Moving Pixels Plays Telephone Part 1: Considering “Ganking” the System in Video Games
Throughout this week, our Moving Pixels writers decided to play a game of telephone. L.B. Jeffries will be leading off our discussions with some thoughts on “system gank”. G. Christopher Williams will be continuing this discussion on Tuesday, and Nick Dinicola will conclude our series on Friday. So, please do stop by throughout the week as our discussion evolves.
I borrow the term gank from multiplayer games because it effectively describes a situation where a player is still operating legitimately in the confines of the game but has broken the system. In World of Warcraft it refers to a Rogue getting a stealth kill or when a high-level player kills a weaker one. The situation can legitimately occur within the game design, but it has just rendered the game unplayable for someone. The need for such conduct to be reigned in is usually gauged by the game’s developer and new rules are applied to make the majority happy. An example would be the account of the Twixt situation that occurred in City of Heroes, in which a player found a legitimate way to beat most of the opposition using a teleport attack. The essay details how Twixt was violating social norms and was often insulted for doing so, which subsequently led to the developers introducing rules that broke the teleport attack that Twixt used so effectively. You can see this idea in action in countless multiplayer games. A Halo 3 map that lets you throw grenades up an elevator to what was supposed to be a sniper nest had crates blocking the passage in a subsequent update. A weapon that gives a minority of players an effective edge will be “nerfed” so that the majority can keep playing. Game design decisions and intentions enforce player expectation.
The reason that this is an issue is that the game will usually become boring for a player that can easily gank it. Presenting a tense combat situation that the player is meant to struggle with becomes trite if they find some loophole that allows them to easily kill off their enemies. The player wants the experience to be exciting, so they accept the rule that makes combat difficult and will even impose stricter rules to enhance this experience. I don’t think anyone would contest that there is a large body of players who want these sorts of rules and designers who are very talented at making them. But can the concept go beyond that? A column over at Gamasutra by Lew Pulsipher makes an argument for Nintendo’s Demo Play feature. A player can click a button and have the game play through a difficult level for you. I’m tweaking his language, but you basically are appealing to a bunch of people who don’t have a need for strict rules over how they play a game. The entire game is effectively system ganked. What does that leave for the player to do?