The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 06:15:49 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
RPG Theory
A Question of Premise
Pages:
1
[
2
]
« previous
next »
Author
Topic: A Question of Premise (Read 3250 times)
clehrich
Member
Posts: 1557
A Question of Premise
«
Reply #15 on:
February 11, 2003, 10:01:30 PM »
Jonathan,
I think you've pretty much covered the basic ground; from here on in it's technical differentiation. Fortunately, this
is
the Theory forum.... :)
Honesty of intent is certainly wise. But can we formalize "Intent" more closely? Can we state exactly what it is we want to achieve? I think that, on the assumption that a game's readers will not know the ins-and-outs of GNS theory and related matters (hell, we're all arguing about it, so do we really know it?), we need to state the conclusion we're driving at.
In some ways, I guess this is why I wanted a terminological clarification about logic, which M.J. has neatly capped. If we're going to be honest about what the game is Intended to do, perhaps the most important part is indeed the Conclusion, the expected outcome. And if it doesn't work, the players and readers will be able to say, "Okay, it doesn't quite work, but I like that Conclusion, so how do I fix the bits that lead up to it?"
So for me, Intent as currently defined in this thread must at the end-point be coincident with Conclusion; that is, you must be able to say, "This is what I want this game to do, what I want to be the effect of this game." That way your readers have a way to evaluate its success, and to fix it if it's broken.
To achieve this end, it might be useful to be a bit explicit about your reasoning, about how you got there. You say where you started (your Intent, what you thought you wanted to be your Conclusion), you say a bit about how you tried to achieve that goal, and you explain why you think your method succeeds. I don't think this needs to be all formalistic and tedious, nor do I think it needs to be long. But I think perhaps a bit more is needed than, "I wanted to make a game like X that does Y." You need also to say, "and I did Z to get there."
Logged
Chris Lehrich
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
A Question of Premise
«
Reply #16 on:
February 12, 2003, 07:23:39 AM »
I think that a statement of intent may be as much important for what it says the game intends to do as what it does not. Which is interesting. Most games do have some sort of text like this up front, but in the name of marketing the game, it's usually something like:
Quote
This is the game for everyone. It's better than all the rest. It'll even make toast for you in the morning.
So the question becomes whether or not the economic angle allows for honesty here.
I think it can. I can see a wave of honest games coming out and saying that they are about xyz, but not about abc. And not in the follwing manner:
Quote
If you're into idiotic, hack n' slash, monty haul, dungeon crawl style gaming this game is not for you.
That's just advertising again. After all, how many people would actually admit to all the above.
No, what I think we're looking for is more like what Ralph wrote in the beginnig of Universalis (if I may be so bold). It says that it's a game about telling stories, and not about getting into character. Players looking for that will be dissapointed.
It's an honest assessment of the game, and tells the audience in clear terms what the game will not do. I think that this is of benefit to the game. Other games promise the world and often dissapoint. Once that happens, the game often gets pegged as broken or dysfunctional or somesuch. By telling people up front what a game will not do, you prevent them from being disapointed. Hopefully. And perhaps they will go into playing the game with the correct attitude necessary to enjoy it, thus increasing the usefulness of the system.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum