leveling your character or earning points for head-shots, the very act of accomplishing something reinforces your desire to keep accomplishing. This goal-achievement-reward cycle can keep gamers glued to a game and facilitates Flow states."

It's closer to learning theory than game theory itself (I mean mathematical game theory, not game design). Myself, being a psychology major, have long been interested in what makes people play games. There are different reasons and no one-size-fits-all solution, because all games are different. But the ending of Civilization is not what generates the 'one more turn' phenomenon that so many strategy game designers attempt to achieve, it is the discreet cycle where the player performs an action, receives feedback, and is rewarded by the process.

According to the research, you do not 'hook' a player over a playing period of many hours and multiple sessions. It makes no sense at all to say that a player is only 'hooked' when their game has ended. That goes against all common and design sense. Players are hooked by a discreet cycle of learning, feedback, and reward. When designers talk about 'goals' they mean discreet goals, like leveling up, getting a new technology, a pop-up telling them they've built a Wonder. One of the really powerful designs that Civilization stumbled onto was that (almost) every time you press that End Turn button, you are not only rewarded for your actions in the previous turns by the game telling what buildings have been built, if you've developed a technology, if your borders have expanded, etc, but it also pushes you right back into the cycle of starting a new construction, starting a new tech research, building a new tile improvement, etc. It is hard to break the cycle of getting to the end of the turn, wanting to press End Turn to get that discreet reward, and that End Turn reward primes you to continue the cycle.

That is the goal completion cycle. That is how you hook players. It is in no way extrapolated to an end-game state, unless you are talking about very, very brief games (Flappy Bird, etc). Not games where a single playthrough can lasts dozens of hours. I challenge you to find anything in the literature that supports your assertions. I am very interested to see what you can dig up, because there is a metric ton of research and articles to support what I wrote above.

Everything after what I quoted is so obviously either your personal opinion asserted as design knowledge, or is based on what I assume is a misinterpretation of something you heard once about concrete goals being useful in game design, that I am not going to bother quoting and responding to it.

Instead, let's break down the argument into its pieces, from what I have gathered:

Side Endless: We want the game to be designed such that all of its systems and mechanics provide interesting and satisfying play in endless mode. We don't want victory conditions to impact how the AI behaves or what is considered to be 'correct' play, because we want to be able to define our own criteria for success. In order for that to work, the AI needs to respond to our actions in a way that is divorced from the notion of winning a 'game.' Otherwise, the AI will actively interrupt our play by taking actions which are inconsistent with rational, survival-oriented people.

Side Victory: We want the game to include ways for us to define a longterm goal that we can work toward, which will provide overall feedback about out progress, success, or failure to meet that goal. We feel like this provides a better contained experience, particularly in the case of multiplayer where people may want to compare results, or at least to give them a reason to directly compete and promote conflict.

Side Default: We want the game to be designed with victory conditions in mind as a default, because we are convinced that in order for the game to be successful, it needs to be packaged in a way which presents a closed experience to new players. (Feel free to redefine this, I just can't find much else that is coherent)

Side Endless and Side Victory are not at odds with each other. We had mostly come to an agreement that Victory Conditions and Endless could co-exist as long as the mechanics of the game were not dependent on victory conditions. If the AI is operating as if victory conditions are a primary motivating goal, Endless play would be corrupted by AI who are trying to 'win' a game (and prevent the player from winning) rather than surviving and prospering in other ways. Behavior that the AI, in previous Paradox Titles, did not have. Because there are no victory conditions in most of their titles. There is an end-point, but the AI is oblivious of it. This is one small but key feature of Paradox titles that differentiates it from other games in the genre: the AI doesn't act like this is a boardgame and they can ignore consequences as long as they come out on top in the end. I can't say the same of Endless Space, where it's literally written into the Diplomacy, right there in your face: Negative modifier to relations because your score is too high.

Side Default wants to define the game above and beyond the modes of play, in a way that implies very strongly that the Endless game will be handicapped as a result. Because if that isn't what you're arguing, then you are literally arguing about which box is ticked when you open the 'Start a New Campaign' button. And if I wasted this much time arguing with you about that, I will be very upset.

So I pray you're just accidentally destructive.
 
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*sigh*

As deafened as I am by my own internal monologue; PDS has said there's going to be an end game. So no matter how deaf I might be, that's what they are doing. However wrong you think my interpretation of game design is, they are doing exactly what I suggested they should. So... *shrug*.

And that's kinda important here. I'm defending them, sure, I'm offering some explanation for that position but (as I've said lots of times now) I want to play the endless version. But I think having only an endless version detracts from the quality of almost every game that has only that mode and particularly it makes for a substantially worse experience for new players.

And of course that's personal opinion. Obviously. Why? Do you have a big table of universal facts that says because of X, Y and Z Stellaris should therefore beyond a question of a doubt be endless and anyone who says otherwise is declaiming an unassailable fact? Because I do not have a copy of that table. Perhaps it is in 'the literature'. Because this is that kind of debate, right? Where we present evidence and publish papers about narrative and game development. Everything we're talking about is opinion. Obviously. Calling it an opinion doesn't invalidate my argument though.

I don't know what you've read, but I can tell you with near certainty that the exact reason that PDS has stuck to hard end dates in the past, even late into a games lifespan, is specifically to ensure that players play again (and eventually buy the DLC packs). They give you a nice little score and a list of 'Hey look how much better everyone else did'. That exact mechanism is designed to make you want to play again, to make you want to do better.

The idea of goal completion is important to games, but you are still not seeing this game through the lens of anyone except yourself. Put yourself in the shoes of someone who does not find making their own goals particularly fun. Now, as we've established you think that makes him a less worthy human being than yourself, but that hopefully doesn't bar him from playing the game anyway. So all these people who actually want the game to tell them what their goals are. You with me so far? Well, shockingly, when there is no long term goal except 'keep going' then the game lacks reward. It lacks feedback from your actions and it lacks meaning. Long term goals need to be the most rewarding. Without anything beyond 'well, make your own fun I guess' then a huge group of players aren't going to be able to have fun. At least in the earlier PDS games you had a time limit and an implicit 'Achieve as much as possible before the clocks runs out' goal, along with a score. It means something to get to the end.
 
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Can you point me to where they said that Stellaris would have an end?

They have talked about the 'end-game' in the context of 'content that is designed to challenge players who have largely already largely exhausted normal content.' They have talked about wormholes pouring advanced enemies into the galaxy, that sort of thing. But that is not an end, as you defined it. Paradox hasn't (as far as I have read, and I believe I've read everything they've released) at any point stated that defeating endgame content would actually roll-credits on the game. There isn't any indication that conquering end-game content isn't just an event like any other.

So if we can clear that up, that would be helpful. What comments are you referring to?
 
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They said there has to be victory conditions. Otherwise there's no natural end-date.

idk how I feel about that. I don't want predefined victory conditions in my PDS games. But if the "victory conditions" are things that will happen eventually anyways then I'm okay with it. Things like a certain number of disasters firing or every species in the galaxy obtaining space flight technology.
 
I haven't seen it, so I must have missed it somewhere.

Anyway, it's totally irrelevant to what I and others are asking for, which is an endless mode, and for mechanics/AI to not rely on victory conditions. LostAlone, you seem incapable of understanding what other people are saying to you, because every time you post, you spend about 80% of your time responding to something nobody said.

I don't know why, after I have stated REPEATEDLY. Like frigging EVERY POST. That I have no problem with victory conditions. And you are still talking to me as if you think I do.

Seriously, get over it.
 
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They said there has to be victory conditions. Otherwise there's no natural end-date.

idk how I feel about that. I don't want predefined victory conditions in my PDS games. But if the "victory conditions" are things that will happen eventually anyways then I'm okay with it. Things like a certain number of disasters firing or every species in the galaxy obtaining space flight technology.

Exactly. I feel more positive about the approach they've talked about, or at least I trust PDS to do it well but I can understanding having misgivings. It's certainly very different and if the cataclysms aren't sufficiently unpredictable or aren't sufficiently cataclysmic then they run the risk of just being victory conditions by another name; something that you're just racing and building towards anyway. But I trust PDS.
 
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