My apologies for dropping off the radar last Thursday and this Monday. I had big plans to continue updating throughout the Gen Con thing, but those fell through in the light of the unabating awesomeness. Then I returned home to find that the draft of today’s article had mysteriously disappeared. This is constructed from memory, and as such is not nearly as polished as I might have liked.
Following my explanation of how I see games as interface, I believe that this article will be pretty obvious. One of the primary advantages of the roleplaying medium is its socially-mediated nature. Roleplaying can be ‘hacked’ using purely intuitive tools in real-time, which makes it extremely flexible.
Games are socially-mediated as opposed to being mediated through some other structure. A common mediation structure for games is computers. Console gaming and computer-based gaming are mediated through the structure of the computer’s hardware and software. Hacking games through this structure can require significant amounts of work. You need to have significant familiarity with hardware and software in question to even know where to begin your hacking. You must also have access to hacking tools and expertise in their use.
While writing a mod for a game like Half-life is not precisely an obscure process, not just anyone can do so. You need a team of programmers and artists and sound people, all of whom have specialized training in their field.
Contrast this with hacking socially-mediated acticities. Part of the process of socialization, which everyone undergoes, is learning about social interaction structures and at least some ways of modifying them. You are taught a set of authority structures (such as teaccher-student, parent-child, older sibling-younger sibling, and best friend-best friend), and are also easily able to swap between them. You are able to take the role of student in class, but then take on the role of teacher when helping a friend with their homework.
Further, you learn to pick up new power-structures, and how to modify existing ones. You might, for instance, learn to take a more friendly position with relation to favority teachers, or to mix a sibling relationship with elements of a friend relationship.
All of this is fairly intutive. It is likely not less complex than the set of skills required to make a computer game, but it is a set of skills that you learn in order to survive in society, and so it does not require ‘special’ training. In a sense, everyone is already well-trained to do this sort of hacking.
That is not to say that people could not be more-well-trained, for it seems evident that they could, and that is definitely a goal worth pursuing. But everyone who is socialized already has a significant amount of this training right now.
The point of all this is that games which are socially-mediated are subject to social hacking. This allows participants to be creative not just in the content of play, but in its very structure. Consider how many people play Monopoly with house rules like getting money when you land on the ‘free parking’ space, or not auctioning off property if it is not bought.
Players of socially-mediated games are able to, in some sense, create the game they are playing as they play. They can compensate for poor interface (with respect to their specific circumstances) on the fly, and may choose to use a process of trial-and-error to improve their overall gaming experience.
The flexibility that this imparts to socially-mediated games is enormous and important, and it forces us to look at game design from a slightly different perspective. We are designing interfaces that may be less-than-optimal for any given group, and we must expect them to change what they need to change. I plan to discuss (at least) two major implications all this has in the coming weeks: 1) All games are really socially-mediated, they just use complex tools, 2) We need to present games in a different, more transparent, way if we want to utilize games as teaching tools (that is, if we want people to use the existing interface structures in an effort to teach something).