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	<title>Comments on: Transparent mechanical purpose</title>
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	<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose</link>
	<description>Inside the Mind of Thomas Robertson</description>
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		<title>By: shreyas</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-713</link>
		<dc:creator>shreyas</dc:creator>
		<pubDate>Tue, 05 Sep 2006 19:13:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-713</guid>
		<description>I think rather, &quot;these motives are better analysed and designed for, rather than designing to possibly satisfy a variety of motives via players recombining a smorgasbord of mechanics.&quot;

This enables us to design faster, sleeker, tighter, because we&#039;re designing for real live play rather than hypothetical motives that may not even exist.</description>
		<content:encoded><![CDATA[<p>I think rather, &#8220;these motives are better analysed and designed for, rather than designing to possibly satisfy a variety of motives via players recombining a smorgasbord of mechanics.&#8221;</p>
<p>This enables us to design faster, sleeker, tighter, because we&#8217;re designing for real live play rather than hypothetical motives that may not even exist.</p>
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		<title>By: Ian Burton-Oakes</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-712</link>
		<dc:creator>Ian Burton-Oakes</dc:creator>
		<pubDate>Tue, 05 Sep 2006 18:03:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-712</guid>
		<description>I don&#039;t think we are disagreeing yet, but let&#039;s see what we can do to fix that ;)  What I am trying to say is this: i can look at a Forge game and see a passle of citations to other Forge games, both mechanically and otherwise.  Those aren&#039;t incidental, they are part and parcel of it being from the Forge community.  The designer has picked out mechanics they think work, combined them others, and layered in their own mechanics.  The Forge game is played &#039;as-is&#039; because so much thought and development goes into that.

Which is what I take most picking players to do after-the-fact, without the design process to back it up.  It isn&#039;t that the Forge games aren&#039;t deeply indebted to a picking process, it&#039;s just that they don&#039;t think it can be done terribly well in play, after design.

Which is just to say: I think there are similar motives in both communities, it&#039;s just that the Forge thinks those motives are best addressed in a design process rather than a play process.  And I&#039;d be willing to grant certain Forge games exemption from this pick and choose model, esp. the early ones that set the tone for later games.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think we are disagreeing yet, but let&#8217;s see what we can do to fix that ;)  What I am trying to say is this: i can look at a Forge game and see a passle of citations to other Forge games, both mechanically and otherwise.  Those aren&#8217;t incidental, they are part and parcel of it being from the Forge community.  The designer has picked out mechanics they think work, combined them others, and layered in their own mechanics.  The Forge game is played &#8216;as-is&#8217; because so much thought and development goes into that.</p>
<p>Which is what I take most picking players to do after-the-fact, without the design process to back it up.  It isn&#8217;t that the Forge games aren&#8217;t deeply indebted to a picking process, it&#8217;s just that they don&#8217;t think it can be done terribly well in play, after design.</p>
<p>Which is just to say: I think there are similar motives in both communities, it&#8217;s just that the Forge thinks those motives are best addressed in a design process rather than a play process.  And I&#8217;d be willing to grant certain Forge games exemption from this pick and choose model, esp. the early ones that set the tone for later games.</p>
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		<title>By: Thomas Robertson</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-711</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Sun, 03 Sep 2006 08:46:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-711</guid>
		<description>Jim,

I think it depends on how you go about executing your game.  Personally, I think it&#039;s possible to make a pick-and-choose game that looks pretty much just like (say) &lt;i&gt;Primetime Adventures&lt;/i&gt;.

Of course that&#039;s because I don&#039;t think that games designed with a pick-and-choose philosophy of play have to be designed so that they are the only source for picking-and-choosing.

I imagine it might be possible to simply release a book that is &#039;15 clever pacing mechanics&#039; or something like that.  As it stands, I think that people tend to pick-and-choose, at least in design.  Consider how many games have retrofitted Vincent&#039;s Raise-See-Raise mechanic from &lt;i&gt;Dogs in the Vineyard&lt;/i&gt;, but not taken the rest of the mechanics.  &lt;i&gt;Dogs&lt;/i&gt; didn&#039;t have to be an especially big game to be pick-and-choosable.

So, I guess that, ultimately, I don&#039;t see why pick-and-choose games would be any different in terms of size.  I see why they &lt;i&gt;might&lt;/i&gt; be, but not that they must be.

Thomas</description>
		<content:encoded><![CDATA[<p>Jim,</p>
<p>I think it depends on how you go about executing your game.  Personally, I think it&#8217;s possible to make a pick-and-choose game that looks pretty much just like (say) <i>Primetime Adventures</i>.</p>
<p>Of course that&#8217;s because I don&#8217;t think that games designed with a pick-and-choose philosophy of play have to be designed so that they are the only source for picking-and-choosing.</p>
<p>I imagine it might be possible to simply release a book that is &#8217;15 clever pacing mechanics&#8217; or something like that.  As it stands, I think that people tend to pick-and-choose, at least in design.  Consider how many games have retrofitted Vincent&#8217;s Raise-See-Raise mechanic from <i>Dogs in the Vineyard</i>, but not taken the rest of the mechanics.  <i>Dogs</i> didn&#8217;t have to be an especially big game to be pick-and-choosable.</p>
<p>So, I guess that, ultimately, I don&#8217;t see why pick-and-choose games would be any different in terms of size.  I see why they <i>might</i> be, but not that they must be.</p>
<p>Thomas</p>
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		<title>By: Thomas Robertson</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-710</link>
		<dc:creator>Thomas Robertson</dc:creator>
		<pubDate>Sun, 03 Sep 2006 08:39:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-710</guid>
		<description>Ian,

I&#039;m not sure I&#039;m parsing you perfectly, but I think I disagree anwyay :)

Specifically, at some level, Forge-style play is pick-and-choose.  It&#039;s just pick-and-choose at the &#039;what game should we play?&#039; level.  But if you are playing &lt;i&gt;Dogs in the Vineyard&lt;/i&gt;, then the expectation is that you&#039;ll play it as written.

Which isn&#039;t bad.  That&#039;s a fine expectation, and Vincent is perfectly right to tell people who don&#039;t play it as-written and then complain about not having fun that it&#039;s their own dang fault.

But, that&#039;s a different beast altogether from an explicit expectation that people aren&#039;t going to be playing games as-written.  In Forge circles, we simply don&#039;t expect that you&#039;re going to snag some mechanic from this game and some mechanic from that game and just use them whenever you think of it.  There&#039;s an expectation of consistency, but that&#039;s not the only way to play.

Thomas</description>
		<content:encoded><![CDATA[<p>Ian,</p>
<p>I&#8217;m not sure I&#8217;m parsing you perfectly, but I think I disagree anwyay :)</p>
<p>Specifically, at some level, Forge-style play is pick-and-choose.  It&#8217;s just pick-and-choose at the &#8216;what game should we play?&#8217; level.  But if you are playing <i>Dogs in the Vineyard</i>, then the expectation is that you&#8217;ll play it as written.</p>
<p>Which isn&#8217;t bad.  That&#8217;s a fine expectation, and Vincent is perfectly right to tell people who don&#8217;t play it as-written and then complain about not having fun that it&#8217;s their own dang fault.</p>
<p>But, that&#8217;s a different beast altogether from an explicit expectation that people aren&#8217;t going to be playing games as-written.  In Forge circles, we simply don&#8217;t expect that you&#8217;re going to snag some mechanic from this game and some mechanic from that game and just use them whenever you think of it.  There&#8217;s an expectation of consistency, but that&#8217;s not the only way to play.</p>
<p>Thomas</p>
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		<title>By: Jim Henley</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-709</link>
		<dc:creator>Jim Henley</dc:creator>
		<pubDate>Sun, 03 Sep 2006 02:56:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-709</guid>
		<description>Designing for pick-and-choose raises costs, doesn&#039;t it? You need to produce a longer text - labor - and if you sell print copies spend more on production and shipping.</description>
		<content:encoded><![CDATA[<p>Designing for pick-and-choose raises costs, doesn&#8217;t it? You need to produce a longer text &#8211; labor &#8211; and if you sell print copies spend more on production and shipping.</p>
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		<title>By: Ian Burton-Oakes</title>
		<link>http://blog.thomas-robertson.com/66-transparent-mechanical-purpose/comment-page-1#comment-708</link>
		<dc:creator>Ian Burton-Oakes</dc:creator>
		<pubDate>Fri, 01 Sep 2006 16:13:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.thesmerf.com/blog/65-transparent-mechanical-purpose#comment-708</guid>
		<description>Just a brief consideration: It may not be that Forge-ites really oppose pick and choose, but they see it as part of a design process rather than as a play process.  In other words, that by the time you get to play a game, the picking and choosing (where&#039;s my banjo?) has already been taken care of.  Pick and choosers get part of their joy from &#039;making&#039; the game a little after-the-fact, tinkering.  (Tinker contra engineer?)

In a similar vein, a lot of the rationale appears on the Forge itself, again sort of loaded into the design process rather than the product.  Not quite an answer, maybe just a furthering of the question.</description>
		<content:encoded><![CDATA[<p>Just a brief consideration: It may not be that Forge-ites really oppose pick and choose, but they see it as part of a design process rather than as a play process.  In other words, that by the time you get to play a game, the picking and choosing (where&#8217;s my banjo?) has already been taken care of.  Pick and choosers get part of their joy from &#8216;making&#8217; the game a little after-the-fact, tinkering.  (Tinker contra engineer?)</p>
<p>In a similar vein, a lot of the rationale appears on the Forge itself, again sort of loaded into the design process rather than the product.  Not quite an answer, maybe just a furthering of the question.</p>
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