Saturday, June 12, 2021

The Disposable Customer

Recently I was asked to give my thoughts on the responsibility of game designers to make clear rules so as to respect the time of their customers, and — specifically in the context of role-playing games — to help those customers learn how to manage the game.  I was asked to give my perspective on what game designers should do.

Depends.

Let's say I'm in the chair manufacturing business.  If I want my business to thrive, then rationally, I should be able to make chairs that won't collapse under my customers, else injuries will occur and I'll be sued out of existence.  Likewise, if my chairs are uncomfortable, which they might be for a spectacular number of reasons, I'm not going to drive customers to my product.  Success relies upon providing for the customer's needs for a chair; and it is only through the making of good, solid, comfortable and attractive chairs that I'm going to continue to be in business.

Unless, of course, I can make a semi-comfortable, semi-attractive chair that I can sell so cheap that buyers won't concern themselves with an expectation of quality.  Furthermore, I could target a market in which I sell chairs to certain peoples who must have chairs — such as community halls, roadside motels, governments — but who won't themselves be sitting in these chairs.  For these people, being able to buy 35,000 chairs super-cheap will more than compensate for all the luckless people who will have to spend one or two hours in them, once a month, once a year or perhaps only one time in their whole lives.  I can make a fortune selling shit chairs to emotional monsters, bringing sore asses to millions ... begging the question, where is my "responsibility" in this?

The accurate answer is fuck all.  I got my money.

And so let's ask ourselves, where's the imperative for game designers to do more than the bare minimum of language usage to make games, when we can count on a steady market of brand-new ignorant eager 11-year-olds who will buy whatever shit we put in front of them, so long as there's a pretty picture slapped on the front?  Answer: none.  Absolutely none.  Because all the burned, savvy, whining game-vloggers slapping down a game for being poorly written can't match the brand recognition of the COMPANY when it comes to what an 11-year-old will buy.

For those people out there who think someday a Table-Top RPG-maker will come along and do it right ... um, no.  "Doing it right" costs too much, requires hiring people who are too much trouble, can't be sold for more money than a shit product and wouldn't be recognized for its worth in an industry where crapping on new stuff is a better eyeball grabber than praising it.

It's not worth giving a rat's ass for "responsibility."

Therefore, it follows that there's no market value in preserving the customer's time, or teaching customers how to be a DM (or GM, though I despise that appellation).  You, oh customer, have already bought the game.  You're going to quit the game in two or three years anyway, so who cares about YOU?  When you quit, you'll be replaced by a horde of children who are 8 and 9 today, who will scream for our game for Christmas when they're 11 or 12.  You are a disposable customer.

This is a fact of purchasable RPG content that's blatantly obvious and blatantly ignored at the same time.  It is a beautiful sweet-spot from a toy company's perspective.  For decades now, toy companies have pursued a bottom line acknowledging that 90% of all toys given this Christmas won't last until May.  Either they'll get broken, or the short-attention span of kids (an attention span that we've systematically created by funding game-toy based television shows) will tire of the toy within a few weeks.  Which is great!  Means that by May, the kid's going to want another toy.  Planned obsolescence!  Ought to be written under the company's banner.

Now, here's a thought for those out there hoping for a well-written, sustainable RPG.  For every kid who buys a set of books for an RPG and becomes an avid player for more than five months, I'd guess there's a dozen who will open the books, decide they're too complicated and never do anything with them.  The reader is free to argue this; I don't, after all, have numbers to prove it — all I can offer is a purely anecdotal tally of people I've met who owned the books these past 42 years.  I've had dozens who, knowing I play D&D, have asked if I want their game books.  "I never really played" is always part of that dialogue.  I'd guess that others here, especially if they live in a big city, have had that same experience.  Accumulating twenty good copies of the Players Handbook, all free, would have been easy.  If someone came up with a clever exchange policy, give a D&D book, get access to a games channel, they'd accumulate thousands.

As manufacturer, I know I'm pissing people off; I know they're looking at the books and not making heads or tails of it.  I know they're on line slagging me off.  But my bottom line says, "Sales getting better."  And they are.  So fuck you, unhappy customer.  I'm feeling awful about it all the way to the bank.

Realistically, given how complicated RPGs are; and how expensive they are to produce, since words alone aren't enough for the customer; and how dumb most would-be users are about virtually every skill a DM needs ... I don't believe any language is capable of being 100% "clear," ever.  People get into arguments over the rules for Monopoly and RISK.  People can't remember the rules for Cribbage or Backgammon half the time.  Most people — including your would-be customers — have a 6th grade reading level.  Just look at all the things that people can't agree about related to D&D, though we've had 47 years to reach a consensus.  We will never reach a consensus.

As such, there is NO VALUE in discussing what other game designers ought to do about the their work, or what responsibilities they have, or their respect for the user or their commitment to teaching YOU, some stranger, what you need to do.  D&D is a weeding process.  Just as 1st Year Engineering does its level best to get rid of all the people who shouldn't be engineers, because they can't think like an engineer, there's a bonus in the reprehensible grift participated in by game designers:  the incomprehensibility of their game designs is sure to get rid of everyone who can't think like a DM.

For example, people who think "GM" is a worthy substitute.

12 comments:

  1. Love it. I do remember back when The Company publicized that they were going to the fans, to see what D&D players wanted for the 5th edition. I wondered several things at the time: Was company interest in fans desires real? I concluded no. It was a ploy by the company to look good after the miserable 4th edition. I also considered at the time, what value was to be had in the opinions of players interested in a new edition? Are the majority of players that we have now to be trusted to guide a new, improved effort? I say no. But I have no doubt that the product is selling well enough.

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  2. Well... yeah.

    I'm 36. I was born in the initial surge of product-driven cartoons for kids (anecdotal, but He-Man and Transformers were the first I remember). I've first hand hindsight on this, so it seems obvious.

    And it worked, to a point.

    I've also worked for the civil service (UK) and for a private "care" company for adults with autism (etc), for a fast food company and..
    well. This is true through all businesses in my experience, even for the school I volunteered in.

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  3. Interesting post, nicely written. Do you think the logic would change much if the age of the first customers is higher? There are signs out there that we have changed from what was typical before 2000 of people getting in as early teens to people today getting in as 20-somethings. Would it make any meaningful difference to intention to stick with it and figure it out?

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  4. Xaosseed,

    If you consider anything with moving parts, most adults are far more deliberate about buying tools, cars, washing machines, furnaces, skiing equipment, horse tack ... and seriously, the deeper into an activity the participant gets, the more dear they hold the company's feet to the fire when they buy something that's garbage.

    This is especially true of any object that will be used in a physical competition. With any product where the company can't rely upon a child's impulse as a marketing tool, quality becomes much more of a concern.

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  5. Jeez, there is so much to say but I will try to keep it short. Could wright essays on what you just said.

    Lets start with semantics. You bring up your distaste of the word GM, and I respect that. I use it to capture the different TTRPGs descriptions of DM and it just shorthand for what TTRPGs have in common. In all it is just the same: the GM is a DM. I will have to remember to watch my language next time.

    Working our way bottom up we come to the weeding process of D&D. Might be repeating the same thing, but we should add that not all games will fit with players like your example with 1st year of engineering class. Some people that thought D&D would be fun ends up learning its not for them. I argue that what what TTRPG they are in can affect what the person thinks of all TTRPGs in the long run, with acknowledgement that the people running the game can be very influential.

    Moving on, instead of thinking of people arguing about the rules of Monopoly, Risk, Cribbage, or Backgammon let us think of people adding or removing rules they like in their games. You are right saying that TTRPGs are cannot be 100% clear all the time, but good rules of any game are able to convey how to play the game and can transcend through time after many changes and divergences made by people. I will throw in Chess to this mix that has been around for a long time, yet there are many variations to play chess with some the basics intact. Any changes are for fitting the rules for the format people are playing. In all, good rules

    Now for the company aspect of game design… Nothing to argue about; only add. I have looked into different businesses when it comes to entertainment, so what you have said is nothing new to me. I do get that reflexive feel that it is more on a CEO who cares of profit over the craft of game design, but it is not bad to get a perspective of the other side. I know some game designers that have talked about this side as well, but it leads more towards video games with regards to the business aspect of things (let me know if you want links). Getting to the point I think that it can be a guidepost into how people can make better TTRPGs in the future in that they know what they are up against. Hopefully we get game designers that care.

    ...,Holly smolley I took too long! Look at the comments popping up!

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  6. Double checked with the rules of commenting, and might have gotten too excited and posted too soon (Whoops!). If I am double posting, I understand that it will deleted. So here is a more shortened version of what I was saying... And more clear?

    Here we go!

    I agree with majority of the article. Most of the stuff on the business side I have seen, but there are designers that want better from their games. No writer of a TTRPG will succeed in conveying all their rules clearly to everyone, and that is where the customer will have to take responsibility. I would add that sometimes the game is not for them as well, but it could also be from poorly written rules. Though you point to who the real target audience of the Company is going after with knowledge of their products going to waste, and a sad state of affairs not only happening in TTRPGs.

    This is more on expanding a discussion from game designer to game designer, and not to argue. Hopefully this is coming across what I was getting at.

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  7. Dave,

    You're a little scattered, so forgive me if I skip over the confusing parts. I see you'll respect it, but let me explain about "the DM." DM means Dungeon Master. It is not a "Game" role. It is a title, one that a DM earns over time. Dungeon Master has nuance, poetry, character. It is a title that compels attention.

    "Game Master" is a watered down version, that other RPG game designers were forced to adopt to separate themselves from D&D, while at the same time ripping off D&D. I don't care to call myself, or be called, by a name invented by Johnny-come-latelys interested in COPYING a game while PRETENDING they weren't. Fuck them. This is a D&D blog. This is not a "capturing the flavours of multiple TTRPGs" blog. The blog's title is not "TAO OF TTRPGs." So, yes. Let's be clear on why I think you should respect it.

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  8. Continuing, Dave:

    Correct. Some people do think that D&D will be fun and end up learning that D&D is not for them. Some people think kayaking will be fun; some think jogging will be fun, or joining a gym will be fun, or skiing will be fun. And some of these people rush out and foolishly spend hundreds, even thousands of dollars on skis, memberships, running shoes, kayaks, what have you. They don't think first, "Hm, maybe I should investigate this thing before dumping money into it." Then, afterwards, when they've blown a bunch of money stupidly, they complain, and argue that they're not responsible ... and then they do it exactly the same way again with something else. People are morons.

    This is in no way the responsibility of anyone but themselves. As far as what RPG they happen to be running in, I think that's a load of crap. I've seen the rules of hundreds of RPGs and apart from the particulars, they either make the same stupid arguments about role-playing vs. roll-playing, character backgrounds and the social contract that purportedly exists between the DM and the player, as it OUGHT to be in some ridiculous "safe space" universe that completely ignores how human beings relate to one another. The very worst RPGs are those that praise the stupidest parts of RPGs to the sky, making even stupider systems, like getting rid of dice or rules or other things that have any chance of holding people to account somehow.

    There are no variations on how to play "chess." There are numerous bullshit games that use the pieces, the board and some of the rules in order to play a different game, but none of these games are "chess." There are many variations one can employ with the pieces while playing the game, but all these variations do not change the game of chess. This consistency is the reason why chess has the respect of every intelligent, educated entity, world-wide. There is no equivalency that exists in any way whatsoever between chess and D&D.

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  9. And finally,

    No writer of a role-playing game HAS succeeded in conveying all their rules clearly to everyone. Nor has any writer of any piece of literature, technical writing, rule of law or indeed a sign that says "STOP" ever conveyed to EVERYONE the clarity of the message. We shouldn't delude ourselves.

    I'm sure there are designers who want better from their games. I've read some of their work. I want better from my game. But wanting is not having; and "better" is subjective. If this is an expansion on a discussion from game designer to game designer, pray tell, where are YOUR designs. No one witnessing this discussion has seen a link yet; pray, where is your work?

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  10. Alexis,

    I am sad to disappoint, but I do not have any of my designs on a website yet. For the website, I will email you the link when ready rather than take your blog. I want to respect your posts and keep them focused to your blog.

    I apologize if I am leaving you wanting, but if you do want proof all I have is concepts. Why they are not playable is more of a personal problem, so I will not burden you with them. If you still want to look at them feel free to email me or ask on you blog. They are not games, but I may be repeating what you already know.

    I think this took more precedent than I wanted to respond to with chess and the particulars you are referring to. Maybe next time

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  11. Dave, I don't care about your game designs at all. I care that you're misrepresenting yourself.

    I know that in America, the meme has grown that it's okay to dissemble so long as you do it sincerely, but actually ...

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  12. This post is so true and so sad. I thought about it all evening as I went to go pick up dinner for my family from a local sushi joint. The whole time my mind was preoccupied with the question: what can I write that will break this problem in two? How can I destroy this shit paradigm? Should I (try)? Or should I just say fuck all to all of it?

    Then I read your follow-up post regarding significance.

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