Creating the environment

You threw me into the arena, don’t be surprised that I plan to fight now.
During a conversation the other night with a fellow Final Fantasy XIV player, a statement was made: “It’s not the developers’ fault how players behave.” Which intrigued me, because it’s a sentiment that I see a lot, and one that makes logical sense. It’s also one that’s almost entirely wrong.
Obviously, developers are not coming into your house at night to tell you how the game should be played, or including notes in the instruction manual. Although that would be kind of funny from a perverse standpoint: “press A to jump, but don’t do it in level 3 because that’s not the right way to play.” But the developers are totally telling you how to play, and if you’re breaking the game or playing in a way that’s not fun for you or anyone, that’s entirely the fault of the development team.
It all comes down to the environment you create and what you encourage. Because that’s what tells you how to play the game anyway.
Game companies feel like people

If game companies were more like cats, I think I’d like them more.
It all started when I was thinking about BioWare.
I like BioWare, if you didn’t know. I like them quite a bit. Sure, the studio has made missteps here and there, they’ve goofed up, they haven’t been as good as I know they can be. But the studio is trying. I realized that more than anything, they feel like someone worth knowing. Sure, they’re going to blow it occasionally, but not because they’re bad, just because everyone makes mistakes, and they seem to take their mistakes in stride and move on.
That, of course, led to me thinking about how many other companies feel like people instead of just machines made to take money. Yes, that’s what they are, but if the Supreme Court keeps insisting that corporations are entitled to all of the same benefits as individual people, we might as well start talking about these studios as people, right? It seems only fair.
Challenge Accepted: Fair’s fair

It might seem fair to gang up on someone until you get ganged up on yourself.
If you think about it, the whole idea of challenge being fair is kind of strange at face value. Games build unfairness into themselves by design. If your average Mega Man game was fair, the boss would be able to pause the game and use weapons on me to target my weakness. The bosses start out by being unfair by design, at that; they can jump higher, run faster, fire more complex attacks, and so forth. That’s not fair.
Of course, if the boss fights were fair, the game would be kind of boring. Imagine a game where every boss dropped as easily as the player character. It’d be fair, but it wouldn’t be fun.
Fairness is a nebulous concept, but it’s also a really important one when you’re talking about games. We talk about the importance of it over and over, about the difference between games that are really hard to beat but fair compared to those that are just plain cheap. But how relevant is that, really? Are we looking for fairness, or are we just interested in accountability?
