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TMW:COTEC - "GC: Metaplay" excerpt

Started by RobMuadib, March 05, 2003, 05:07:42 AM

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RobMuadib

Hi all

I am still flailing about working on the chapter formerly known as game concepts: shared play, which i have at the moment changed to metaplay. Anyway, i have whipped out the new introductory info for this part of the game, and was wondering what people thought of it. It is quite raw and unedited and probably soft in the middle. It somewhere between a game model/what is roleplaying/how to play type document introduction, so anyway, comments would be appreciated, even a few snide ones if it turns out I'm on crack with this. So here ya go


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Game Concepts:  Metaplay

The Million Worlds: Chronicles of the Eternal Cycle is a role playing game founded on the concept of Metaplay. Metaplay is an approach to role-playing in which the players explore the shared imaginative world, the communal fantasy in which play occurs, on four distinct levels, the imaginative, the creative, the directorial, and the experiential. At the imaginative level, the players define, in collaboration, a shared game world of communal interest, by evoking it's most captivating, engaging, and enthralling elements. At the creative level, the players collaborate in using the design mechanics, working within the strictures of the creative outline, to give life to the individual elements of this world. At the directorial level, the players collaborate in orchestrating their exploration of the shared world through the narratives of characters that inhabit it. Finally, at the experiential level, the players cooperate in staging the action and activity of the narrative, portraying the characters within the narrative.

Imaginative Play

The imaginative level of play focuses the imaginative investment of the players by evoking the essential elements of a shared fantasy world, one that excites the interest and enthusiasm of the players. These elements can be anything that ignites the player's interest in the world. They serve as the focus of the imaginative investment of the group for the next level of play, in which they design the individual elements of the shared game world. Whatever vision or idea the players might find captivating can serve as defining concept of the shared world they players are creating. The players might focus on some panoramic elements of the shared game world; perhaps the players envision a baroque city of grotesque black spires floating among the clouds, or a post apocalypse world covered by an immense toxic jungle. The players can focus on a speculative element of the shared game world; perhaps the players envision a magic dark world of blood sorcerers whose power flows from the blood of slaves, or a future world wracked by the destruction of incredibly powerful psykers gone out of control, or even a world overrun by the horrific tentacled beasts of some "Other Dark". Technological elements can also serve as a focus for the shared game world; maybe the players envision a world of quick, agile Exomecha exchanging salvoes of awesome firepower, or the players are captivated by a world of immense World-ships that draw upon the incredible energies of their Shunt Drives to instantly transport them among the worlds of the "Far Stars". Any elements that engage the imagination of the players, cementing their interest and enthusiasm in exploring it through play, can serve as a focus for a world.

Creative Play

The creative level of play engages the creativity and artistry of the players, through giving form to elements of the shared game world. The players bring the shared game world to life by collaborating in using the design mechanics of the game system, working within the strictures of the world outline, to translate these elements into game terms. These world elements include the people, societies, and nations of the world, systems for any metabilities, such as magic, psionics, or super-powers that might exist in the world, and the technology, vehicles, weapons, and equipment available in that world. This collaborative work forms the foundation of play, providing the essential pieces with which players stage their games. It is through this design work that the fantasy world is made real, translating the players' vision into a concrete form that can be easily communicated and utilized by the other players.

Directorial Play

The directorial level of play engages the player's storytelling skills, and employs their cleverness in devising mysteries and challenges for the other players to explore in the guise of characters within the shared game world. Directorial play also allows the players to focus the attention of the group on elements of the world that most interest them. Directorial play works by requiring the players to cooperate in orchestrating the elements of the game world which will be the focus of the in-game action. The goal of this cooperation is to facilitate an entertaining experience for the other players. This cooperation is the foundation from which the players are able to explore the elements of the shared game world. By directing and authoring the actions of the various elements of the shared game world, you facilitate play for the other players. Remember, play is shared, and each player must work with the other players to allow for the exploration of the shared game world by each in his turn.

Experiential Play

The experiential level of play lets players explore the world they have created in a vicarious fashion through the vehicle of a character that exists within that world. The experiential level of play allows the players to immerse themselves in their characters, walking within the footsteps of another person, in another place and time. Through this level of play, players can discover the workings of the shared game world, understanding its mysteries, and experiencing the workings of those elements the player finds most interesting. This level of play also allows the players to explore the environs of the shared game world and interact with its peoples, experiencing its novel and exotic details and atmosphere. This level of play also allows a player to overcome the challenges presented by the circumstances of the characters within it, exulting in the triumphs of those characters. Finally, this level of play provides simple escapism, allowing the player to enjoy the color and richness of the communal fantasy, to be transported to another world. What makes this level of play so engaging is the element of uncertainty introduced by the game mechanics used to represent the world, and the creativity and spontaneity of the other players in portraying it. Thus, it goes far beyond simply imagining another place, or even writing stories about that place. The world is made vibrant, vivid, and mysterious by the use of the game mechanics and the interaction with the other players.


Thus the thrust of Metaplay is for the to players to collaborate in creating an engaging and enthralling world of shared fantasy, a world open to them, via the collaborative design of it's elements, to explore and experience in a myriad of ways, limited only by their interest and imagination.  The Metaplay concept is further advanced by its reflection in the game's underlying universe, The Million Worlds. All of the shared worlds that the players create via the Metaplay process are set within this common universe, providing a unifying context for not only the worlds created by your group, but the worlds of all groups playing The Million Worlds: Chronicles of the Eternal Cycle. The Million Worlds universe is described in the Game Concepts: The Million Worlds chapter. (See page xxx.)

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TFYI
Rob Muadib --  Kwisatz Haderach Of Wild Muse Games
kwisatzhaderach@wildmusegames.com --   
"But How Can This Be? For He Is the Kwisatz Haderach!" --Alyia - Dune (The Movie - 1980)

Ron Edwards

Hi Rob,

This may be my preference-bias speaking, but there comes a point when the discussion about what you're discussing about what the game is about gets counter-productive. Most of what you have here looks a lot like text that I produce in great copious abundance while game-designing but don't include in the text.

Some people might like it in the text of my games. Some others probably think I should keep leaving it out and put in other stuff that I usually leave out. But none of that is the point.

My point is that you might consider putting all of the Million Worlds text, right now as it is, into one big wad of print-out, staple or three-ring punch it, and look at it as a whole.

1. How much is not-perfect-but-playable?

2. How much is there-but-needs-baking-bad?

3. How much is discussion about the rest of it, as well as discussion about the discussion?

4. How much is just plain Big Gap, necessary stuff that you know needs to be done but isn't done at all?

I suggest that #3 has a way of taking over at the expense of all the others, and that the big priority is to get #2 and #4 brought to #1 status. Most of what you've presented here is fine and interesting, sure - but it's also repetitive and possibly redundant with plain old rules-in-action and examples.

(The other big pitfall is endless honing #1 at the expense of the others, by the way.)

Best,
Ron

Le Joueur

Can someone staple that to my head, please.

That's about the most succinct statement about game design I've seen (needed).

Fang Langford
Fang Langford is the creator of Scattershot presents: Universe 6 - The World of the Modern Fantastic.  Please stop by and help!

Mike Holmes

ku-chunk!

Consider yourself stapled.

Mike
Member of Indie Netgaming
-Get your indie game fix online.