Debunking Asymmetry
Asymmetrical forces have always been a dominant design pattern for videogames. In this article, I ask why that is, and suggest that we may actually be better off shooting for symmetrical designs. Asymmetrical forces have always been a dominant design pattern for videogames. In this article, I ask why that is, and suggest that we may actually be better off shooting for symmetrical designs. Before I go about with the debunking, I should first list my general problems with asymmetry.
- It forces the player to âplay designerâ. When you have to make a non-strategic choice that has strategic ramifications, it creates tremendous cognitive dissonance. âShould I pick the thing that I think is the best, or should I pick the thing that seems like it would be the most fair, or should I pick the thing that seems the most exciting, or should I just pick the thing randomly?â Ultimately, the player is not free to simply play the game â they must first make decisions about what the game will be. Other configuration options like choosing stages/maps/item settings/timings make the problem even worse. In these situations, the player is under tremendous pressure to skirt some weird line between âdoing whatâs best for the gameâ and âdoing whatâs best for me as a player who wants to winâ.
- It tends to cause games to be vastly less elegant than they otherwise could be. If you make a fighting game with just 4 characters, what youâve actually done is create ten different games. Each matchup is a distinct game. For this reason, as well as others, I can only think of a few asymmetrical games that donât have a ridiculous amount of content. Most asymmetrical games â fighting games, card games, real-time strategy games, etc â have truly insane amounts of content. At the time of this writing, League of Legends has a whopping 115 champions, each with four unique spells and a passive ability, not to mention unique stats. Having to step into a game like that, or even a fighting game with 30 characters, is crazy. Itâs way too much stuff to have to learn, it causes individual elements to lose contrast, andâŠ
- It generally causes games to be vastly harder to balance than they should be. In videogames, instead of pushing towards âbalanceâ, we instead push towards âan acceptable tier listâ. This is to say that there shouldnât be anyone in God tier(characters so powerful that you can only ever justify playing them), and there shouldnât be anyone in trash tier (you can NEVER justify playing them because they suck). But we accept everything else. Itâs just peachy that some characters are flatly better than others, and the reason weâve accepted this is because with as much information as we cram into these systems, we just canât really do much better than that. In fact itâs a tremendous feat that weâre able to get a game with 30 characters to not have a trash/god tier.
- It constrains dynamics. Great games, as they are being played, emerge into a massive beautiful and mysterious web of dynamics â a resource is expanding over here, which is tied to some other resource over there, which is dependent on player one taking this action right now, which is possible because he took another action six turns ago, which in turn opens the door for a huge resource gain for player two three turns from now. Because of this, only a few turns/seconds into most good games, you already have naturally emerging asymmetrical forces at work. You can think of a playerâs set of powers and resources halfway through the game as a âcharacterâ that grew out of the system.Videogame-style asymmetry, however, gives players a âquick startâ, starting you with âforcedâ asymmetry that you chose before the game even began (i.e., itâs not a strategic decision). The cost is that the game dynamics are constrained the entire game by a decision you made before the game even began, and theyâre forced, not emergent. That emergent character is now constrained by something you chose before the game even began.
- Itâs a smokescreen, making it harder for designers to really judge the quality of their system, which results in worse systems. Videogame asymmetry makes a somewhat boring system seem more interesting. If Street Fighter 2 only had one character, Ryu, then I think that the designers would realize that they probably need to make the system itself a bit more elastic and interesting. But, since there is a forced-dynamic obfuscating the system itself â now itâs Ryu versus Zangief, I wonder how those two things push up against each other! â itâs harder to see that the system itself is kind of flat.Further, thereâs a psychological trick that asymmetry pulls on you. While youâre playing as one character, thereâs a bit of a grass-is-greener thing, where you imagine other characters to be more interesting. Not consciously, but in the back of your mind, that âwondermentâ at not just seeing other characters in action, but how they will interact with THIS character, is compelling in a somewhat cheap way. Even if youâre just going to choose Ryu and never play anyone else, youâre still going to play against other characters, so this effect takes place.I think that the above psychological effect is highly noticable with the card game Dominion. While Dominion isnât asymmetrical in the way Iâve been describing, it does have a âcustomizableâ card market. You swap cards in and out, and during the game, you get to combine them and see all kinds of effects happen when theyâre put together. Eventually, you reach a point where youâve kind of combined everything, and then you either need to get an expansion, or quit. So in a sense, asymmetry (or customizable-ness) ends up really just being a strange kind of âasset tourâ. You want to see all of the things.
- Itâs just not necessary and therefore shouldnât be used, which I intend to prove throughout this article. It dramatically increases the cost of production, and needlessly decreases elegance. One quick and simple way to put it is this: if asymmetrical forces are necessary for your game to work, then you should disable mirror matches. If asymmetrical forces arenât necessary, then you shouldnât include them.
The Status Quo on Asymmetry
Based on my experience and research, the generally agreed upon opinion right now is that Videogame asymmetry is almost always a âplusâ in game design. Indeed, it has many qualities that seem highly desirable, so this point of view isnât surprising, even if itâs ultimately mostly wrong. We can begin with one of the worldâs most vocal champions of asymmetry, game designer David Sirlin, who has been striving to bring videogame-style asymmetry to boardgames with his games like Puzzle Strike and Yomi, as well as his game Flash Duel, which is essentially Reiner Kniziaâs En Garde, but with asymmetrical characters added. From his Sirlin Games âmanifestoâ page: âItâs boring when every player starts with the same set of moves. All my games are asymmetric, meaning you can choose from 20 characters, each with a different set of moves and powers.â While I have huge respect for David Sirlin, much of his writing, and his ability to design games (go check out Puzzle Strike if you havenât already), the first line seems to me like an obvious over-statement. He canât really be saying that every non-asymmetrical game is boring, can he? Keep in mind, Iâm certainly not saying that âall games with asymmetry are boringâ, or anything even close to that. Only that itâs less than ideal and has problems. Most designers donât go quite as far as to say that symmetrical games are boring, however they do generally echo the idea that asymmetrical games are âless boringâ. Jon Shafer wrote an article for Gamasutra about asymmetry, which mostly echoes David Sirlinâs point of view, although makes a few caveats saying ânot all games can be asymmetricalâ, with the implication being that if they could all be asymmetrical, they would of course be better for it. Or listen to this Three Moves Ahead podcast episode, wherein Troy Goodfellow, Tom Chick, and Julian Murdock muse about asymmetry in games. While they donât get too deeply into theoretical specifics, the mutually agreement that âasymmetry is betterâ is clear throughout. Interestingly, the most telling moment is at one point when one of them said, âLast year we had Halo Wars which was asymmetrical, and End War, which was symmetrical, and End War was⊠just a better game. Which surprised me.â This was followed by about two or three seconds of dead air, before someone chimed in to essentially change the subject. Basically, itâs obvious to all of them here that even if End War really was better, thatâs obviously just some fluke, some bit of meaningless trivia. Itâs surprising that a symmetrical game would be better than an asymmetrical one! So overall, the status quo point of view is clear: ASYMMETRY GOOD. On why asymmetry is good, well⊠thatâs a bit more fuzzy, although there are certainly some given reasons. I will now go through some of the specific reasons and debunk them. They are listed (roughly) in order of how common the defenses are, with Defense #1 being the most common defense.
Defense #1: Variety / Replay Value
Iâm coupling âreplay valueâ with âvarietyâ in with this section, because I think theyâre very closely related. Essentially the argument here is, if a game doesnât have asymmetrical forces, then itâs going to get stale after awhile, because you canât try the game from a new angle with new powers or whatever. Or put another way, if a game does have asymmetrical forces, itâs much more likely to have increased variety. Itâs easy to understand this claim. If you are playing Street Fighter, and youâre starting to get bored playing as Ryu, well, you could always switch to Blanka, or E. Honda, or any other character, and get a different experience. The problem is that this is a short-term solution that comes with all of the negative effects that I listed in the âproblemsâ section of this article. But the real myth here is that variety / replay value can only come from asymmetry. You can create â and people have created â symmetrical games that are every bit as replayable, varied and interesting as any StarCraft or Street Fighter, but which is also way more well-balanced. A quick example would be the great boardgame Puerto Rico, which quickly unfolds into natural, emergent asymmetry. Puerto Rico uses a deep, interesting system that unfolds into a wide array of interesting outcomes, combined with some very light input randomness, with nothing even close to resembling videogame asymmetry.
Defense #2: âFlavorâ
Thereâs much talk about flavor â about different asymmetrical forces âfeelingâ different in a significant way, and the assumption is that this can only be achieved through asymmetry. While I agree that it certainly is achieved through well-built asymmetry, my point would simply be that any great game, symmetrical or asymmetrical, would already provide a wide range of flavors for different strategies. For instance, this bit from Jon Shaferâs Gamasutra article on asymmetry: The Zerg and Terrans could maintain their excellent art direction, but if they had basically the same units with the same abilities, only with different coats of paint, it would no longer feel like StarCraft. The Zerg are an organic swarm â their units should be more numerous and should have unique abilities like burrowing out of the ground. So, âfeelâ also seems to be a major defense, and itâs not just âthematicâ feel, but also mechanical. I agree that the Zerg do mechanically feel different to play than the Protoss, and thatâs of value. The question is, can that kind of âfeelâ only be captured with asymmetry? Unless you are speaking purely thematically, I think itâs without doubt that asymmetry is not actually needed to have this kind of âdifferent feelâ. Good symmetrical games have enough strategic space so that players can exhibit vastly different playstyles. For instance in the game of Go, playing more defensively and shooting for influence (a loose spreading of many weak stones around the board, often closer to the center) feels very different than a player who is more concerned with winning fights now and grabbing territory (and those are just two obvious examples; a more serious Go player can give you better ones, Iâm sure). Even if you look at an asymmetrical game such as StarCraft, you can already have vastly different playstyles even in a mirror match. Maybe in a Terran vs. Terran match, one player chooses to put a lot of pressure on with harassment, or another playstyle could involve using lots of air units, or rushing. A great example of how to do non-asymmetrical flavor is something like heroes in Warcraft III. If the game was only Human vs. Human, there would still be plenty of emergent asymmetry in hero choice. If you get an Archmage first, and I get a Mountain King, thatâs a significant difference that really feels different. If you get a second hero and I donât, that makes it even more different. And this game wasnât even designed to be single-matchup; imagine a game like that that was. In just the way that these designers are talking about how different races or characters need to have a strong sense of âflavorâ, taking on different strategies also needs to have a strong sense of flavor â needs to feel different. Actually, I think that the âfeeling differentâ is just a byproduct of them being different, which is obviously important. So if your game has strategies that really are different, then why do you need asymmetry? The only remaining answer is âto support the theme/fantasyâ â to make it feel like that scene from Starship Troopers. Obviously, this is not a game design motivation, so it canât be used to defend asymmetryâs role in ideal game design.
Defense #3: âPersonal Expressionâ
The idea here is that players find a character that matches their âplaystyleâ, which we are to understand already existed on some level before the player ever played the game, and this game, being asymmetrical, allows them to express themselves more truly because of this. So for instance, a very aggressive or impatient player might find that a rushdown character allows him to play the way he wants, or a person who is generally pensive might prefer a more defensive character. My counter to this one is that I simply donât even accept that this is really a thing. I do not think that a person necessarily comes to a game with a âplaystyleâ before they even know how to play. It does not make sense that a person would have such a thing. It needs to be demonstrated that this actually exists. At what point does it develop? Was it there before they ever played? I have a hard time believing that I could have a natural playstyle in some strange abstract game that I havenât played or even heard of yet. I suppose I could see it happening a bit for a player in two games that are similar, like if they went from Street Fighter to Super Smash Brothers or something, but hopefully going forward, fewer games will be so similar to each other. But even if you do somehow âinherentlyâ have a ârushdown personalityâ or something, a great game should have a wide range of creative strategy that allows you to express that. Finally, though â even if this phenomenon really did exist, it conflicts with getting good at a thing anyway. If youâre trying to play optimally, you canât just keep doing what you âfelt like doing before you even played the gameâ. Playing games is about the creative search for more optimal moves, and good players know to try to ignore their own biases and that often times, getting good involves doing the counter-intuitive.
Defense #4: âMore is Betterâ
This is different from variety, in that it doesnât actually care about the game experience at all. This simply means, on the back of your box you can brag about having â50 characters!!!!â, which can seem like a good thing to many people. By âmany peopleâ, I am mostly referring to young children, people trying to market to young children, and adults with the minds of young children. I donât think most decent game designers give this much credence, since itâs pretty obviously stupid. At least, on paper. I think that after 30 years of the more-is-better arms race, a lot of totally solid designers â myself included â have had their perspective a bit warped in terms of amount of content. Videogames are expected to have a certain amount of content to be âa real gameâ, and asymmetry is often one of the ways that designers fulfill this quota, many times, unwittingly. I think we all have to take a serious self-assessment of the damage that living through the past 30 years has done to us. Especially since so many of us played Magic: The Gathering as kids. That canât have had good effects. Mugen is mostly a gag game, thank god.
Defense #5: âEasier to Learnâ
I also listened to a recent Game Design Roundtable podcast episode that featured Mr. Sirlin, where he mentioned that in asymmetrical games, âthe player really only has to learn one sideâ, suggesting that that games are easier to learn, since you technically only have to learn one character to âplayâ. I put the words âplayâ in quotes, because if you donât know the character youâre playing against as well, then youâre really just inputting moves into a black box and itâs spitting out a win or a loss â you canât possibly understand what youâre doing or form strategies. And unless you ârestrict the game to 1 or 2 charactersâ, in which case the game isnât really asymmetrical, you actually have to learn all of the characters to really play. For example, Iâve been playing a bit of League of Legends recently, largely for research purposes, but also because Iâm pretty desperate for a decently well-made modern online competitive game. The claim that I only have to learn one character in this game is obviously pure trash â Iâm trying to play that way and it isnât working out so well. Iâm frequently killed by a character ability that I had no idea existed, or I waste a key spell on a character that has a way of getting out of it, etc. Asymmetry lets you learn how to âcontrol your characterâ perhaps more quickly, but âcontrolling your characterâ and âplaying the gameâ are two different things, the latter involving âforming strategyâ which is only possible if you know the other charactersâ abilities.
Defense #6: âMetagamingâ
I played a ton of Warcraft III back in the day, and I can tell you: arguing about different races, heroes, and units is way more fun than actually playing the game. I think that this statement is true or close to true for a lot of popular online multiplayer videogames. Arguing about âtier listsâ and such probably takes up at least as much time as does playing the game for many players. Then thereâs stuff like âpopular strategiesâ, where some build or set of tactics becomes well-known and copied throughout the world, and then people start to develop counter-strategies, which themselves become popular, and so on. This is a pretty cool thing, for sure, and an important part of a gameâs âlifeâ. However, this isnât at all a unique thing to asymmetrical games. Research professional / high-level Go replays and commentaries online and youâll see that itâs got all the same stuff going on as does League of Legends or StarCraft. Thereâs just one thing that comes to mind that asymmetrical games provide for a âmetagameâ that symmetrical games donât, and itâs a really ugly, horrible quality: âcounter-pickingâ. You see, not only are some characters squarely better than others in asymmetrical games, but some have significantly high win rates versus specific characters. So, you can âcounter-pickâ your opponent by choosing a character that is better than that character. This results in all kinds of weird, ugly meta-game rules, starting with a blind first pick, and then stuff like âthe loser gets to change character and the winner canâtâ. So, this bouncing back and forth of picking, counter-picking, and counter-counter picking is actually optimal play. Horrible.
Benefits
Iâm not saying you should never use asymmetry in your games. There are some real, tangible reasons to use asymmetry, itâs just that almost none of them are good game design reasons. However, Iâm willing to accept that there could be some good game design reasons out there; itâs just that none of them have been used yet. So here are some of the not game design related, but still good reasons to use asymmetry. For one thing, asymmetrical forces can be really helpful in building a world/theme/setting, which sometimes can be of great value to a company thatâs trying to get people attached to its products. There may be some very technical thing thatâs specific to your game system that no one has really seen before. Some have talked about using characters as difficulty modes, which is a bit weird, but could work in a party game or something. Asymmetrical forces could be used to create a smokescreen for a lackluster game. Letâs face it: most games we make just arenât all that great. Sometimes having a âcharacter selectâ might be just the sauce you need to get people to play your game even for a little while. They played your game for a couple weeks, you made a sale â everybodyâs happy. Or, you just want to. You, like me, have a great romance for asymmetrical forces, having been brought up in a world that romanticizes them. I understand that, and thereâs a really good chance that Iâll design an asymmetrical game or two in my lifetime. Actually, wait â I made 100 Rogues, which has asymmetrical characters, didnât I? Huh. And the funny thing is, I didnât understand any of this back in 2008 when I started working on that game. So Iâm not saying donât make asymmetrical games. I just want people to understand the costs and benefits of doing so. Oh, and if you have any good counter-points, I would love for you to convert me to a pro-asymmetry position. This article was originally posted at my blog. Keith Burgun Blogger See more from Keith Burgun
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