Well, when I say limiting, I’m speaking about limiting ways in which the player interacts with the game as opposed to limiting the results or outcomes of a choice. You’re correct in saying that placing a Go piece on one part of the board means you can’t also place another somewhere else simultaneously. This is more in the category of game flow, right, so your piece placement is a tactical decision. A forced choice limiting the way you interact with the game would probably be some off-kilter rules in chess (that doesn’t exist) that said once you moved your rook to a certain tile, you can’t use rooks anymore until the game is over. That’s something far more forced and for no real reason–am I saying the author thinks character selection is that severe in terms of limiting gameplay? Maybe my example wasn’t tame enough, but the limits are real, I think.
Now I try to word these thoughts about the author’s work appropriately, so I wouldn’t say I’ve just been throwing around things like “skew” when describing things because, in truth, I’ve only been hoping to discuss these issues with readers who, whether they agree with the author or not, have digested the article from the appropriate point of view. I have taken great strides to make sure that I haven’t put my personal opinion on this topic out here either way and certainly wouldn’t make any personal claims without providing some sort of explanation. What I’m posting are paraphrased (as accurate as I can get them) ideas that I understood from the article and trying to put them in such a way that those who can’t exactly see why he’s making the claims he’s making (because they’re mostly not looking from a design point of view) can get a better grasp on that viewpoint and then choose to agree or disagree from there instead of disagreeing right off the bat simply because the player point of view is often the polar opposite of the designer’s point of view. That said, in short, I’m not making any claims (at least I don’t think I am) other than what the author has made (again, as accurately as I can paraphrase these ideas) and you can refer to his work for his justifications (or lack thereof). Am I doing it 100% right? Maybe not, but it’s as best I can.
Hmmm, how about…this. What if I told you that instead of picking a character based on how you want to play, that the author could conceptualize a game (whether he can or can’t, this is just for the sake of example) where you just pick a character and you can play how you want to play with that character instead of having to pick from a character or group of characters to based on how you want to play. To me, it seems that the author is saying, “Hey, asymmetry does things like make you pick characters to play in certain ways. With symmetry, you could just pick whatever and play in the style you desired regardless.” Again, I don’t think the author is saying asymmetry or the suggested limitations it imposes are bad or lame, just that symmetry can offer many of the same things asymmetry can without the suggested limitations.
One anecdote I have that I can use to relate to this particular point with the author while remaining neutral to the issue at hand is that whenever I introduce a new game to my local community or to just a new player, when they ask which character they should pick to learn the game with (which may or may not be problematic in itself for game design, but that’s for another post I suppose), I try not to show them the “regular guy” characters. Instead, I try to teach them the basics and mechanics of the game while they learn a character by directing them to the character that has the most everything. If the game has a mechanic that a character can use, I show them the character that employs the most of those mechanics. With this, when they learn the basics of the game and are ready to branch out to pick whichever character they want, they can jump into that character and explore without having to relearn how maybe a flight mechanic or a certain cancel mechanic works–they would have gotten as much exposure to the different kids of mechanics that the game has to offer as possible up front.