THE SPIRIT PLAYER

The original note, as written at the time

The player doesn’t have more than 50 percent control of all things happening in the game. He can direct the game towards a particular theme of outcome but the details are not for him to decide. At each key milestone the player must take on a detail role. Say he launches a major spy operation — during the next 30 or so turns he actually participates as the spy. The gamer is like a spirit to the characters in the game.

Ongoing development

A game in which the player never has more than half the control. They can steer the outcome towards a theme, but the details are not theirs. At each key milestone they must take on a role — launch a spy operation and for the next thirty turns you are the spy.

The design is unusual because it treats the player as a spirit rather than a hand. In most strategy games you are an omnipotent cursor; here you are an influence with a limited budget of direct intervention, and the rest of the world moves on its own.

The role-taking is the good part. It forces the player to live inside the consequences of the decision they made from above. You ordered the operation; now you are the person in the corridor with a radio, and the corridor is nothing like the map.

That switch is what most strategy games are missing. A player who only ever commands never learns what a command costs, because the units are counters. Being the counter for thirty turns teaches it in a way no statistic can.

The risk is friction. A player who wanted a strategy game may resent being dropped into a stealth section, and a player who wanted the stealth section will resent the map. So the transitions have to be short, legible, and skippable at a price.

The deeper idea is worth keeping even in a smaller game: the commander is not the only point of view, and a game that lets you see from both is a game about responsibility rather than optimisation.

Give the player power, then make them live in it.