The Forge Reference Project

 

Topic: Representation & Your Message
Started by: Jonathan Walton
Started on: 7/18/2004
Board: RPG Theory


On 7/18/2004 at 3:07pm, Jonathan Walton wrote:
Representation & Your Message

So I was talking with Emily Care over PM, and I was regretting that I hadn't waited a bit later to write Girls Don't Roleplay for my RPGnet column, because I feel (and several people mentioned this when the article came out) that I only really addressed the tip of the iceberg. Issues of women in roleplaying inevitably relate to issues of representation in general, whether it's representation of women, minorities, other cultures, etc. And those issues or representation go beyond roleplaying to embrace all media.

In any case, what brought these issues back to the forefront for me was Edward Said's landmark book Orientalism, which I've finally gotten around to reading. I'm only through the introduction, but I can tell that this is one of those texts that tends to reaffirm what one always suspected. Let me drop a few quotes, so you can see where I'm coming from:

Edward W. Said wrote: Orientalism is premised on exteriority, that is, on the fact that the Orientalist, poet or scholar, makes the Orient speak, describes the Orient, renders its mysteries plain for and to the West... The exteriority of the representation is always governed by some version of the truism that if the Orient could represent itself, it would; since it cannot, the representation does the job, for the West and for the poor Orient.

...The things to look at are styles, figures of speech, setting, narrative devices, historical and social circumstances, not the correctness of the representation nor its fidelity to some great original... There is no such thing as a delivered presence, but a re-presence, or a representation. The value efficacy, strength, apparent veracity of a written statement about the Orient therefore relies very little, and cannot instrumentally depend, on the Orient as such. On the contrary, the written statement is a presence to the reader by virtue of its having excluded, displaced, made supererogatory any such real thing as "the Orient."


Hopefully, this passage's relationship with feminism and the issue of women/minorities/cultures in roleplaying is fairly evident. In my RPGnet article, I warned against trying to write games that were specifically "for women" for exactly the reasons listed above.

First, you don't necessarily want to put yourself in the position of being the voice of the voiceless. It's quite possible that the "voiceless" actually do have a lot to say and they are saying it. The problem may just be that nobody's listening. In seeking to represent them to the unlistening world (where we, as white males, can often find an audience that would ignore other voices) you might end up distorting their message to the degree that you're not really helping much or making things clearer. This has traditionally been a problem in Native American Studies, East Asian Studies, and all "area studies" disciplines.

Secondly, and I think this is where the real point is, the search for some kind of accuracy in representation is problematic. Whenever we try to discuss "feminist" game design or giving women penalties to Strength and whatnot, this is what keep sticking in my mind. Trying to represent the "real world" is impossible. The fact that you're creating a representation makes it inherantly inaccurate. That's not the point. The point is what your representation is saying, not that it reflects any sort of reality. What your design says is "women are inherantly weaker" not "women are the way they are in real life."

I see similar issues all the time in games with Oriental settings. Everyone wants to talk about how their martial arts mechanics are more accurate and realistic than those of another game, how really, in Chinese or Japanese or Korean, the proper term for something is X when some people say Y, how characters should be roleplayed with a strong focus on honor and family loyalty (since that's the way things really are). They don't realize that their game (and every game, really) is a polemic, an argument for a specific worldview.

This is the place where setting design can be just as important as system design. Setting design has, traditionally, taken a back seat at the Forge in a way that I feel is unfortunate. This comes from the view that settings are a dime a dozen but systems are what make things really work. I don't think this is true. Systems without real thought put into them are just as uninspiring as run-of-the-mill setting concepts. Personally, I find setting concepts often more exciting that system concepts. In fact, unusual setting concepts often tend to inspire unusual mechanics that wouldn't have emerged on their own.

So I guess I have three main points here:

1. Don't Speak from the Outside. Give voice to your own ideas and beliefs, not those of someone else. You can provide a forum for someone else to say something, but don't upstage them.

2. Your Game is a Polemic, Not a Model. Forget accuracy; argue for a specific worldview. If people don't want to live in that world, they'll drift your game in another direction, construct their own world to live in, or play another game with another worldview.

3. Setting Can Be As or More Important Than System. This is especially try in rules-lite, high-trust, and freeform games, but goes for all others as well. The Forge should be more open to addressing issues of setting and the complexities of transmitting a polemical worldview to players of your game.

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On 7/18/2004 at 6:32pm, Ravien wrote:
RE: Representation & Your Message

Hey,

I found your article interesting, and this post too. One thing though, while, I was reading that article and this post, something seemed to tug at me. It was this:

#1 -- Hands-Off: Group X knows their own tastes. Let them write their own games, based on what they want to play.
#2 -- Hands-On: Everyone has complex tastes. Write your own games, based on what you want to play.

...and it made me think... about girls making games for girls, and/or lack of this happening.

I mean, regarding #1, to my mind, if girls don't like the current state of games... then I say "make your own then". Hell, that's what I do. And I think, that's what most people here do. They say to themselves "You know, there's nothing out there right now that will give me X exactly as I want it, so I'm gonna make a game that gives me X just the way I like it".

I think #2 is simply #1 from an external perspective. So it follows that what works for #1, works for #2 and vice-versa. I think they both work simultaneously: If YOU want a game that doesn't exist, go make it (#2), and if I want a game that doesn't exist I'll make it myself (#1).

I'll warn you, I'm going to say something that will probably piss some people off now. I think girls should start making their own games and stop expecting men to make them for them, or else stop complaining. I read some of those forums on RPG.net and all I see is a bunch of people wanting the industry to change for them. Shit doesn't work like that. If you want a change, make that change yourself. Now I know that there have been a few games made by girls, and some of these have been successful. Great! Now make more! We do.

Because here's the perfect solution. It's perfect because it's exactly how the whole hobby started in the first place. If girls make games that appeal to girls, more girls would play. Thus more girls would be available to make more games that appeal to more girls... and so on. So girls simply need to start making the games that they want to play, and stop waiting for someone else to make them instead. This is the only way to remove the male dominance in gaming.

The exteriority of the representation is always governed by some version of the truism that if the Orient could represent itself, it would; since it cannot, the representation does the job, for the West and for the poor Orient.

I like this sentence. Because it makes you think... why aren't girls representing themselves in game design?
It's quite possible that the "voiceless" actually do have a lot to say and they are saying it. The problem may just be that nobody's listening.

I don't think this is the case. Girls, just like guys, have just as much oppurtunity to have their voice heard, in the many online forums for games and game design. If they talk, obviously, people listen. Hell, this topic and your article are testament to that. But the problem is, as I see it, that there is talking and listening going on, but no doing. And as you've noted, guys can't be the ones to do the doing when it comes to designing games for girls. As noted here:

1. Don't Speak from the Outside. Give voice to your own ideas and beliefs, not those of someone else. You can provide a forum for someone else to say something, but don't upstage them.

Agreed completely. However, this is arguably the exact reason why gaming is male dominated: because males have been doing this, and as a consequence, have been appealing to more males, because they are more likely to share the same ideas and beliefs.

2. Your Game is a Polemic, Not a Model. Forget accuracy; argue for a specific worldview. If people don't want to live in that world, they'll drift your game in another direction, construct their own world to live in, or play another game with another worldview.

I wouldn't say to forget accuracy. The more a game accurately reflects us, the more we can identify with our characters and the world. We might have great intellectual imaginations, but our emotional imaginations are pretty stunted comparatively (Try imagining a non-human sense, and now try imagining a non-human emotion. The first is really hard, the second is impossible).

3. Setting Can Be As or More Important Than System. This is especially try in rules-lite, high-trust, and freeform games, but goes for all others as well. The Forge should be more open to addressing issues of setting and the complexities of transmitting a polemical worldview to players of your game.

"As", probably. "More", unlikely. Both are essential for playing to occur, but setting is far easier to generate on-the-fly than system, and so system is more valuable. Also, I'd argue that system is far more important in transmitting a polemic worldview than setting. Setting merely identifies it, system makes it able to be experienced and understood.

Anyways, that's my 2 cents for now.

-Ben

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On 7/18/2004 at 6:52pm, Bankuei wrote:
RE: Representation & Your Message

Hi Jonathan,

Excellent subject.

A major point of roleplaying is identification with the character. It IS noticed when characters you identify with are absent or represented according to someone else's strange ideas of them.

I have been fortunate to play mostly with groups of color, either as the majority or as the whole. And universally, no matter the set of players, either ethnic groups were added to a setting, the ones available were defined if they had no real definition before, or the definition was completely reworked to something folks felt more comfortable with.

A notable difference is that when playing groups not ethnically dominant, arguments would crop up similar to the Sim/Nar debate about samurai, except replace samurai with asian, black, latino, etc. "That's not how asian people are!" "Um, not all asian people are the same...", etc.

I suspect it can only be similar for women in regards to gender.

Unfortunately, I don't have any solid advice to give to designers in regards to representation of race or gender. Leaving folks absent is wack, misrepresenting them according to a shallow viewpoint is wack, and giving folks a brief 2 sentence description that boils down to, "Oh, yeah, and the Asian people live on THIS continent" is wack as well. So far, the best answer to date is to acknowledge folks existance, but not to overdefine them, that has been our personal take on it.

Chris

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On 7/18/2004 at 7:00pm, Jonathan Walton wrote:
RE: Representation & Your Message

Ravien wrote: I think girls should start making their own games and stop expecting men to make them for them, or else stop complaining. I read some of those forums on RPG.net and all I see is a bunch of people wanting the industry to change for them. ...If girls make games that appeal to girls, more girls would play.


Ben, I think you're drifting off into dangerous territory here (though the rest of your comments are on the mark, I think). There are two sides to this issue: 1) there aren't as many female/minority designers, 2) many male designers write games that are actively repugnant to potential female/minority players. In this case, I think there is some cause for complaint and wanting other people to change, though I agree that creating new, attractive content is a far more powerful statement.

Also, I was trying really hard to get away from the "appealing to girls" language. What you mean, I think, is that female designers are less likely to make games that are actively repugnant to potential female players (which is probably true, unless they have really bizarre tastes). There's no guarantee that female players will like a game just because it has a female designer. After all, there are plenty of male designers whose games I can't stand.

If they talk, obviously, people listen.


Whoa. Where did that come from? Do you really think that's true? You never find that people ignore you, even when you have something valuable to say? Man, you must be really lucky.

I wouldn't say to forget accuracy. The more a game accurately reflects us, the more we can identify with our characters and the world.


I don't think you're quite getting what I mean here. I'm saying that accuracy is subjective, based on how you view the world. Ex: I think swords are lame. You think swords are cool. In your game, you have cool swords and call it more accurate. I call it more lame. Your game isn't consistent with the real world (i.e. "accurate") because it has cool swords. You game is just more consistent with the worldview you're trying to articulate.

...but setting is far easier to generate on-the-fly than system, and so system is more valuable.


Really? I think this is a YMMV issue. I find it really easy to say, "Roll a d6 and try to get over a target number" or even to just freeform it. I don't think setting is necessarily more easily improvized at all.

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On 7/18/2004 at 7:48pm, Paul Czege wrote:
RE: Representation & Your Message

Hey Jonathan,

Very interesting post. (And great, thought-provoking quotes from Said.)

2. Your Game is a Polemic, Not a Model. Forget accuracy; argue for a specific worldview. If people don't want to live in that world, they'll drift your game in another direction, construct their own world to live in, or play another game with another worldview.

Do you think My Life with Master is a polemic? My advice to James West regarding his game, The Stranger, was:

Narrativist games aren't about what you can learn from the designer, or from the system, but what you can learn from each other. Create a conversation, and you might end up advancing an agenda. Focus on advancing an agenda, and you fail to create a conversation.

And I think this describes My Life with Master. Definitely the game scopes the conversation...but the polemics are delivered by the participants during play.

Paul

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On 7/18/2004 at 8:00pm, LordSmerf wrote:
RE: Representation & Your Message

Paul,

Very interesting point. Especially considering something that came to me the other day. I was telling a buddy about the 24 Hour RPG Challenge and he asked "So you have to design a System and a Setting in 24 hours?" My answer was "There are two ways to design an RPG: 1. A System and a Setting. 2. A System and a Premise." I didn't think anything of it at the time, but now that i've sat back it's an interesting dichotemy (and probably merits discussion in its own thread.

Most Narrativist games present a Premise instead of a Setting as far as i can tell. I would say that every Premise is a Polemic. Basicly stating a Premise is a statement that that Premise is interesting and/or important to address. That is a worldview that you are presenting.

However, you bring up a really interesting point that playing a game (especially a game designed to address a Premise) generates even greater polemics because the players further define their Worldview to each other. The fact that they are all playing is (hopefully) an indicator that they agree with the basic statement "This Premise is worth our time to address." In actually addressing said Premise they argue for, or against, the Worldviews that they present to one another.

I think that makes sense... However, i'm pretty well known for incoherent babbling so i may not be making any sense...

Thomas

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On 7/18/2004 at 10:19pm, Jonathan Walton wrote:
RE: Representation & Your Message

Paul, I think MLwM is certainly polemical in the way I mean here, which is: "this is the way this game is supposed to be played." I keep thinking back to GM section, where you specifically describe the kind of pacing and aggressive scene framing that you want. I was originally talking about polemics and worldviews mostly to refer to settings, but in MLWM the setting and system are so tightly intertwined that I don't think you can really seperate them. You couldn't use MLwM to explore different kinds of relationships; it's all about a twisted master-servant relationship; that's what the system is built to do. And you certainly seem to have very clear ideas about how to structure and explore that relationship.

I think the conversational aspect that you're talking about comes from an openness to new ideas and trying new things. I play MLwM and, over the course of play, I'm reponding to the polemic that you put forth in the game. You say "frame scenes aggressively" and I try to figure out how to do that, even if I'm unfamiliar with it. I already feel like I'm in conversation with Vincent's "Dogs in the Vineyard" and I haven't even played it. I just keep interacting with various components in my head and mentally responding to what Vincent is arguing for.

In fact, come to think of it, the people to whose work I respond the strongest are those who have a very clear idea of what their game is supposed to do and argue for it all the way through the game, in system, setting, writing, pictures, graphic design, whatever. Because they're clear about what they want, I can be clear in my response to it. Now, I certainly wouldn't ever have created anything like MLwM or Doggies, but that's the great part. I get to play inside other people's twisted worldviews! But that's only possible if they argue them for me and show me how they make sense, to them.

I also agree with LordSmurf that the magnifying glass effect of "see this here? play a game about that!" is quite polemical in and of itself, which is why broad, diverse, unfocused games aren't nearly as polemical. D&D and Exalted certainly say some things about how they should be played and what their worldview is, but it's often a mixed message sent by scores of authors and pages and pages of mixed material.

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On 7/19/2004 at 12:33am, Noon wrote:
RE: Representation & Your Message

I never get what these sort of posts are about. They usually try to be tread carefully in so many areas I can't see the goal for the PC.

Is it about getting bums on seats? Personally I see the female demographic as a great untapped resource.

Or is it about man-woman respect and politics and how we can cover that?

"Oh no, its a bit of both"

Oh man, I think any attempt to cover both at the same time is like trying to swollow a spring bock whole. Unless your head can dislocate into eighteen seperate pieces like a anaconda, your not going to manage it. (God I loved using that wacked analogy there!)

Personally as a male I'd like to concentrate on what I estimate would get those bums on seats. Of course anything I say would have some girl or even guy come in and say 'that's not true', never mind the fact that one can't really say anything about guys, as a man, and be true either.

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On 7/19/2004 at 8:55am, Rich Forest wrote:
RE: Representation & Your Message

Callan,

I like your analogy, and I think you’re 100% right about one thing – we need to make sure we’re clear on what this thread is about, otherwise it could very, very quickly splinter and get way off track.

But I think the whole “PC” thing a) dismissive and b) a red herring.

a) It’s a way of saying, “I can’t be bothered to listen to what you’re saying and take it seriously. With one swift acronym I can pack it up and sweep it away.” I’d submit that once it gets brought out, it adds nothing to the quality of a discussion.

And b) it’s particularly unhelpful here. While Jonathan’s post is framed by "women in gaming," I think he did himself a bit of a disfavor by using it to frame his post. Because I don’t think it’s really the main point of this thread, but I do think it’s most likely to be the thing people latch onto to jockey for political cache about. (Jonathan, let me know if I’m reading you incorrectly here, and you really do mean to focus on that issue.) I think it’s just an example, a concrete starting point, a frame for introducing and getting at the main point, which Ben gets to at the end of his post and which Chris, Paul, and Thomas have all replied to directly. And that point is summed up at the end of the first post:

So I guess I have three main points here:

1. Don't Speak from the Outside. Give voice to your own ideas and beliefs, not those of someone else. You can provide a forum for someone else to say something, but don't upstage them.

2. Your Game is a Polemic, Not a Model. Forget accuracy; argue for a specific worldview. If people don't want to live in that world, they'll drift your game in another direction, construct their own world to live in, or play another game with another worldview.

3. Setting Can Be As or More Important Than System. This is especially try in rules-lite, high-trust, and freeform games, but goes for all others as well. The Forge should be more open to addressing issues of setting and the complexities of transmitting a polemical worldview to players of your game.


You may agree or disagree with these, or even that they’re compatible with each other (1 and 2 are in an interesting tension, which I think can be resolved without them fully being labeled as contradictions, for example, but maybe I’m wrong, and regardless, I have to think about it more.)

At the moment, I’m most interested in Chris’ last paragraph because it brings to the forefront the catch-22 of representation.

Leaving folks absent is wack, misrepresenting them according to a shallow viewpoint is wack, and giving folks a brief 2 sentence description that boils down to, "Oh, yeah, and the Asian people live on THIS continent" is wack as well. So far, the best answer to date is to acknowledge folks existance, but not to overdefine them, that has been our personal take on it.


I think Jonathon's 1st point is one proposal for how to deal with this, but of course it brings up the question, "How do you let other groups speak through your game?" I mean, practically speaking. I'm probably not going to answer that question right now. Jonathan, tag, you're it.

Hm. Ok, if I explore this whole question of representations a bit, the first idea that comes to mind is when representing a group, do it that way because that’s the representation you want to achieve. Also, in representing groups, a) recognize that you’re fallible. That is, that you have a limited view. Sure, we have some good science especially of physical systems, but a lot of people like to pretend that we’re more sure about all kinds of things than the experts themselves generally claim to be. So let’s face it, we’re fallible. We don’t see the whole picture. And in game design, that’s not even really the point. Jonathon seems to be saying that since we have a limited view, and we’re designing games, we might as well at least recognize that we’re dealing with gross abstractions that prioritize what we want to claim is important. I’ve seen Ralph make the point over and over and over again that RPG’s are abstractions, and since we’re abstracting so much anyway, we might as well do it intentionally and with a clear, focused goal in mind. Jonathon is saying this when he says all RPGs are polemics, really. And he’s saying that setting is important to this too. Now my b) idea in response to Chris’s point was going to be “get educated,” because it helps reduce the likelihood of too shallow a misrepresentation. But even then it has to be taken with a good dose of a), reworded: even though you read all about it, or you have a gay friend, or you talked to a woman, or whatever, you’re still fallible, and you’re still bringing your specific viewpoint to bear on the game design.

It comes down to this, for me – you’re arguing for some kind of world view in your game. Stop pretending to be neutral. You’re not. So why not make everything you put in your game intentionally meaningful? Put it in because that’s what you want to say about the world. It doesn’t have to represent some kind of political philosophy, or be some kind of ideologically charged manifesto. I’m talking about just straight up, this is how the world is gonna be in my game kinds of stuff, including MLwM’s approach of saying “This is what this game is about, and you have to deal with it if you’re playing this game. And let’s not waste our time on the stuff that doesn’t support what this game is about.” In a sense, it's another way of saying "System does matter," and it matters about this too. Jonathan has added, "And setting, don't forget setting!"

Reflect, I guess, is the word here. Reflect and focus. I’m not going to get into the system/setting debate at the moment, but I’m sure other folks will cover that ground.

Rich

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On 7/19/2004 at 9:20am, LordSmerf wrote:
RE: Representation & Your Message

I think you have admirably stated what i was thinking Rich.

I would further add that i read Jonathan as saying "First, recognize that RPGs are abstractions and that they can never be 'objective' because (just as in news) you spin all information to fit your worldview. Second, since everything in your design will be biased, recognize and accept that bias is okay and unavoidable. Third, since bias is okay and will be there anyway you should use it intentionally, figure out what polemic view you are putting forward in your game and then make everything support that polemic."

I could be off base, but that's what i'm seeing here. Essentially, designing a System that supports a polemic view (like: Swords are really cool) and failing to design a Setting or Premise that also supports that same polemic results in a game that could be much better than you've made it. As much as possible, every mechanic and setting vignette should reinforce the polemic position of the game.

I'm sure Jonathan will let me know if i'm misunderstading him.

Thomas

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On 7/19/2004 at 12:20pm, Jonathan Walton wrote:
RE: Representation & Your Message

Thanks for keeping us on-track, Rich. I think you and Thomas both nailed what I was trying to say about polemics. It's interesting too that point #3 is basically "Setting Does Matter" :) I hadn't noticed that before...

Rich Forest wrote: "How do you let other groups speak through your game?" I mean, practically speaking. I'm probably not going to answer that question right now. Jonathan, tag, you're it.


Hmm. You're right that there is some tension with #2 (polemics). If you're arguing for a specific worldview, you're inevitably going to end up representing other people and, in effect, speaking for them. That's the thorny issue that Chris was getting at. Still I don't think creating a forum for other people is impossible. After all, roleplaying game texts are really just forums for players. You set up a space in which people that you don't even know can imagine things together, so, from the very beginning, you're letting other people speak through your game.

The real problems occur when both the design and players are representing other people. Say I write a game where you play Chinese rock musicians (which I've wanted to do for a while). I'm not a Chinese rock musician. Most likely, the people who would play the game aren't going to be Chinese or rock musicians, much less both. But #1 says that we shouldn't speak for Chinese rock musicians in the course of playing the game.

Well, answering this, #2 says, fine, don't speak for them; represent them. Argue for a specific take on them that fits with what you want the game to be about, but don't pretend that this is an accurant depiction of how they really are. Acknowledge that what you're putting forth is a polemic, and then people can decide for themselves what they think of the representation.

Recently, this was the take that Kevin Siembedia tried to take in the introduction to Rifts China (co-written by him and Erick Wujcik), but he was very wishy-washy about it and seemed to want to have things both ways. It was the "we've done a lot of reading and tried to make this as accurate as possible, but there's also a lot of stuff that we just made up" approach, which is problematic because you don't know what things they're claiming are "accurate" and what things are "made up." Better, I think, to not try for accuracy at all.

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On 7/19/2004 at 7:38pm, Bankuei wrote:
RE: Representation & Your Message

Hi Jonathan,

After some digestion and thought, here's some more things that had occured to me;

"Hokey for hokey is ok"

If I play Ninja Burger, then I understand that it in no way represents asian people in a real sense. Likewise with Feng Shui. Both games make it abundantly clear that they are not to be construed as "realistic" or "meaningful" in any sense. Although it is interesting to note that the only game I've seen apply stereotypes for pulp/humor factor universally is octaNe. It's interesting to note that these games generally poke fun at the stereotypes, but are not really opening the conversation to more meaningful discussion about them(and that's fine, given the sorts of games they are).

"The law of...close enough..."

Other games attempt to grab real world cultures and slap them into fantasy settings. When doing this, they tend to claim immunity from misrepresentation by "Oh, but this isn't Earth!", though everyone knows that the game is about Samurais, Aztecs, Babylonians, or what have you. This is often a fine line to walk where the cultures can be close enough to open an interesting sort of discussion through play about what each culture may be or not be, but it can just as easily slide into "No, that's how these people ARE..." issues as well.

Prime example being Heroquest's Glorantha, although stuff like Legend of the 5 Rings also sits here too.

Here's some ideas to consider:

•Directed Reference

Instead of "summarising" a culture or group, try referring folks to the actual culture(and general history time) itself. "Check out 14th century China, you can read these books and here's some webpages..."

•Dispelling myths

Often the two biggest myths I personally have seen in play are "Everyone in a culture is like THIS", and "Women are abused at every turn of the way". The first one is sort of a simple minded offshoot of "racial alignments" and other such things, while the second is what happens when people get less than a smidgen of knowledge and construct a whole worldview on it. Both often need clear text explaining the variability of circumstances, and exactly what's going on in terms of society in Setting. Fulminata does a pretty good job of explaining women's roles in this regard.

ªWhy are we doing this again?

Most people decide they want to include other cultures mostly out of "cool factor", not any actual reason. "Of course we have to have an East, otherwise where will the ninjas come from? And the katanas that cut everything in half?"... "Yeah, there should be a jungle full of 'natives' who summon things and do weird voodoo", etc.

It's also pretty telling that women are never addressed for "cool factor" but normally left completely out of the limelight, except the one or two cultures that are typically created to be the amazon/matriarchial society to contrast to the rest.

Most of the games I'm very cool with are very clear from the start what they're including and WHY, not simply a fanboy potpourri of "oooo! Cool!". I suppose this is right in with Setting supporting CA instead of detracting from it.

Chris

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On 7/19/2004 at 7:46pm, LordSmerf wrote:
RE: Representation & Your Message

Jonathan Walton wrote: It was the "we've done a lot of reading and tried to make this as accurate as possible, but there's also a lot of stuff that we just made up" approach, which is problematic because you don't know what things they're claiming are "accurate" and what things are "made up." Better, I think, to not try for accuracy at all.

This seems misleading to me. Striving for "accuracy" is fine, and probably a good thing. I think that what's really important is realizing that even your "accuracy" is polemic. Let's design a hypothetical Fantasy Heartbreaker. I'm the lead designer, and i think that swords are really cool, and that plated mail armor is interesting. Therefore i do a lot of research regarding these two things. However, due to the fact that i'm starting with the pre-concieved idea that "swords are cool" any time i find conflicting views and/or evaluations regarding the usefulness of swords i'm going to lean toward the one that agrees with me. Same with plated mail armor.

Essentially i'm saying that RPG design is polemic in the same way that literature is. I can write a piece of fantasy fiction in which everything is entirely made up, and that is clearly polemic. However, i can also write a carefully researched biography that, due to the things i include or don't include, is also polemic. You can't write things that are not polemic. That doesn't mean you can't strive for "accuracy". Just make sure that you realize that you aren't actually being accurate.

Of course that doesn't answer the question "Should we strive for 'accuracy'?" That one's a bit tougher i think, and just like in writing i think it depends on the goal.

Relaying abstract concepts and propogating worldviews is probably going to be easier if done through a system that is intentionally biased towards presenting them.

Trying to raise social awareness or encourage understanding of more concrete ideas is probably more akin to a well researched biography. It is something that you want to get as "accurate" as you possibly can. This means interviews and research, lots of interviews and research.

Continuing the literature analogy allows me to point out that it takes less effort (in regards to gathering information and checking facts) to write a wholly fictional piece than to write a biographical one. In my estimation (which has been known to be horribly wrong) most RPGs are written as works of fiction. Little if any research is done regarding the source material (and in many cases like magic and elves, such research can not be done since any inspiration is highly polemic as well).

The exception to this would be autobiographical work, which seems to be indicated in Jonathan's #1. Women don't have to do too much research to know what issues they think are important and how they should be addressed. Chinese immigrants don't really have to do interviews to know how they feel about things.

I guess what i'm getting at is: If you really want to address a social issue, make sure you do your research. Do research as if you were going to write a book or a published academic paper. If you fail to do this then you are merely presenting the issue as you see it. Not that that is a bad thing so much as it is limited. Your game may teach people what you think about it, but awareness of your view is not awareness of the issue itself.

So, feel free to write about whatever you want, but realize that to some greater or lesser degree you are presenting a game that is subjective.

Thomas

EDIT: Crossposted.

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On 7/19/2004 at 10:51pm, MR. Analytical wrote:
RE: Representation & Your Message

I agree with point 3, I think that for most gamers setting's a far better way of "saying something" than system which I think is haphazard in its effectiveness. Indeed, if you look at french RPGs traditionally rules have taken a seat signficantly further behind setting on the flight to publication. The result is great themed games like INS/MV.

However, I have a real issue with your first two points...


"Don't Speak From the Outside" - Why not? authors frequently write books about viewpoints other than their own, examining and evaluating other groups either directly or indirectly. Your approach, if I'm reading you correctly, would not allow for people writing games about belief systems other than their own... so In Nomine's satirical take on catholicism and fascism (and the links therebetween) would be undoable for you unless it's written by a catholic. The perspective of an outsider can be equally valid. I also think that this creates tensions with your second point...

"Your Game is a Polemic not a Model" - Again... why not? your argument is that models are inherrently inaccurate so there's no point in attempting to model. Well glossing over the fact that models in physics allow accuracy down to 10 decimal places and modelling gave you the computer you're reading this on I don't see why this should be the case.

Consider games like GURPS Ice Age or the fictional game discussed in Cryptonomicon where the point of the game is to try and simulate primitive human existence. By modelling certain aspects, especially imperfectly, you're saying things and expressing ideas. In fact, I'd say that by arguing for a certain worldview you are in fact making certain claims to accuracy. You're saying THIS is how these societies functionned, THIS is what was important to these types of people, THIS is what life was like for them, THIS is a basic fact about human nature/politics/metaphysics.

Charitably viewed I'm not sure where a polemic stops and a model begins and uncharitably viewed I think you're wrong as models still have value in this hobby... even if its just models of TV and literary genres like pulp or 80's cartoons.


So if you're interested in games that express ideas, whether they're feminist or orientalist or whatever, I don't really agree with your conclusions.

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On 7/19/2004 at 10:57pm, Noon wrote:
RE: Representation & Your Message

Rich,

Oooh, I don't think I ment that by PC. To the original poster I meant 'my filter is overloaded and I haven't sifted what you want out from all the careful wording I'm wading through' and I also meant that in terms of anything I contribute that someone else can come and sweep my words away because bang, I said something about a demographic I'm not part of.

So is it about getting more chixxors into gaming or about not being polemic in general? Scuse the mildly inflammatory word (if it is inflammatory for you or any other reader)

As for this whole polemic thing, isn't that the default? I mean, no one works with some hive mind consensus...weve all got some rough estimate of how everyone else does things and what everyone else believes. But we don't actually work from some shared file.

The thing is, that isn't a general wisdom. It reminds me of an anecdote my partner said. She said that once she found out that school reports were the subjective product of each teacher, she was shocked.

People do this polemic thing mostly because they, in so many words, believe in one true source for all school reports/whatever their talking about. That martial arts thing the first poster mentions is a really good example. You get the students just idolising their teacher and never thinking that he's just a man who's formulated what he says from his experiences, rather than from some central core of truth. And on top of that, if the teachers words are fairly reliable (ie, they are quite practical), the person repeating them may have selective memory of what was said, but thinks they got it all perfectly.

I run into guys like this fairly regularly on other forums, who post on how this just isn't done right. You try to suggest that hey, maybe just adopt that game worlds way of doing it for awhile as your own idea of what is right is just as subjective. And they completely don't get it, moving on to explain in detail how they are right/what they know is the true source and thus the source you use.

Asking for less polemic writing is good, IMO. But I believe you'd need to explain why it’s a good idea…and many would be so shocked at the idea that they just wont absorb it.

Not to mention the ironic fact that it’s a good thing not to do, because of people believing in core truths and thus seeing something polemic as a source of agitation. So, because many people believe in a core truth on a subject, you need the person who's interested in writing on the topic, the writer, not believing in any core truth on this topic he's passionate about enough to write about.

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On 7/19/2004 at 11:56pm, LordSmerf wrote:
RE: Representation & Your Message

Noon wrote: Asking for less polemic writing is good, IMO. But I believe you'd need to explain why it’s a good idea…and many would be so shocked at the idea that they just wont absorb it.

I do not see this as the point at all. As i read it the point is not so much a case of writing non- or even low-polemic material so much as it is recognizing that we generate polemic material. Essentially, recognizing that we are not actually producing "objective" work allows us to make better games... That's how i see it anyway...

Thomas

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On 7/20/2004 at 1:23am, M. J. Young wrote:
RE: Representation & Your Message

These quotes are out of order, because they make more sense in my mind in this sequence, for purposes of this post.

Ben a.k.a. Ravien wrote: Now I know that there have been a few games made by girls, and some of these have been successful. Great! Now make more! We do.

Because here's the perfect solution.


But is it the perfect solution? Is there nothing to be said for the talents and experience of experienced game designers?

I note that often someone who writes a book which is essentially autobiographical or "insider historical" (e.g., "I was part of the Watergate scandal, and this is what I saw") will collaborate with a professional writer. Nowadays the name of the collaborator will appear on the cover (usually in small print, prefaced by "with"), but we all know that the content comes from the person whose story is being told and the structure and style comes primarily from the experienced co-author. Not so long ago such books were "ghosted", in that the person who actually wrote the text got his name on some copyright office form but never reached the public eye. This is because it actually takes talent and practice to write a book.

Should it not be so as well for a game? A good deal of the justification for the very existence of the Forge is that it does--that there are people here who have experience willing to share with those trying to figure out how it's done, along with others who are struggling with the same issues of design who have tried some of the possible answers already. Those who have done something before are usually better able to do it again.

It's all well and good to point to the earliest games and say that they were designed by men, so women should also start cold. On the other hand, few if any of those earliest games are still in print in their original forms, and few of those game designers didn't go back and attempt to do better in some other game design.

Perhaps then the perfect solution would be that if someone who is a game designer is really interested in a particular issue that involves the identities of some group of people of which he is not a part, he should seek to collaborate with someone who has first-hand experience as a member of that group and would be interested in attempting to convey some of that through a game design.

Jonathan Walton wrote: The Forge should be more open to addressing issues of setting and the complexities of transmitting a polemical worldview to players of your game.

I'm interested in this statement, and wondering how it would play.

Mostly I do setting design at present; I am working on some system stuff, but most of that I've pretty much got handled. It's the sheer number of settings Multiverser consumes that keeps me busy. So let's suppose I have an idea for a setting, and I need to figure out how to make it work with Multiverser. Is it Indie? I'd say so--E. R. Jones and I still own the rights to the system, and Valdron Inc has to have our approval on anything it publishes that connects to the game. Is it game design? I do see setting threads from time to time. So if I've got a snag with a setting, how would I go about posting it to the game design thread? This is a particularly interesting problem, I think, as most of the system elements would already be in place, and those that aren't would be referential to the published rules--e.g., the world would need set biases and affiliation, the characters and creatures would have to be statted, the equipment would require definition, specific magic might be necessary, but all of these things would be constructed within the parameters already defined. So, apart from survey-type posts regarding what people like and don't like, how could such a thread proceed?

That's a serious question, incidentally; don't take it as an objection.

Lord Thomas Smerf wrote: I guess what i'm getting at is: If you really want to address a social issue, make sure you do your research. Do research as if you were going to write a book or a published academic paper. If you fail to do this then you are merely presenting the issue as you see it . Not that that is a bad thing so much as it is limited. Your game may teach people what you think about it, but awareness of your view is not awareness of the issue itself.

In principle, that makes sense; but at what point have you done enough research?

If I want to create a fantasy world with a feudal Japanese flavor because I like ninja and samurai and think a lot of gamers would want to play in such a world, how much research do I need to do? Can I read AD&D's Oriental Adventures, the setting material from Feng Shui, and Legends of the Five Rings, and be satisfied? If I spend a day Googling sites that provide information on Japanese feudal society and structure, and extrapolate from it the relationships between the social classes and the various strains of nobility, is that enough? Should I refrain from writing anything at all until I've completed a doctorate in Asian cultural studies focusing on feudal Japan?

The point is that people who express opinions on subjects invariably believe that they already know enough to form an opinion and to validate it. Granted, some know nothing at all, and consider that sufficient. Assuming you're somewhere between nothing at all and a doctorate in the field, at what point do you actually know enough?

The only legitimate answers seem to be that you know enough when 1) you feel like you know enough and 2) you can accomplish your goals without looking like a complete fool to most people with a smattering of knowledge in the field. Yet that in some ways doesn't seem a sufficient answer. How do you know when you know enough?

--M. J. Young

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On 7/20/2004 at 2:33am, LordSmerf wrote:
RE: Representation & Your Message

M.J.

I pretty much agree with everything you said, i will take it point by point.

1. Collaboration

I totally agree. In fact i was sort of getting at that with my "research" and "interview" stuff, but i never really made this conncetion. On that topic: can anyone think of a game that was co-written in this way? One in which an expert on a subject collaborated with an experienced game designer to produce an game (generally) or an RPG (specifically)? This is clearly something different than liscensing.

2. Asking for help regarding Setting

Another good point. One i am not entirely sure i am able to answer. It seems that it should be rather straightforward, but i have not really seen question of this type over in Game Design. Part of the problem may be that some people (like myself) just had not thought of Setting as being something that should intentionally promote your Worldview. It will be interesting to see if threads addressing Setting begin to show up more often.

3. How do you know you've done enough research?

Good question, i hope i can answer that. Basically i think that the answer is highly dependant upon the goal of your game. Assuming that you are ariming for as "accurate" a game as you can get, i would say that the answer is the same as if you had asked that question of a book. The answer is somewhat fluid.

Is that helpful at all? I'm not sure i actually answered the question.

Thomas

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On 7/20/2004 at 3:42am, Ravien wrote:
RE: Representation & Your Message

It's all well and good to point to the earliest games and say that they were designed by men, so women should also start cold. On

Of course, but I think there's an important point here... none of us here at The Forge are the "original designers" of RPGs. I started making my own games about 8 months ago now, and I've only been playing for a few years, and not very regularly at that. And yet I can still come up with something that some people seem to like (Scarlet Wake). I'm hardly a model designer, but if I can be here where I am, what the hell is the difference for any girl doing the same?

The fact is, no-one, regardless of gender, race, or whatever group identity will be "starting cold". Ok, maybe alot of people might start designing without knowing about how common it is or the sheer variety of other games out there, but they at least have some experience with some existing games. So what's the problem? They can't possibly be any worse off than most other game designers are when they started out. Where are the barriers?

Perhaps then the perfect solution would be that if someone who is a game designer is really interested in a particular issue that involves the identities of some group of people of which he is not a part, he should seek to collaborate with someone who has first-hand experience as a member of that group and would be interested in attempting to convey some of that through a game design.

I wouldn't say this is the perfect solution, but it certainly would be a good thing to do anyways. I think there are two main problems with this as a solution. Firstly, as Jonathan has been saying, games written by outsiders can't really deliver the full potential of a game written by an insider, because insiders, being human, don't really care about how objectively accurately they are portrayed, as much as about the subjective reality of their portrayal. Secondly, all people, as humans, trust and favour members of their own group over others for practically everything, but especially when it comes to anything personally relevant or relevant to their group identity. Humans invariably favour other humans over other animals, females favour other females over other males, americans favour other americans, new-yorkers favour other new-yorkers, gun-nuts favour other gun-nuts etc. Every human identifies with many many different groups at many different layers. The more groups overlap in common between two people, the more they will relate and trust each other. Accuracy doesn't matter with this, until it reveals that they don't overlap as much as previously thought.

So to bring this back to the issue, any game written by white middle-class males is highly likely to appeal to other white middle-class males moreso than to people who don't identify with any one of those three categories. So a game written by a white-middle-class female is more likely to appeal to other white-middle-class females than to other people who don't identify with any one of those categories. It's not a matter of knowing about the game's author, it's a matter of the reader simply being more likely to relate to the content and style. I remember reading someting once about white people reading something which they related to highly, and were then shocked when they found out it was written by a black person (it was a study done in the middle of last century).

So in short, if you want more girls to game, more girls need to write games. We have The Forge, and many other online forums for the design of games, so the support network exists and seems to be working for taking amatuer designers and making them half-decent. So I keep coming back to the question: Why aren't there more girl designers? There should be at least a comparable proportion of girl designers to gamers as exists for guys. But I'm not seeing it.

I do not see this as the point at all. As i read it the point is not so much a case of writing non- or even low-polemic material so much as it is recognizing that we generate polemic material. Essentially, recognizing that we are not actually producing "objective" work allows us to make better games... That's how i see it anyway...

Ok.... so we recognize our games are not-objective....so what? Most intelligent people who've past puberty recognise that their own opinions and thoughts and life experiences are entirely subjective (well, I HOPE most intelligent people recognise this). But how does this recognition help? In my mind, all it can do is push us to do all we can to be more objective, by doing as M.J. mentioned, which is researching. But I don't think that people really need to be shown why researching your subject is a good idea. I also can't see how designing all games with no interest in any sort of accuracy could be a good thing. There has to be accuracy somewhere, and even though alot of people won't agree with your accuracy (due to subjectivity), it is that accuracy which draws other people to play your game. Just make a topic on RPG.net about "accurate combat mechanics" and see how many replies you get. No-one likes playing games with bullshit rules, which is, IMHO, why there are so many D&D rip-offs.

So what is it about accuracy that is so bad? Is it that people claim to make accurate games? If so, then who can argue with them? I mean really, if you say that their game is not accurate because of X, and they only think it is accurate because of their limited subjective experience, then they can say that the only reason you think that X is accurate is because of your subjective experience. So in all reality, their game IS perfectly accurate, because it is perfectly accurate *to them*.

-Ben

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On 7/20/2004 at 5:41am, LordSmerf wrote:
RE: Representation & Your Message

Ravien wrote: Ok.... so we recognize our games are not-objective....so what? Most intelligent people who've past puberty recognise that their own opinions and thoughts and life experiences are entirely subjective (well, I HOPE most intelligent people recognise this). But how does this recognition help?

I believe you answered your own question here:
Ravien wrote: Just make a topic on RPG.net about "accurate combat mechanics" and see how many replies you get.

Just because we recognize intellectually that our opinions are just that, opinions, it does not necessarily follow that we make that connection with regards to our work. As you mention above people do not often realize that they are not objective.

Recognizing and acknowledging our limitations often allows us to avoid mistakes that we would otherwise make.

Thomas

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On 7/20/2004 at 8:06am, Rich Forest wrote:
RE: Representation & Your Message

Plenty of interesting stuff here,

Research is my first haven, so I’ll start there. How much is enough? Well, we all have to answer that question for ourselves. But I think there’s another question that we should start asking before we even start the research, and that is, “What’s worth researching?” Sure, it seems obvious, but I mean it seriously. "What parts of the game play experience do I, as designer, want to contribute to? What is this game about? What do the characters do? How do I want to impact play?” And then use that to guide your research, but also be ready to change your initial ideas based on what you come up with in the research. That's step one for me, and I guess I stop researching when I have to. Actually, I should probably research less, if I'm answering the question truthfully. Because I'm not very good at finishing game designs. I'm great at researching them.

So on to the question of getting better representations, and allowing people to represent themselves through your game. You might say, “I want to have interesting and varied portrayals of group X, let’s say ‘Chinese Rock Musicians.’” We’ll use Jonathan’s specific example here. So ok, how do you get that? Well, of course, there’s research. But that’s going to have its limitations. I like some of the other ideas, like M. J.’s point about the possibilities for collaboration. I don’t know that much of this has been done, and I can see obvious practical reasons why, but it’s an interesting possibility. I suspect it’ll be dependent on who you know who is interested enough in gaming to want to collaborate, though, as far as that goes. I don’t see a lot of possibilities for roping my unsuspecting friends who aren’t interested in gaming into the job of acting as “expert witnesses.” You could ask people to look over your manuscript and give feedback, of course, and the internet is good for that sort of thing.

So let’s turn our attention back to a game about Chinese Rock Musicians. The next question, before we get into the thorny question of how to let them represent themselves through your game, is why do you want to write a game about Chinese Rock Musicians in particular? (Remember, this is only an example, so insert your own “This game is about X” here, and don’t limit yourself to just representations. Also, Jonathan, I don’t expect you’ll have answers to these questions right off – don’t feel pressured to answer them in this thread just because I’m asking them. I’m just exploring.) What makes this different than just a game about rock musicians? Is it the political situation in China? Is it an apparent clash between rock and roll and your image of Chinese culture? Is it that you think Chinese Rock music is cool? (And then, of course, that’s not enough, so what’s cool about it?) What is it? Why does it have to be about these folks in particular, this game? And is this even going to work well in the medium of RPGs? I don’t have answers to these questions, and they’ll have different implications for whatever game you’re working on.

The point is that this kind of careful self-reflection can only improve your game. It will sharpen your focus if you force yourself to justify everything you include. All this is what Chris is talking about when he poses the deceptively simple seeming question, “Why are we doing this again?” Because answering it, really, is not so easy. Many people have a very hard time getting beyond “Because it’s cool” or “Because that’s how the world works.” So I don’t think it’s obvious. I think it has to be something you address explicitly in your design. And if you settle for the easy answers, you’re doing your eventual game a disfavor. None of what I’m saying is probably particularly new, but I think it bears repeating.

I think the most interesting direction, to me, is to think of it from the standpoint of letting the players explore how they represent the world through your game. And that’s been explored in Narrativist facilitating games in particular, I think, but hasn’t been (and doesn’t have to be) limited to them. The game system and setting and color, etc., all these elements are setting a framework for what the game will eventually have to say, and for the ways that it influences what can be explored.

Callan, sorry if I misread what you were saying with the “PC” thing. Pet peeves can be blindingly fierce, and that’s one of mine, so I probably missed your real point :-) Now, to answer your questions about polemics in games, hm, here’s my take on it. I agree pretty much with what Thomas is saying. For me, the point isn’t that game designs should be less polemical. (Although maybe it’s the term “polemical” that’s tripping things up here. I’ll stop using it.) Ok, so for me, it’s not that we should try to be “neutral” in our game designs. We should realize that they’re only giving a limited view of the world, I mean let’s face it, even the most detailed game design only presents a grossly limited view of its game world. So the point is, we should recognize not only that we have a limited view, but that our games can present even only a limited aspect of our limited view, so we might as well go ahead and say what we want to say, and we should be ready to hear what other people have to say about the claims we've made through our game designs. If I include rules and setting materials in my game and somebody comes out and says, “Hey, why is that even in there? You’re saying X about Y.” Then my reaction shouldn’t be, “No, I’m not, you don’t get it.” It should be, “Hm, where’d that come from? What is it in the game that lead to that? Ok, now is it a fair point?” Because I might have put something in does have implications I don’t like, in retrospect, or that I didn’t recognize. I could’ve been wrong about it. But then again, the person who is leveling the critique could be wrong too. I’m fallible, but so are other people, so I need to give their questions serious consideration. But I don’t have to agree with them in the end, or change my final game, if after considering it honestly, I still prefer to do it my way. So it’s about doing it my way, admitting that I’m doing it my way, and being clear about why I’m doing it a certain way. And of course admitting that I might have gotten it wrong.

Ben, I’m inclined to agree with Thomas about the fallibility thing. It’s one thing to admit that we’re fallible in a general, out of context way, but it’s another thing entirely to actually recognize it when we’re in action, especially when we have a ton of effort or emotion invested in something, in this case a game design. Callan’s examples about martial arts are relevant here, as are (as Thomas has pointed out) the importance of debates about accuracy on RPG forums, or hell, the multitude of fierce debates about just about anything that you can find in chatrooms and forums all across the internet.

Now here’s something I’m not saying – that everything that everyone believes is true because they believe it, and I respect their beliefs. That is in complete opposition to the idea that people make mistakes, that they’re fallible, which is absolutely essential to all of my points, and I think to the premise of the entire thread. If I claim that everyone’s beliefs are equally true, I can’t say that beliefs are fallible, and I can establish no basis for making any kind of claim at all. I can respect someone’s beliefs without accepting that they must be true. It’s easy to confuse the thornier issue of “truth is complicated” with the strong-strain claim “there is no truth.” The point is, what is “true” is a thorny issue in a lot of cases, and in a game design, well, forget it. Nobody is going to cover everything in a game design. So we’re left with the question of what’s important.

What I haven’t done yet, that I probably should have, is point to other relevant threads. I’m just going to point to one, and a very recent one at that -- this thread and the related discussions that led up to it and followed it are complementary to Jonathan’s points. I’m just going to mention one little bit of the discussion that I think is complementary, that answers the question, “So what?” All RPGs are incomplete. Hugely so. That means that by putting anything in the game, I’m saying as author, “This is the part of your gaming experience I want to influence.” Right? I mean, system, setting, etc. etc. – whatever pieces I include are my “polemic,” to use the term Jonathan started with. (I know I said I was going to stop using it. Bah.) These are the “What this game is about, and what’s real here in this game.” They’re my contribution. For me, that’s a kind of “Yeah, I knew that, but I never really knew it” kind of insight. I mean, I can hear it over and over again, but do I remember it when I’m designing something? Well, that part’s not so easy.

That’s why I like to think of these issues, that is the issues raised in this thread, and in the thread started by Ben Lehman that I just linked to, and in Ralph’s “Sacred Cows” thread, and all the way down through the ages to the stuff raised by Ron’s “System Does Matter” all as a kind of designer’s checklist. Ok, I just drafted a game. Next, I can ask myself, about every single thing I put in that game, “Why is this in here? Why is this, of all things, the part of play I chose to include as the part I want to influence? And while I’m at it, what parts of play do I want to influence that I haven’t talked about in the game? Why not? How can I put them in there?” And so on.

So that’s the “So what” of the thread, at least for me.

God, I gotta stop joining in on these things. I have a problem with being concise. :-)

Rich

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On 7/20/2004 at 3:09pm, Ron Edwards wrote:
RE: Representation & Your Message

Whoa! I'd completely forgotten to provide this link for anyone who's interested: Trollbabe, feminism, and the chainmail bikini.

Jonathan, as the current artist for the Trollbabe comic, I think you'll be especially interested.

Best,
Ron

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On 7/20/2004 at 8:33pm, SrGrvsaLot wrote:
RE: Representation & Your Message

I think it's a good idea to avoid the common intellectual fallacy of overemphasizing the diffrences between groups. I remember reading an article in some magazine about girls and videogames. One of the girls they interviewed summarized the problem perfectly. She said (and I'm paraphrazing here), "I'll play it if it's good." You're not going to draw more women into the hobby by making games "for girls." You're going to draw more women into the hobby by making better games. For people. Period.

As far as the issue of representation goes. While I agree it would be difficult for a white American male to represent Asia or Africa without innacuracy or prejudice, it would be no more difficult a task than presenting medieval Europe (which everybody who ever picked up a copy of D&D seems to think they can do). In fact, it may even be easier. I think it's safe to say that all the white, American males on this board have more in common with a modern-day Japanese person (be they male, female, or otherwise) than they do with some random English peasant from circa 1450 AD. Why is it impossible to write honestly about the one, but not the other?

I think it's a bad idea to make any game about a specific group of people unless there's a very good reason to do so. The game about Chinese Rock Musicians is a good example. I can understand why someone might want to make a game about Rock Musicians. It's a cool proffession that most people don't get to experience. There's lots of potential drama, what with travelling around, booking gigs, corrupt managers, etc. But why are they Chinese? Is the game set in China? If so, why? Do you want to explore the Chinese government's reaction to rock musicians, or the way an essentially capitalistic proffession adapts to a "communist" society? If so, you don't need to be Chinese for that. After all, oppression knows no color. If the game's not set in China, the question's doubly important. Are Chinese rock musicians any different than rock musicians of other ethnicities? Probably not. Probably the only difference is how other people react to them. If you highlight this in the game, than the game's not really about the Chinese rock musicians so much as it is about the society that surrounds them.

I guess what I'm saying is this. In 99% of the cases, gender or ethnicity really don't matter. What's more important in an RPG context is what the people do. If you highlight issues of race or sex in a game, it should be done for a reason, not just to be "inclusive." After all, most systems are flexible enough for players to make a female or black or gay character if they really wanted to.

Final thought: any time you write an RPG, you're probably writing about things with which you have no experience. It's a mistake to think of writing about other cultures as a special type of inexperience. The only difference between writing a game set in Asia and a game set in America is the location. If your characters don't act like real people, they're both going to suck.

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On 7/20/2004 at 11:53pm, Ravien wrote:
RE: Representation & Your Message

I think it's a good idea to avoid the common intellectual fallacy of overemphasizing the diffrences between groups.

Ah, now this is where it gets slightly complicated. It's not so much a matter of there actually being an objectively large difference between groups, because this is in most cases non-existant, impossible to measure, or at least very difficult. But it doesn't matter anyway. What matters is the actual group member's perceptions of the differences between their own group and others. You are quite right that the "difference myth" is both common and a fallacy, and it's the commonality that is the real problem. As I mentioned before with the writing example that white people related to but were then shocked when they discovered it was written by a black person, it's not a matter of there actually being a difference between the groups, it is a matter of there being a percieved difference. As long as girls think that guys are the only ones making games, they will have a preconception that the games will be ill-suited to their liking. I know this is a sweeping generalisation, so don't try to pick me up on it.

The fallacy isn't something that gets in the way of solving the problem, it is the problem. But it's so ingrained into the human psyche that not you or I will ever be able to remove it, so we have to work with it in mind first. It takes years of education to get people to see the fallacy for what it is, and years more to integrate it into their underlying perceptual processes. Rich touched on this, though for a different reason:
It’s one thing to admit that we’re fallible in a general, out of context way, but it’s another thing entirely to actually recognize it when we’re in action, especially when we have a ton of effort or emotion invested in something, in this case a game design.

So the simple fact that people are so susceptible to their own underlying fallacious processing is, I think, the real reason why gaming is a male-dominated hobby. I suspect that there are a significant proportion of both males and females who think that gaming is a "male-hobby" in the full sense of the term, and this belief itself is an obstacle. Slightly less extreme is the belief that males "run" the hobby, and are therefore responsible for making it appealing/not repugnant to females. No-one "owns" or "runs" gaming, so it's nobody's responsibility to change or add to it for the sake of anybody but themselves. There are no walls here, no gates and no bouncers. We, in most cases, welcome any new addition to our hobby with open arms and support. But it is, IMHO, the base fallacious beliefs about both the hobby itself and those who are involved which prevents more girls/minorities from entering, and an outsider's individual beliefs are never going to be swayed by what us insiders debate about.

So as I've mentioned before, the only way to circumvent this false assumption about gaming is to manipulate it and use it to full advantage. If individuals bias their perception based on false senses of group distinction, and thus believe that gaming is a hobby focused on catering to males, then we need the existing female gamers to start making games to act on that process, by making those same individuals see a "different movement" in gaming, started by and focused on catering to girls. Of course, objectively, the differences between "male games" and "female games" will be practically zero, but that's not what matters. What matters is that outsiders can see that there may be a section of the gaming hobby which they believe will be more oriented towards and enjoyable for themselves.

That probably came out messy like a flood of incoherent thought, because I'm rushing to get to uni on time. But I hope it makes at least some logical sense.

-Ben

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On 7/21/2004 at 12:14am, Noon wrote:
RE: Representation & Your Message

LordSmerf wrote:
Noon wrote: Asking for less polemic writing is good, IMO. But I believe you'd need to explain why it’s a good idea…and many would be so shocked at the idea that they just wont absorb it.

I do not see this as the point at all. As i read it the point is not so much a case of writing non- or even low-polemic material so much as it is recognizing that we generate polemic material. Essentially, recognizing that we are not actually producing "objective" work allows us to make better games... That's how i see it anyway...

Thomas


Ooops, my missunderstand of the word (even after I looked it up). I was thinking polemic basically meant 'Okay, this is how it is' and by less polemic, I ment you'd write more 'This is how it is...as I see it'

Are we trying not to force opinions down readers throats or are we trying to get writers not to get too wrapped up in their own world view (which perhaps chokes creativity)?

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On 7/21/2004 at 10:37pm, M. J. Young wrote:
RE: Representation & Your Message

Ben a.k.a. Ravien wrote: As I mentioned before with the writing example that white people related to but were then shocked when they discovered it was written by a black person, it's not a matter of there actually being a difference between the groups, it is a matter of there being a percieved difference. As long as girls think that guys are the only ones making games, they will have a preconception that the games will be ill-suited to their liking. I know this is a sweeping generalisation, so don't try to pick me up on it.

The fallacy isn't something that gets in the way of solving the problem, it is the problem....

Of course, objectively, the differences between "male games" and "female games" will be practically zero, but that's not what matters. What matters is that outsiders can see that there may be a section of the gaming hobby which they believe will be more oriented towards and enjoyable for themselves.

I think it's been mentioned before that there are (or at least in the past were) male authors of romance novels who always used feminine pen names for their publications, because women (as a market demographic) did not want to believe that a man could understand romance well enough to write something they would enjoy reading.

Ben, the sum of what you've said seems to suggest that what I need to do in future supplements is to indicate that they were written by Becky Simpson, Lyson Mlambo, and Lee Takano, and I'm going to break down the gender and culture barriers because it will be perceived that these works were produced by a woman, a black man, and an Asian. It has nothing to do with the content or structure of the game at all.

Which leads me to wonder whether the fact that Lynette R. W. Cowper is the primary author of GURPS Rogues has had any impact at all on who buys it, reads it, or uses it in their games. I tend to think not. Then again, maybe it's not the impact of the names on the supplements that matter. Maybe I need to save my imaginary author's names for the covers of real games.

In any case, if it's only the perception that design is dominated by white males that makes others think it a white male hobby, then it has nothing to do with design, and we can all move on--there's nothing happening here, just an accident in which we thought something was happening.

I am not one of those who thinks that female designers or black designers or Asian designers would make significantly different games per se; but I don't think it's reasonable to say that there aren't different approaches that would appeal to different groups. I just don't know at this point what they are.

--M. J. Young

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On 7/22/2004 at 2:38am, Ravien wrote:
RE: Representation & Your Message

I think it's been mentioned before that there are (or at least in the past were) male authors of romance novels who always used feminine pen names for their publications, because women (as a market demographic) did not want to believe that a man could understand romance well enough to write something they would enjoy reading.

Yep, that's another great example. I think it's also important to note, as you have, that we are talking about people "as a market demographic", and not making absolute judgement calls on every individual belonging to other groups. Too many times I've seen people get all huffy about how "I'm not like that, so you must be wrong", and this is annoying.

Ben, the sum of what you've said seems to suggest that what I need to do in future supplements is to indicate that they were written by Becky Simpson, Lyson Mlambo, and Lee Takano, and I'm going to break down the gender and culture barriers because it will be perceived that these works were produced by a woman, a black man, and an Asian. It has nothing to do with the content or structure of the game at all.

Almost, but not quite. But here's where I'll ask "would/should there be a difference in the content/structure of games simply because they are written by people of other races/genders/other-groups?" Or are these groups similar enough to the current dominant gaming demographic that their games would be essentially indistinguishable?

I think this question is important, because if we assume that yes, if a girl or member of another race wrote a game, it would inherently have different content and or structure to games that currently exist, then being that it would be different, is there any wonder why there are girls are a minority in gaming? I mean really, if "girl-games" would actually be different to "guy-games", then the obvious and simple conclusion is that the reason girls are a minority is that there aren't any games catering to their tastes. More importantly, I think, is that this probability seems far more plausible to me than the myriad of other theories tossed about by people as to why they are a minority, most of which attribute far too much malice and conspiracy to the white-male majority.

And in addition, if games would be different according to the demographic that wrote them, how can one reasonably place the burden of anti-discrimination on the current majority, when they would sensibly simply be acting in accord with Jonathan's #2: "write the games you want to write", and his overall point of "don't write from the outside unless you are willing to abandon all accuracy".

But what if minority games would not, in fact, be identifiably different in content or structure? If they would plausibly be similar enough to what we currently have, then what possible reason could there be for the current demographic of gamers? It is my suggestion that the most likely reason is the perceptions of individuals as to the suitablility of games written by other groups. I suggest this because the only other possibility I can think of right now: the dominant males make gaming uncomfortable or repugnant to other groups; simply seems to me to be false from the experiences I've had with the community, both here, at other forums, and with people I game with.

Actually, there is one other possibility, which does seem obvious and quite possible to me, but which is probably highly controversial, and that is that gaming simply isn't a hobby that appeals to certain types of people, and that females are more likely to be those types of people. This would be similar to other hobbies where there is a clear gender bias for "no apparent reason", such as; model-making, music, computer-game-programming, violent action movies, collecting guns, hunting, fishing, knitting, cross-stitch, shopping, soap-operas, making clothes, and "doing coffee" to name a few off the top of my head. None of these things are inherently un-enjoyable, quite the opposite, but they simply do not appeal to certain people, and it is quite often the case that these people will be more likely to be one gender than the other.

Finally, if games written by members of other minorities such as girls and other races would actually be different in content and structure, then the question raised is "why?" What is it about these people that would result in their games being inherently different? If their games are inherently different, then they, too, must be, but this conclusion, whilst logical, would most likely be unpalateable/untenable to most people.

So I think it's probably best to consider that any games written by people of other groups would, in fact, be no different than games written now, and so the most plausible problem is false perceptions of group differences ("Those games were written by white men, for white men, so they must not be enjoyable for me, a black woman"), and the most plausible solution is to use this bias to our advantage, and get more girls/minorities to write games, which in turn would lead to more girls playing those games, which would pull more girls into playing those games.

In any case, if it's only the perception that design is dominated by white males that makes others think it a white male hobby, then it has nothing to do with design, and we can all move on--there's nothing happening here, just an accident in which we thought something was happening.

It's not only a perception: there actually is an objectively identifiable male dominance, but it is the perception of this which is problematic, not the fact itself. Because the perception carries with it concepts of how different the dominant group is to the individual, and how the hobby must therefore not appeal much to them. So no, it's not an accident, and yes, there is something happening here, but it's not happening here, it's happening in the minds of others --the minds of those people we are trying to bring into the hobby. But no, it's got pretty much nothing to do with design, because a) it seems that current games are quite good at being made with Jonathan's #2 in mind, and we can't really expect any more than that, and b) it is most likely that no design, regardless of how radical or market-targeted, will actually be able to make any significant difference in the current demographic, because no design can change the perceptions of those outside the current demographic.

I am not one of those who thinks that female designers or black designers or Asian designers would make significantly different games per se; but I don't think it's reasonable to say that there aren't different approaches that would appeal to different groups. I just don't know at this point what they are.

Of course it's reasonable to assume that there are some designs that will appeal to certain groups of people moreso than others... that's the way things currently work with the games and demographic we already have. But how is a non-gamer going to be "pulled in" to the hobby by any design, if they can't know the details of it or it's comparisons to other game designs? The only way is word-of-mouth, but this has always existed and doesn't seem to be too effective at bringing in minorities, which the current gaming demographic can attest to.

But anyways, this post is huge.

-Ben

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On 7/22/2004 at 10:33am, contracycle wrote:
RE: Representation & Your Message

Ravien wrote:
It's not only a perception: there actually is an objectively identifiable male dominance, but it is the perception of this which is problematic, not the fact itself. Because the perception carries with it concepts of how different the dominant group is to the individual, and how the hobby must therefore not appeal much to them. So no, it's not an accident, and yes, there is something happening here, but it's not happening here, it's happening in the minds of others --the minds of those people we are trying to bring into the hobby.


How do you know this?

What you are describing is a thought process in your head. So you THINK that is what they are thinking. How do you KNOW this is what they are thinking?

It seems like a cheap dodge to me.

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On 7/22/2004 at 11:28am, Ravien wrote:
RE: Representation & Your Message

How do you know this?

I hope it's the psychology degree I'll be paying off for the rest of my life, and the hundreds of hours of my life I've lost reading social cognition and other relevant papers.
What you are describing is a thought process in your head. So you THINK that is what they are thinking. How do you KNOW this is what they are thinking?

If I'm reading this correctly, then I point you here, to the second phrase (in bold, the one with the picture). But in two words, it's called "Machiavallian Intelligence", and in three words, it's called "Theory of Mind".
It seems like a cheap dodge to me.

Ummm, sure, whatever. Care to explain what, exactly, I was dodging?Sounds like a cheap dismissal to me, being that you didn't raise a single counter-argument, and instead, simply stated the obvious --that what I say is simply what I think, and not necessarily the *Objective Truth*-- as if this somehow discredits what I say. Gee, I can't get one by you can I?! [/sarcasm]

Now, if I've simply misinterpreted your post, and what you were trying to ask in a very round-about way was "can you provide references?", then sure, I can. But a)it's a pain in the ass to do so, especially given that this isn't an assessable essay, and it's a pain then too, and b)expecting me to reference everything I say is rather ludicrous, and certianly not something expected of anyone. If you'd like some references, then PM me, and I'll rummage around some online journals, but all I'll be able to give you are the references, you'll have to use your own sources to find the papers (and this is part of the reason referencing what I say is both pointless and annoying).

-Ben

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On 7/22/2004 at 2:03pm, contracycle wrote:
RE: Representation & Your Message

Ravien wrote:
I hope it's the psychology degree I'll be paying off for the rest of my life, and the hundreds of hours of my life I've lost reading social cognition and other relevant papers.


Which of those papers carried out a systematic study of female roleplayers such that you can assert with confidence you know what the issue is here? I mean, how do you know its this particular issue and not some other issue. Please cite.

But in two words, it's called "Machiavallian Intelligence", and in three words, it's called "Theory of Mind".


This tells you that people may not honestly explicate their thinking; how does this support the specific claim you have made?


Ummm, sure, whatever. Care to explain what, exactly, I was dodging?


Actually engaging with the situation. I suggest you have merely constructed a rationalisation as why you shouldn't, along the same lines as your own argument.


Sounds like a cheap dismissal to me, being that you didn't raise a single counter-argument, and instead, simply stated the obvious --that what I say is simply what I think, and not necessarily the *Objective Truth*-- as if this somehow discredits what I say. Gee, I can't get one by you can I?!


Well, if I can show you have not the slightest evidential basis for your claim, as you admit, yes I can and have dismissed it.


Now, if I've simply misinterpreted your post, and what you were trying to ask in a very round-about way was "can you provide references?", then sure, I can.


Excellent, please do.


But a)it's a pain in the ass to do so, especially given that this isn't an assessable essay, and it's a pain then too, and b)expecting me to reference everything I say is rather ludicrous, and certianly not something expected of anyone.


Not at all; I don't call for supporting evidence for every statement by any means. But I think your analysis is completely arse-backwards and am trying to determine if you have any reason for advancing this claim other than you find it comforting.


If you'd like some references, then PM me, and I'll rummage around some online journals, but all I'll be able to give you are the references, you'll have to use your own sources to find the papers (and this is part of the reason referencing what I say is both pointless and annoying).


I shall do so right away; I'm very intrigued to discover so much rigorous academic work has been carried out on the psychology of female roleplayers.

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On 7/22/2004 at 2:50pm, Ron Edwards wrote:
RE: Representation & Your Message

Ben and Gareth, back off from one another. This isn't a place for snippy back-and-forth, especially not with one-line retorts.

Everyone, please focus on the thread topic. Your role here is to provide insight, not to figure out who's winning some kind of competitive exchange.

Best,
Ron

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On 7/22/2004 at 3:27pm, Ravien wrote:
RE: Representation & Your Message

Ahh, so as I suspected, I was not misinterpreting you.

Which of those papers carried out a systematic study of female roleplayers such that you can assert with confidence you know what the issue is here? I mean, how do you know its this particular issue and not some other issue. Please cite.

You know damn well that there are no published studies on ANY roleplayers, let alone female perceptions of them. And you know as well as I the reason: roleplaying numbers simply aren't even 1/10th the size they'd need to be to warrant researchers investigating them and perceptions of others about them. The inferences I make are drawing from studies about comparable phenomena that are quite plausibly applicable to roleplayers due to their consistency across a wide range of other contexts. If there were any studies specifically dealing with female/minority perceptions of roleplayers, then this "debate" would be moot already.

This tells you that people may not honestly explicate their thinking; how does this support the specific claim you have made?

No, machiavallian intelligence and theory of mind are not only dealing with cheat detection, but also with all other kinds of knowledge we can infer about others. Theory of mind is perhaps the better term here, because it hints at what it means: I know how I think, so I can assume that you will think in somewhat similar ways. As we grow older our knowledge base about how other people behave in response to similar stimuli to that which we have been exposed increases and we become more accurate at predicting the likely thought processes behind the behaviour. As we put this knowledge into practice, we can determine its accuracy, by seeing if our predictions of other's behaviour based on our ever-expanding theory of mind actually matches their behaviour.

But why am I trying to give you a lesson here? You should already know this, even if you haven't attached the definitional label of "theory of mind". And what this means is that if, as others have said on this thread, people are reluctant to admit that their personal beliefs are anything but true representations of reality, then we can logically infer the consequences I have already spelled out in past posts.

Actually engaging with the situation. I suggest you have merely constructed a rationalisation as why you shouldn't, along the same lines as your own argument.

Ummm, I just re-read MJ's point that I was referring to, and re-read my response, and I fail to see how anyone could have addressed it more explicitly. Please, expand upon "engaging with the situation", using the exact point you are referring to so I can see what the hell you are talking about.

Well, if I can show you have not the slightest evidential basis for your claim, as you admit, yes I can and have dismissed it.

But you haven't "shown" anything. You've only said "prove it" like some defiant child who refuses to accept a proposition. Here's how arguments usually go down: I say "if A then B, A=true, therefore B". You say "but A=not-true, because X", and then we repeat. Any argument that looks like this: "If A then B, A=true, therefore B", "prove it", is not an argument, and cannot go anywhere. I don't mean to sound patronizing, but really, I think this needs to be spelled out and kept in mind at all times.

More specifically though, you should realise that it is actually impossible for you to show that I don't have the "slightest evidential basis" for my claim, because I already have presented significantly more than the slightest. In fact, what you are explicitly asking for, is the exact opposite, namely absolute irrefutable methodological proof using the exact social group (females) in relation to the exact activity (roleplaying). And just because I can't give you that (and no-one else can either, even against what I claim), does not mean that what I say is not true.

Not at all; I don't call for supporting evidence for every statement by any means. But I think your analysis is completely arse-backwards and am trying to determine if you have any reason for advancing this claim other than you find it comforting.

Uhuh. Well given that I've already given reasons and none of them include that "I find it comforting", I highly doubt that anything short of sending you a journal subscription to "The Journal of Gaming Psychology and Perceptions Of" will suffice to ease your concerns.

I shall do so right away; I'm very intrigued to discover so much rigorous academic work has been carried out on the psychology of female roleplayers.

I'm no stranger to sarcasm, and I've already addressed this.

I have uni early tomorrow, and my computer just started going wacky on me with some virus it can't access (how does it know there's a virus if it can't access it??). I don't even know if this will submit when I hit the button, but I hope so cos it's a long damn post. But tomorrow I will dive into the uni's online journal database and grab a handful of references dealing with relevant issues to this topic. I don't know what good it'll do, because without access to the journals you're left looking at a name and a title, but I'm sure it'll at least do something to ease your concerns despite the emptiness of the task (like giving you a present which is just an empty box, and you being satisfied because at least it looks like a present).

-Ben

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On 7/22/2004 at 3:29pm, Ravien wrote:
RE: Representation & Your Message

Ooops, sorry, X posted with Ron. My bad. Let's just say I'll wait a few days before posting here again to make up for it.

-Ben

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On 7/22/2004 at 4:00pm, Doctor Xero wrote:
RE: Representation & Your Message

Ravien wrote: You know damn well that there are no published studies on ANY roleplayers, let alone female perceptions of them.

Actually, there are published studies on roleplaying -- just not many, mostly articles in obscure academic journals and a couple of books. I don't recall if any of them focus on female roleplayers though. I'll see if I can find the few passages I recall reading on women in gaming, but it was a number of years ago, and the hobby has changed since the days before 3E and White Wolf.

Doctor Xero

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On 7/22/2004 at 6:12pm, John Kim wrote:
RE: Representation & Your Message

Ravien wrote:
Which of those papers carried out a systematic study of female roleplayers such that you can assert with confidence you know what the issue is here? I mean, how do you know its this particular issue and not some other issue. Please cite.

You know damn well that there are no published studies on ANY roleplayers, let alone female perceptions of them. And you know as well as I the reason: roleplaying numbers simply aren't even 1/10th the size they'd need to be to warrant researchers investigating them and perceptions of others about them.

I have a list of psychological studies which have been done concerning RPGs. There are a fair number of them, but none of them are particularly large or definitive. Also, none of them particularly address gender issues. cf.
http://www.darkshire.net/~jhkim/rpg/whatis/psychology.html

I'm currently reading a notable study, namely the book by Gary Alan Fine, "Shared Fantasy: Roleplaying Games as Social Worlds" (University of Chicago Press. 1983. ISBN: 0226249433).

But frankly, I don't think any such study is ever going to be the "final word" on the subject. There are just too many variables, and RPGs as well as outside perceptions of them are too diverse to get any kind of final word on. So I suggest

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On 7/22/2004 at 6:32pm, Doctor Xero wrote:
RE: Representation & Your Message

John Kim wrote: I'm currently reading a notable study, namely the book by Gary Alan Fine, "Shared Fantasy: Roleplaying Games as Social Worlds" (University of Chicago Press. 1983. ISBN: 0226249433).

Still the definitive book-length study after all these years -- magnificent, isn't it, in its own way? < smile>

John Kim wrote: But frankly, I don't think any such study is ever going to be the "final word" on the subject. There are just too many variables, and RPGs as well as outside perceptions of them are too diverse to get any kind of final word on.

I concur. I think that roleplaying gaming is as broad as dance, and just as a study of early 20th century swing dance will not necessarily transfer overmuch to late 20th century acid jazz dance, so a study of one subset of gaming culture may not transfer that much to another.

Doctor Xero

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On 7/23/2004 at 2:15am, Jonathan Walton wrote:
RE: Representation & Your Message

Hey Guys,

I think this thread has degenerated beyond my ability to resurrect it and bring it back to the topics I was originally interested in. I was just really busy for a few days and haven't had time to post or help respond to some of the important stuff you all were bringing up. My fault. Apologies. I'm about to start a new thread in Indie Game Design that will be a different way of getting at these issues, hopefully one that will be less easy to divert into dangerous territory.

It actually bothers me quite a bit that the gender issue is so touchy for people, such that it always becomes the focus of attention, even when it's only part of the picture. Makes me wonder about Rebecca Borgstrom publishing all her early work as "R. Sean." Was that decision influenced by a desire to avoid the whole issue? Maybe she just didn't want people noticing her gender. It always ends up becoming personal, even when it's a bunch of guys talking about it (maybe even especially in those cases).

Anyway, thanks for some provocative thoughts. I'm done with this thread, though, I think, and will try to pursue these issues in other ways.

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