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Archive => RPG Theory => Topic started by: Silmenume on February 04, 2005, 08:12:26 AM

Title: Thoughts on the role of game design - musings
Post by: Silmenume on February 04, 2005, 08:12:26 AM
This is post of musings, so if it doesn't make any sense to any one – mea culpa.

Not too long ago I wrote a post where I posited a split between Effect and Affect.  Chris Lehrich came in reformulated some thoughts and suggested different terms because the actually terms Effect and Affect are so commonly mixed up (due to closesness in spelling and subtleties in meaning) that using them presents a huge throbbing potential for continual catastrophic hyper-explosive thread crashing!  Auhhhh!  In all seriousness, he is on all accounts right.

So instead in this thread instead of Effect I shall use Impact as in "Impact on the Situation."  

Instead of Affect I shall use Result as in "Result on the player for making decisions that have Impact on Situation," that is to quote Chris Lehrich - "the emotional, intellectual, subjective impact of play upon players".  Among other things "Result" accounts for that Step on Up, Story Now, or the Dream is registered within the players.

Title: Thoughts on the role of game design - musings
Post by: clehrich on February 04, 2005, 07:02:44 PM
So you're basically saying, if I understand you right, that the primary object of game design is to get from what the player desires to the way the player has an impact on the gameplay, with the ultimate intended result being largely outside system?

If so, I have to say that it's striking that most game design rhetoric, by which I mean what I am used to seeing in game books about what the point of the book and the system is, seems deeply focused on result.

For example, the book goes on and on about how playing the game will create a vast epic saga.  And a short tag-line version of that appears on the back.

So in your remarks here, are you saying that the idea is to pre-constrain Desire through a tag-line or whatever about Result, and then use system to get the Desire to play out as Impact?  Something like that?

I'm not quite sure where you're going with this.  You did say it was just musings, of course....
Title: Thoughts on the role of game design - musings
Post by: Silmenume on February 08, 2005, 02:05:28 AM
Hey Chris,

Quote from: clehrichSo you're basically saying, if I understand you right, that the primary object of game design is to get from what the player desires to the way the player has an impact on the gameplay, with the ultimate intended result being largely outside system?

Yes.

The first arrow is the external dialogue among the players.  Game designs profoundly affect that process.  The second arrow is entirely internal and therefore beyond the scope of system.  Designers can try to influence the dialogue such that the results of that effort (Impact) will be "translated" in a manner that matches the players' desires, but that "translation" process in only influenced, but not directed by the Impacts.

Quote from: clehrichSo in your remarks here, are you saying that the idea is to pre-constrain Desire through a tag-line or whatever about Result, and then use system to get the Desire to play out as Impact? Something like that?

More or less.  Desire must be constrained in some fashion, the question becomes, "Do you find these constraints interesting (Universalis) or these constraints (Tunnels and Trolls) or these constraints (Sorceror) etc.?"

Not sure what the implications of this are, but there you have it.
Title: Re: Thoughts on the role of game design - musings
Post by: Doctor Xero on February 09, 2005, 08:09:35 PM
Quote from: SilmenumeIf the game process is really a specialized form of dialogue, then game design is really an attempt to direct and shape this dialogue.
You know,  this makes Robert's Rules of Order seem like a game book, with the gamist end of winning the debate of the day.

Hmmm, that seems scarily accurate, now that I think about it . . .

Doctor Xero