Theorycrafting: or, games you can "play" while not playing them

I was going to put this in the games we’ve been playing thread, but the more I thought about it the more it seemed appropriate for a separate topic

I’ve been theorycrafting character builds for the PC and party members to possibly use in a new run in Pathfinder: Wrath of the Righteous for the last couple days, which in a strange sort of way still feels like playing the game despite the fact that I’ve not yet started playing it

Even with over 1400 hours, it still lives, to use the expression, rent free in my head. I’ll occasionally draft characters and collect portraits for future playthroughs, activities which sort of are part of the game. I did similar things for several generations of Pokémon games and plotted out so many unit builds and team compositions for Final Fantasy Tactics in high school. In games that aren’t as “crunchy,” I’ll occasionally take notes on ideas for future playthroughs for choice-driven RPGs even when they don’t have much in the way of buildcraft

Digital card games like Hearthstone and other competitive strategy games can get me doing similar things, and this is a thread in my gaming habits that I don’t think I’d ever noticed before. Games I can chew on mentally even when I’m not actively engaging with them really scratch a particular itch of mine, I suppose

Are there games or genres that you’re prone to theorycrafting with, or “playing them without playing them”? Is it not something you do much at all?

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Fighting games!! I am constantly thinking about possible mixups or setups. Getting into MvC2 for the first time last year lit that part of my brain on fire lol. Feels like with the right assist you can fit almost anything together in that game.

For games with less room for creativity, like SF6 (I like the game; that’s not an insult), I still tend to solve “problems” in the back of my head, coming up with ways to handle difficult matchups or particularly strong moves.

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I almost mentioned fighters, too! I’ve not ever (yet?) gotten into them that deeply myself, but even from that position it seemed clear that people theorize about ways to solve problems and the like, as you said. They’re probably something I’d theorycraft about quite a lot if I was better at the actual execution side of things

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Yeah, build-heavy RPGS seem to lend themselves well to this. Not even in a meta gaming way, half the time I’m not trying to optimize or break the game, I’m just trying to find the most fun playstyle for me & the builds that might also reflect the personality/history of the character, whether they be fleshed out by the game’s lore or decided by my own headcanon.

That build theorycrafting feels deeper than the typical RPG-numbers-go-wow stimulation, but there really feels like there’s a sense of ludic joy & craft that comes figuring out the adventuring approach for a game.

Every Etrian Odyssey 3DS game gave me this feeling. I would get those games at launch super hyped and building myself up reading theories & leaks on message boards & it would still take me WEEKS to finally get in the swing of things because that initial party planning (most of it happening with the game turned off) was such a joy to consider & I wanted to be able to commit to whatever run I started. So much so that oftentimes some of the magic would be gone once I finally had a stable party.

The Bravely games gave fun homework as well, but the gradual job system loadout makes the process less top heavy which allowed me to even out my theorycrafting time against my play time.

Guild Wars 2 as maybe the most customizable big MMO & for its gorgeous world/lore, very easy to think about your characters when not playing.

ZZZ, my guilty pleasure gatcha lazy action RPG that I only play on long weekends & vacations. I really enjoy considering squad layouts on a synergy/enjoyment of play level, & even which agents make sense hanging out on missions together.

The one non-RPG example I can think of is Skate 3? I’m constantly thinking of new lines to film in that game, even after playing it regularly for over a decade.

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The game I’ve played that most lends itself to theorycrafting, by orders of magnitude more compared to anything else I’ve played is Heroes of the Storm. Many times over the years it’s been condescendingly referred to as “baby’s first MOBA” because it streamlines a lot of the legacy crap of MOBAs, but people saying stuff like that don’t get what avenues the streamlining opens. I preferred the line Tim had about HotS at one point – it was something to the effect of, “The greatest MOBA, that no one wanted to play.” MOBAs lend themselves to theorycrafting because of the huge rosters that have countless team permutations, with various match up counters and synergies and varying builds for characters that just introduce that many more possibilities.

MOBAs like League of Legends and DotA have such ingrained metas that are further reinforced by the game having queues for set positions that they don’t lend themselves to much experimentation with team compositions. Two little changes to the MOBA formula in HotS completely upended the possibility of stale team configurations, the removal of the last-hitting mechanic and the addition of completely shared team experience. MOBAs traditionally tied players down to lanes for long stretches because your character’s strength is directly tied to how many minions they were near by that died and how many of those minions you last hit to accrue gold. In HotS someone simply has to pick up experience orbs that are dropped by minions within so many seconds after they die, freeing up characters to have all kinds of interesting maneuvering they can do across the map. This lax form of accruing experience that leads to greater map mobility also opens the door for a wild amount of team compositions because there aren’t as many expectations of positions.

To give an example a typical lane setup in League of Legends looks like this:

Top Lane: Solo Lane(typically bruiser)

Mid Lane: Mid Lane DPS(typically ability damage)

Bottom Lane: Bot Lane DPS(typically attack damage) and a support character

Jungle: Character types can vary wildly

A typical lane setup in HotS might look something like this:

Top Lane: Solo Lane(typically bruiser)

Mid Lane: The solo laner or “off laner” in HotS is also collecting this

Bottom Lane: All 4 other members cover the bottom lane and rotate across the map as they see fit to do a myriad of things such as gank an enemy player, siege, team fight, jungle, progress the map objective, etc.

Jungle: A collective effort of all team members clears the jungle as they rotate across the map

All of these lanes change contextually too, any knowledgeable player will know if it is X time on Y map I should generally be at this location because the map objective dictates it.

Also worth mentioning is that there are several characters that completely change the dynamic of the entire game for both teams, like The Lost Vikings completely change the way any match they’re in is played because it’s one person whose character is three individual characters. A typical TLV configuration might look like this:

Top Lane: Erik(TLV)

Mid Lane: Olaf(TLV)

Bot Lane: Baelog(TLV)

Jungle: A good TLV can even handle this as well at times

Rest of the Team: Do whatever the hell you want on the map

Because of the flexibility of lanes team compositions are wildly opened up. One tank, one bruiser, one healer, one auto attack DPS and one ability DPS is standard team composition, but with a strategy and coordination, seemingly goofy team compositions can be extremely potent. Want to play five supports? Pick the right combination with some waveclear for minion waves and you can make it work. No healer? You can make that work too in certain scenarios, you’ll probably want an Abathur on your team though. No tank, three bruisers, a DPS and a healer? Sure, there’s plenty of strong combinations of that.

All of this and I haven’t even mentioned that the game has a dozen or so different maps that can vary greatly in play styles and how competent each character is can vary from map to map. Just further multiplying the permutations of setups.

None of this isn’t to say there isn’t experimentation in League or DotA, but things have broadly calcified in those games at most levels. As someone who has been playing these types of games since Starcraft and Warcraft III I’d say HotS has the most interesting meta, because as you play enough or get high enough rank you quickly realize there’s no true meta style of gameplay there’s just standard configurations and whatever works, works.

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