Frontlines of the Nondigital – Surface
You’ll never play the same game twice: that was how my mom sold me on trying Bridge. It might have been the same line when my dad talked me into Chess. And come to think of it, pretty much any great game of deep strategy shares this quality, digital or not. Yet Chess only maintains this quality through the game play of your opponent. Same with Bridge, but there it also depends on the cards you’re dealt. Now consider games and sports where you will never play the same game twice and the reason behind this is the altering of the context of the game. I’m talking playing surfaces, environments, and general pregame shenanigans.
I’m watching a Russian by the name of Federer, first name Roger, come from behind to win the first set of a tennis matches in the semifinals of the French Open. I love European championship tennis for two reasons: it’s really good, and it’s on live television in the morning. I’m talking Wimbledon along with this tourney, and watching Federer — perhaps the most dominating tennis player ever — can be a religious experience. Don’t take it from me, take it from David Foster Wallace. But since an article about Federer has already been done, I’ll write one about the second coolest thing in tennis: the surfaces.
Back in the day, and when I say “day” I’m talking seventh grade, my parents recognized my budding interest in the sport of tennis and got me a coach so I’d learn the “right” techniques instead of teaching myself all of the wrong ones. That summer that I was coached (at a country club mind you and my family didn’t even belong), I developed a wicked serve and not much else. But that serve — which is really only effective from the right side since I was right handed and needed maximum hook/spin on the ball — was good enough to walk through every country club tourney I entered that summer. It was great: taking the trophies from all the country club kids week after week. To this day, I have no backhand, a weak forehand, and make general rallying between a friend a pretty miserable experience. But ask me to serve from the right side… I dare you.
So all bragging aside, the real story here is about how that country club offered two different surfaces to play tennis on: hard court and clay. Now you could say a hard court is a hard court is a hard court, but when you play on public courts — more often than not — each hard court comes with it’s own special blend of cracks and divets, all of which must be considered as part of the game. As John Updike would say, it’s the blemishes that make us special… and in tennis on the hard court, it’s the cracks that give the flavor. And what about clay? That’s the surface Federer is playing on right now at the French Open — and the great thing about this is clay seems to be this superman’s kryptonite. Federer is unbeatable on every other surface. But on clay he is mortal. It’s because tennis on clay is a different game than on concrete. Or on grass for that matter, the surface of Wimbledon. And my summer at the country club taught me this full well.
What exactly is clay? It’s sort of like a dirt but more sandy. When it rains, it gets sort of muddy. But basically it’s like a packed dirt surface covered in sand. In France it looks red. What I played on was more black. There is little traction on clay and this is the key element. Not only do your feet suffer as you dart and slide all over the place, but that un-returnable serve from the right side with the hook/spin doesn’t quite cut like it would on a hard surface. And the seventh grade hot shot is quickly humbled as shot after shot is returned to his backhand.
Now I don’t have all day to write about the different games that employ different environments to alter the course of gaming… but to name two of my favorites, think about golf — where the essence of the sport is in the unique design of each course, each hole for that matter — and baseball. Home field advantage is never more apparent than in baseball where on top of a cheering crowd there is the unique design of the field. The home team’s roster is actually crafted to compose of players whose game will benefit from the design of the ballpark they play in. Take a look at Fenway Park in Boston, and then look at whatever corporate name they are calling the San Francisco Giants’ stadium in the bay.
Going back to the deep strategy games, think about ones where “surface” changes game to game and, through this, player advantage changes. I can’t think of any, can you? I mean, there is MarioKart where you can pick your race track. But not exactly deep strategy, really just a digital sport. I guess sim games, like SimCity might qualify… but that’s single player and it’s a sim. Civilization type games are probably the closest thing out there where armies are built for different environments to fight against another, but in my experience with games of this nature it’s less about strategy and more about dedicating effort to simply build the bigger army. I mean the Litmus Test here would be to take the same two armies, fight them in different environments, and find if there can be different outcomes based on how the environment affected them. In other words, does Napoleon have his clay court? Tennis anyone?
Great thoughts, Charley. In regards to different environments for playing games, the real question for me isn’t the set of in-game settings, but rather the conditions which the players themselves occupy during the game. This is something I thought about when considering my experiences with MPO on the PSP or “Link’s Awakening” for the GBA, both of which are high quality portable installments of console based franchises, yet offer experiences distinctly tailored to their non-domestic settings. Furthermore, it’s something that reminded me of a kind of disjoint I’ve felt playing ports of console titles, SNES ones like “A Link to the Past” to be precise, on the GBA. A lot changes when a game leaves the television and goes onto a portable system, even if you wind up spending most of your time playing that portable system indoors, as you become much more open to distractions. That’s not necessarily a bad thing, since it makes gaming into a somewhat more open experience– playing “Metal Gear” on the PSP lets you also watch CNN at the same time, something you can’t do if you play “Metal Gear” on the television. At the same time, though, it drastically changes the structure of the gaming experience, as you’re more likely to play in shorter bursts of minutes at a time, rather than hours, and therefore the best portable games are the ones which are designed with multiple short-term objectives in mind, rather than long-term ones. One environment is more supportive of sustained, commited play while the other of multitasking– that’s the more important distinction, to me, in the case of digital gaming.
More than that, there’s the question of how social multiplayer games are different from online ones– does the in-person environment have a significantly more or less competitive edge than the somewhat more impersonal internet one? Anyway, I’m curious as to your thoughts on the difference of natural grass versus synthetic turf in Football, by the by. Also, I can’t for a second pretend I pay that much attention to Tennis, but I enjoy Wimbeldon during the summer, as well. Another sport in which the environment plays a big role, of course, is auto-racing, especially in regards to American versus European tracks. But that’s a subject for another day.
I’m not sure about the difference you’re drawing between things like Golf courses and clay courts in Tennis, and tracks in MarioKart. Don’t they all involve pre-determined conditions under which the player must adapt? When I play on a clay court, I know what it’s going to do to my ball, and my feet. Knowing that may not help me much, but it’s still something that I can intellectually account for. The same could be said of a MarioKart track, since knowing where all the puddles and power-ups are won’t help me if I can’t drive worth a damn. Can you go into a little more depth about this?
Also, this did remind me of what I’ve always loved about Golf: that two people can just go out with clubs and balls, pick a spot in the distance, and see who gets there fastest. Too bad the sport has lost some of this simplicity.
Bob- the turf vs. grass debate is quickly becoming a dated one as “astro” turf is being replaced with a hybrid turf-grass and finding true astro turf playing surfaces is becoming harder to do. But you’re right: american football is a different game on turf as speed rules, where as on grass it’s typically execution.
Charles- the point I was making is that the change in playing surfaces affects games, whether it’s ice vs. dirt in mariokart or clay vs. grass in tennis. This is a god thing in my opinion… and then thinking this is a mechanic that can and should be incorporated more into video games.
On a side note about your golf point: I wrote up a design doc for a game I call BattleGolf that’s being bounced around and the premise is pretty simple… first person to get their ball in the hole wins. So it’s time based instead of stroke… and everyone golfs at once.
Charley, is this for a digital game or one that takes place on an actual golf course? If it’s the latter, you might just convince me to (Heaven forbid!) go outside once or twice this summer. I wonder what sort of country club would okay this kind of experiment…
my idea is digital BUT i do know “golf polo” and “speed golf” both exist in the physical… my game sort of combines the two.
In that case, the “battle” part of it seems a little misleading, unless there’s going to be actual fighting in the game after all.
By the way, your idea reminded me of this: http://www.i-mockery.com/minimocks/ninjagolf/ninjagolf-flashgame.php