Posts Tagged ‘Dense-post’

Changing things up

Monday, September 4th, 2006

I’ve decided to spend this month trying something different with the blog.  There are a number of reasons behind this, but a lot of the impetus for actually doing this came out of a discussion I had with Mo Turkington back in July.

So, for the rest of the month I’m going to try an experiment.  If it works as well as I hope, it will likely result in a permanent format change.  What I’ll be doing is posting about a different topic each week (or two).  Every day I’ll write 150 to 300 words on that topic.  Each post will be short and focused.

There are a number of reasons for this:

  1. I’m finding that it’s much easier to digest things in more, smaller chunks than in large posts.
  2. I’m hoping that this will produce more discussion.  Rather than picking out a point or two from a large post, each post will be small enough that it only has a single point.  That way people can talk about very specific things.
  3. It also provides more separate threads of discussion.  With more separate posts, there are more places to talk about things.
  4. It makes me more nimble.  I can address a question about a topic more quickly.  As it stands I usually don’t come back to a topic that needs clarification for months.  This way, I’m hoping that if a question is posed on Tuesday, I can address it on Wednesday or Thursday.

So, that’s the plan.  Feel free to chime in here with support or opposition.  I’m curious to hear what you think.  Of course, you’re welcome to wait a few weeks before commenting, if you want to see this thing in action.

Thomas

Transparent mechanical purpose

Thursday, August 31st, 2006

All this talk of social hacking actually does have some application, and that is what we shall discuss today.

The Forge design philosophy is closely tied to its play philosophy which, over-simplified, is that you play by the rules precisely as they are written.  You do not tweak them, at least not without playing them as-written enough to understand what those rules do.

There is, however, an extremely common opposing philosophy which I shall call the ‘pick and choose’ model of play.  This model is built around the idea that every play-group is playing a game that is ultimately idiosyncratic.  They are constructing their own procedures of play by pulling useful tricks and techniques from myriad other games to support whatever the group’s play goals are.

In some ways, the Forge model is an interesting sort of shortcut for writing roleplaying games.  (Note that this is not a bad thing, merely the way things are.)  Specifically, writing for people who utilize the Forge model of play allows you, as a writer of games, not to explain yourself.  You can include a rule that is designed to (say) control pacing of the game, without explaining that that is the purpose of the rule in the text.  (Note also that this is the model of the vast majority of board games.)

This works because you may assume that the players will play the game as-written and thus learn, through play, the purpose of the rule in question.  They will experience the ways in which that particular mechanic impacts pacing, and with that experience will come some ability to modify the mechanic to alter its effects.  Also with experience comes evaluation: it may be decided that the group does not require a mechanic to regulate pacing, perhaps they can handle pacing better on their own using their own procedures.

This model teaches players and groups how the mechanics impact play based entirely upon using those mechanics in the real world, with little (if any) exposition within the game text.

Unfortunately, this is pretty incompatible with ‘pick and choose’ style play, in which players will be evaluating whether they wish to utilize certain mechanics before experiencing those mechanics in play.  This a priori (before experience) judgment of mechanics stems from a desire to maximize fun now.  The group does not want to have to test the mechanic over a couple of sessions only to find out that it actually is not as much fun to play with the mechanic.  (Note that this is partially, perhaps even significantly, a function of the staggering length that a unit of play has in roleplaying.  Properly testing a mechanic for group suitability could take anywhere from four to twenty hours.)

Writing for ‘pick and choose’ style players requires an explanation of mechanical purpose.  What does this mechanic do for play?  The group needs to know up-front, at least in outline, why they should bother with your mechanic.  What is it that this mechanic provides that their group would love to include in their play?

One big thing that explaining your mechanics does that can be seen as a negative is that it makes subversion difficult (if not impossible).  If you (for instance) have a game designed explicitly to make people question their beliefs, and you feel questioning beliefs is something that everyone should do (especially people who don’t want to do so), then explaining your purpose will cut out that critical target audience.  You can’t ‘trick’ your audience into learning something that they would not have sought out on their own, which is unfortunate.

I really want some discussion on this topic.  I’d love to hear from both sides of this issue about why one system is better than the other, or even just a list of advantages to be had from one or the other.  I’ve gotten us started above, what else have you got?

Who needs mechanical resolution?

Tuesday, August 29th, 2006

I’m making a terrible habit of late posts.  Ugh.  I need to get on top of this.

One of the games I got to play at Gen Con this year was a three-person playtest of Jonathan Walton’s very interesting take on Avatar: the Last Airbender.  The three players involved were Jon, Shreyas, and myself.  All three of us are pretty big fans of the show, and had spent part of the trip to the con discussing it.

This is to say, we were all pretty much on the same page in terms of interpretation of what the show is about and how it works.  We did not need a game text (either flavor text, atmospheric text, or even mechanics) to make sure we were all working with roughly the same imaginative content.

When we sat down, we pretty much just had Jon’s character sheets and his Dharma Paths (which are pretty dang cool).  No real mechanics established yet, other than some sketchy ideas about how the sheet changes and how Dharma Paths progress.

We spent the first half-hour or so tossing around mechanical ideas, trying to figure out enough procedure to sit down and play.  We got some really sketchy ideas down based on the four elements (a fairly central concept to the show), and set to playing.

There was a lot of fun stuff going on in the game, but the one thing I wanted to highlight because it’s what I’m talking about today: we didn’t have any mechanics to determine success or failure.  Not at the task level, not at the conflict level, not at any level.

This is significant because, as I see it, the vast majority of games coming out of the Forge design philosophy have, historically, been primarily focused on resolution mechanics.  (It should be noted that reward mechanics are likely more central to the Forge philosophy, but that they are predominantly tied into resolution.)  There has been a shift in recent years toward pacing mechanics (Primetime Adventures) and front-loaded situation generation (Dogs in the Vineyard, Shock:, etc.).

Even with those recent shifts, though, there’s a strong focus on resolution mechanics, especially with tying them into thematic ideas.  Shock: utilizes praxis scales, which are highly thematic, Dogs in the Vineyard utilizes things that describe individual characters, as does Primetime Adventures.

I bring all this up to suggest this: resolution mechanics are not a necessary aspect of design.  They are an option, and can be a powerful one, but since mechanics necessarily reduce flexibility those mechanics reduce the options available to players.  This focusing can be purposeful and powerful, but it isn’t something that your game has to use.

So the question for you, gentle reader, is this: if we dump resolution as a primary focus of mechanics, what else might we pick as a mechanical focus?  In Jon’s Avatar game, mechanics are primarily a pacing thing.  They are designed to maintain a fast-paced game, and to provide some interestingly varied narration.  What else could our mechanics be about?

Thomas

It’s all socially mediated

Thursday, August 24th, 2006

Let this serve as a warning: today’s post is high-theory, and application is unlikely to be deeply discussed.

Last week I talked about tabletop game design as interface design.  I suggested that social interfaces are inherenly flexible because they do not require specialized knowledge to hack (or rather, that socialized people already have that knowledge).  This was contrasted with video games, which are more rigid and require less widely available resources (both knowledge and tools) to hack, thus making them less flexible.

Today I am going to examine things from a slightly different angle.  Today I am going to discuss why all multiplayer games are socially mediated.  Yes, this turns out to be pretty much a ‘no duh’ issue.  Games involving social interaction are socially mediated?  Shocking!

Still, maybe there is something to learn here.

Remember last week how I was talking about the fact that no game is able to completely convey all of the necessary interface to a social group and that groups are thus required to fill in the gaps on their own?  There is a similar phenomenon going on with non-roleplaying games of all sorts, only it is not as visible.  Speicifically, this filling-in process is harder to notice because there is an entire class of things that must be filled in, and thus the class itself is often overlooked.

That class of things is what I am calling (here, for the first time) ‘utlimate rewards’.  Many roleplaying games have a ‘what is roleplaying’ section in them somewhere (though this section is not always labeled as such).  This is the section of the game that explains at least some of the final rewards you get from play: social interaction, telling cool stories, making hard choices.  This is the section that tells you how play rewards you.

Compare this with most board and video games.  Their reward structures are primarily internal (you score points in Galaga, or you do damage to your opponent’s life-guage in Street Fighter 2).  There is not meta-consideration here.  There is no explanation of why you should care about points or life-guages.

I do not think that many people are going to suggest that scoring lots of points is fun in and of itself, while I do think that plenty of people are willing to buy into the idea that telling stories or interacting socially are.

So, while roleplaying games tell you what sort of ultimate fun the activity is supposed to provide, other forms of games rarely do.  Of course, for most games it is rather easy to analyze them and see that they are clearly designed to have social competition plugged into them.  That is what high scores are all about, after all: being the best.

But social competition is a high level bit of social interface, and it does not have to be employed.  That is, the reason for playing these games can be hacked (since that reason is not integrated into the interface).  Maybe you play a game like Galaga cooperatively, switching off between levels to see how well you can do together, for instance.

This suggests that the fixed interface elements are simply tools employed within a social interface structure.  Perhaps Galaga is especially well-suited for use in competative interfaces, but it is simply a tool that can be creatively employed in other sorts of interfaces too.

I could continue rambling about this for a while, and at some point it is possible that I will discuss smallest-unit interface elements, but I am pretty sure that you have heard enough for now.

The hobby gets bigger, and more expensive

Monday, August 21st, 2006

Today I am going to lament a trend I see in small-press roleplaying publishing, and then try to explain why I think the trend is sadly inevitable.

The trend in question is the publishing of semi-complete games.  This particular rant was kicked off by John Harper’s extremely cool game Agon.  Don’t get me wrong, Agon is one of my favorite games of the year so far.  It’s tons of fun.

But it’s also flawed, and clearly so.  I will not be at all surprised to see a revised edition out by next year (since it’s printed through Lulu, it could be even sooner).  Agon‘s not alone here, either.  Primetime Adventures and Dogs in the Vineyard both did similar things (though the tweaks to Dogs are pretty minor).

This drives me crazy.  When I plunk down my hard-earned wage-slave cash for a game, I want that game to be polished and clean.  I don’t want a work-in-progress game, I want a complete and excellent game.

This is compounded by the nature of the medium of delivery.  I buy books.  Those books are static, and if I want the new and improved version of the game, I’ve got to spend even more money to get it.  Thus rendering my initial investment sort of obsolete.

This sort of behavior is generally not tolerated in console video games, but is in PC video games, mostly due to the fact that you can patch a PC game.  But you can’t patch a book.  Like a console video game, you’ve just got to buy everything all over again.

Sadly, I think this trend will not only continue in roleplaying, but I think that it is inevitable.  As more and more people produce indie roleplaying games, there are more and more games clamoring for attention.  This forces members of the community to apply stricter and stricter criteria to the things that they will spend their attention on.

When there were fewer games, you could get away with just paying attention to the stuff from people who were willing to discuss their games intelligently.  Now, however, there are too many people involved to do that.  This generates some pretty obvious problems for playtesting, especially for playtesting outside of your local group which is a super-important thing to do.

So people are moving to publishing sooner.  Often, one of the big things that will boost discussion and play of a game is having it in print.  Part of this is that it’s an illustration of dedication: you were willing to put in the work to get it done.  Part of this is that it’s an indication of excellence: you feel that your game is, right now, good enough for people to buy and play.  And part of it is added value: people can talk about your layout, cover, form-factor, art, and all sorts of stuff in addition to the content of the game itself.  This means people will talk more about your game.

All of this comes together to make this early publishing phenomenon inevitable: if you want people to play your game, putting it in book form is one of the single most effective pieces of marketing you can do.  And really, I’m glad.  This means that more people are writing (and finishing) cool new games.  But it makes me sad too, because it seems that some of these games really needed another dozen hours of playtesting, but they weren’t going to get it without a book.

Thomas

Social hacking – how tabletop games empower players as creators

Thursday, August 17th, 2006

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).

Audience as author – uncertainty in roleplaying narratives

Thursday, August 3rd, 2006

This post has been in the works for a while, but Neel Krishnaswami articulated much of what I was going to say extremely well in a comment in the 20 by 20 Room discussion A Little Bit About Context:

o the setting description in the rulebook
o the rules of the rpg
o the GM’s notes about the game setting
o each player’s writeups of their PCs
o each player’s logs or journals about the game
o the improvisations and rulings accumulated during play

Usually, none of these will be consistent with any of the others! (Eg, the setting material in the rulebook includes references to wizards doing things that cannot be supported according to the game rules.) So a critical activity in game *play* is resolving inconsistencies between the different texts — that is, how the participants choose a normative interpretation out of all of the stuff created to date. IMO, a lot of what we call a “style of roleplaying” is just having different priorities about which are the master texts of the roleplaying game, and also when each takes priority.

Emotionally, I don’t come out of an rpg session with the idea that I understood what was going on at a deep level, in the same way as all the other players. Back in Boston, for one of my groups I was the writeup guy who put stuff on the web. Doing this pretty much cured me of the notion that I saw pretty much the same game, because the act of writing up a game helped jog my memory of the things that the players did while writing, and while doing every single writeup I found that way more significant dramatic action had taken place than I consciously remembered as significant. (Signficicant, as in, “Oh cr-p, she IS being mind-controlled by vampires!”)

So after having my nose rubbed in this fact 150 times or so, I was finally convinced that we won’t all be on the same page about a game, any more than we’ll be on the same page about a movie we all saw. That’s okay though, because yammering about our differing interpretations is hella fun.

Neel is pointing to something extremely important here: the narrative generated in a roleplaying session is much like the narrative generated in any other medium.  That is, they are open to interpretation.  This is due to the fact that it is simply not possible for a narrative to include all the relevant facts.  Things are just too complex for that.  So, instead, the narrative leaves holes for you to fill in.

In roleplaying this is complicated by the fact that the audience is in the position of the author as well.  This means that each player has a sort of authorial authority that lends itself to their specific filling in of those holes.  The ability to say ‘When I said X, I intended it to be in support of idea Y’ is an important one.  The social power dynamics of author-audience are rather confused in roleplaying because everyone is an author and everyone is the audience.

But this turns out to be a good thing!  Uncertainty of this sort is what allows us to enjoy stories in different ways, and what allows us to enjoy the same stories despite our different backgrounds.  And as Neel says at the end of his comment: it can be tons of fun comparing our interpretations.  I mean, I love explaining how I thought a character was being a jerk because I interpreted his actions in one way, while someone else thought the character was being heroic because they interpreted his actions totally differently.

The point of all this is that all authority distribution is about who’s version of the filled-in story we are going to use at any given time.  In ‘traditional’ play, this authority is divided up at the beginning of the game, and then locked.  One person has authorial authority over each aspect of the game.  No element is authored by two players.  Whenever any question about what a character’s motivations ‘really were’ arises, every player knows to turn to a single person for the ‘official’ or ‘canonical’ answer.

A lot of more recent games have played with distributing this authority in a different way.  Specifically, authority over any given element varies based on a number of different factors, intead of being fixed at the beginning of play.  In Universalis authority belongs to whoever has most recently paid for it.  In Polaris authority is based on who is currently the Heart/Mistaken/New Moon/Full Moon as well as which ritual phrases have been recently employed.

I know I am not saying anything new or revolutionary here.  But I do think that, as much as we talk about authority distribution, we rarely think about what it really means.  The authority we are distributing is that of the author.  What we are divvying up is who gets to say what ‘officially’ happens in disputes.

One thing that is important to remember is that just because you have the authority to fill in a hole, does not mean that it will happen.  It may never get brought to anyone’s attention that there is a dispute.  While you may have been given the authority to decide motivations for a specific character, that does not prevent me from ascribing my own motivations to them if you do not make yours explicit.

Which leads me to an interesting question: how often in play do we specifically not seek clarification on an issue, how often do we fail to ask the authority what the official position is because we don’t want it clarified?  How much of our play involves skirting around official pronouncements because we are completely happy with our own private interpretations?