What does NPE mean?

By Jeff Wilder, in X-Wing

First, the simple expansion of the acronym "NPE." It means Negative Play Experience.

Second, of course this quick explanation is my own opinion, and -- like porn -- NPE is to at least some extent something that's tough to define, but you knows it when you sees it.

Third, what an NPE is not : a conclusion reached as the result of losing a game. Or two. Or even ten. The possible causes for loss of game are many, and varied, and -- and this is important -- the proper assessment of NPE is almost totally divorced from whether or not the assessor is losing games. That is, someone who can judge an NPE well does it just as validly by winning with it, as by losing with it ... and even by simply watching gameplay as an observer.

So what is an NPE?

In general, an NPE is something that, largely independent of skill or luck, significantly reduces the enjoyment of games, for one or both players, involving a particular concept, component, combination, or process. As follows from this, NPEs are actually pretty rare. The combination of "it isn't just because you lose to it," with "it needs to be something you can't avoid with reasonably equivalent skill to your opponent" means that it just doesn't happen often.

The biggest recent examples? Phantoms. Super-turrets with Boost.

Background: I love Phantoms. I particularly love Echo. But as a Phantom lover, I noticed something: unless someone brought a counter or mirror to my list, or unless I completely screwed up, I won when I was playing Phantoms. There was nothing a non-counter list could do but hope for me to make a catastrophic mistake.

So, even though I won with Phantoms, it quickly pinged my NPE radar.

What's an example of something that is not an NPE out of the gate? Large-based turret ships. There are a bazillion ways to beat them, ranging from list selection through skill to reasonable luck.

Now add in actionless defenses: C-3PO, Ysanne Isarde. These are things that specifically mitigate or eliminate a major weakness of typical Large ships: namely Agility. But, you know what? Still not terrible. Powerful, yes, but still beatable by the simple expedient of getting "guns on target." Still not an NPE.

But now add in the last piece, the mitigator for even the ability to beat Large ships with "guns on target" ... Large-ship Boost.

So now a Large ship can (a) withstand a lot of damage and never lose firepower, (b) increase its defenses so that when it does take damage, it takes less, meaning the high HPs go even further, and © range out away from multiple guns, so that it's disadvantage in firepower disappears and it's fighting effectively one-on-one with a smaller, more fragile, slower, arc-dependent ship. There is nearly nothing that an equivalently skilled player can do to prevent these cumulative effects from maing a game all but unwinnable.

And that is how "not an NPE" becomes an NPE.

Neil Patrick Erris?

Not a Practical Exercise?

Non Personalized Enemas

This is a great write up of NPE. And I largely agree with your findings by virtue of having experienced NPE under similar conditions.

Edited by Rocmistro

Neil Patrick Erris?

NoPE

Interesting topic ...

I'm wondering people's thoughts on the Epic ships being inherently a risk of producing NPE?

Honestly, it takes a long time for an Epic ship to go through its activation phase, and then even longer to do its attack. (Compounded by the fact that Epic ship rules are still fairly unfamiliar to me and my playing group, that we often have to refer to the rules, scratch our heads to figure out if we've missed any opportunities, etc.)

I have some kids (age 6-12) who occasionally get the urge to want to play with me, and of course they see the shiny new GINORMOUS ship and want to play a game with it in the mix. But even when they've had fun with small/large base ships, and sort of have the hang of it enough to have fun rolling dice and playing zoom-zoom, about halfway through the first combat phase, when an Epic is firing weapon after weapon with all sorts of odd, unfamiliar rules, they get exhausted and quit. (And then I'm annoyed that I spent an hour assembling a modest pair of Epic lists with fairly easy playability for each side, only to have that effort go to waste.)

I want to love Epic. I want to find a physical playing environment that is comfortable enough to really enjoy it and not get exhausted. I want to find opponents who are devoted enough to the grandeur of the game to be willing to play a 4-hour Epic match that really feels worth the time you spent.

But ... I'm not sure. I look at these giant ships on my shelf and get excited. Then think about having to fish out the special tokens, extra damage decks, rarely used maneuver and range sticks, find the pack of little-used Huge-only cards ... and I'm almost burned out before I've even started assembling a list.

I'm not really complaining. Not looking for changes to the game. I have had a blast on several occasions with a few buddies. I just wondered if anyone else feels that oozing sense of NPE when thinking about Epic.

Not Playing Epic ...

Want to, just haven't had a chance yet ..

Null Pointer Exception.

L2Program.

Honestly, it takes a long time for an Epic ship to go through its activation phase, and then even longer to do its attack. (

Really? :blink:

Not why they should be taking that long - they're not THAT different to regular ships (unless you've absolutely jammed them to the gills with upgrades)

Non Personalized Enemas

Nicely done. I barfed into my TIE Pilot mask... thanks a lot!

NPE NullPointerException (Java)

NPE Network Processing Engine

NPE National Policy on Education

NPE New Pantai Expressway (Kuala Lumpur, Malaysia)

NPE National Plastics Exposition

NPE Natural ***** Enlargement

NPE Non-Practicing Entity (patent law)

NPE Nutrition Program for the Elderly (now Nutrition Services Incentive Program)

NPE Nonyl Phenol Ethoxylate

NPE Network Planning and Engineering

NPE Non-Paternity Event (genetic genealogy)

NPE Network Protection Equipment

NPE Navy Preliminary Evaluation

NPE Net Premium Earned

NPE Non-Permissive Environment (security)

NPE Network Provider Edge

NPE Non-Production Environment

NPE Non-Person Entity (computer security)

NPE Non-Polar Extractives

NPE Nikon Precision Europe GmbH (Langen, Germany)

NPE Nonpartisan Education Review

NPE Nuclear Packing Efficiency (correlation of volume & DNA content of a cell nucleus with microscopic analysis)

NPE Network Performance Endpoints (Ganynede)

NPE Non-Personnel Expenditure/Expense

NPE NOBL Protective Enclosure

NPE National Power Equipment, Inc. (Newark, NJ)

NPE National President-Elect

NPE Nuclear Planning & Execution

NPE NavipPlan Extended (financial planning software)

NPE New Product Execution

NPE Natural Power and Energy, LLC (Scottsdale, AZ)

NPE Non-Public Education (North Carolina)

NPE Non-Permanent Employee

NPE Nonlinear Polarization Evolution

Edited by Burninnapalm

bwa-ha-ha

I hate this term because it just gives people a label to make it seem like anything they don't like in a game is objectively bad. Don't like a particular rule? NPE. Don't like a particular ship? NPE. Don't like a particular player archetype? NPE.

If an NPE is "something that, largely independent of skill or luck, significantly reduces the enjoyment of games, for one or both players, involving a particular concept, component, combination, or process" then just call it what it is: bad design. That way we're all on the same page and are talking about discrete problems rather than ranting about how X-Wing isn't thematic enough, how people who play competitively are ruining the ozone, or how twin laser phantom B-Wing turret arc timers are destroying all that is sacred with the universe.

Edited by EvaUnit02

NPE Pertains to Everything

Not Pertaining to Everything

Very good write up OP on what an NPE is.

I had a similar experience that made do a double take, when playing Echo, Lost all my ships bar Echo, they had 5 A-Wings, Echo took down all 5, it was great, and wrong at the same time.

Yes, NPE is bad design, but it is a particular type of bad design.

Alex Davy's interview this week referred to NPE as something they watch out for. I found that interesting. I forget the context in which he referenced it ... seemed to be following the discussion of how the Phantom nerf was working out.

He tends to mean Negative Play Experience as what it says on the tin though: something that makes the game itself frustrating or unenjoyable for the opponent. Has nothing to do with the list's power. The one time I've heard him use it he was talking about Fortresses, which are usually a Negative Play Experience but they're not a power list.

He tends to mean Negative Play Experience as what it says on the tin though: something that makes the game itself frustrating or unenjoyable for the opponent. Has nothing to do with the list's power. The one time I've heard him use it he was talking about Fortresses, which are usually a Negative Play Experience but they're not a power list.

In the recent interview he mentioned NPE right after discussing the Phantom errata and change to MoV for large ships.

He tends to mean Negative Play Experience as what it says on the tin though: something that makes the game itself frustrating or unenjoyable for the opponent. Has nothing to do with the list's power. The one time I've heard him use it he was talking about Fortresses, which are usually a Negative Play Experience but they're not a power list.

That's exactly right. Note that my definition is basically the same as Alex's -- which is not a coincidence -- and thus doesn't directly talk about the power of something. "Overpowered" is a type of NPE, but it's not the only type of NPE. Fortresses are a fine example.

But "overpowered" does have a lot to do with whether a given NPE will get fixed, because some competitive people will play overpowered stuff until given a rules reason not to. Phantoms? Fixed. Super-turrets? Fixed. (In an unfortunately overly broad way, but fixed.) Fortresses? Not fixed. It's not that fortresses aren't NPE ... they are. It's just that they're rare, because they're not overpowered NPE.

Honestly, it takes a long time for an Epic ship to go through its activation phase, and then even longer to do its attack. (

Really? :blink:

Not why they should be taking that long - they're not THAT different to regular ships (unless you've absolutely jammed them to the gills with upgrades)

The Raider build I used recently had more attacks in most rounds than the Average 100 point list does. I didn't think it took too long to get through all of its shots though.

Its cute that you are trying to make NPE a thing, but please don't make me post the mean girls meme about how its never going to happen.

Its cute that you are trying to make NPE a thing, but please don't make me post the mean girls meme about how its never going to happen.

I hate to break it to you, but it's already a "thing." It's a game-design concept. Feel free to ignore it, but as with many things in life, your decision to ignore it will have no impact on its validity or existence.

Edited by Jeff Wilder

I take blue pills for