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Topic: CRPGs, SIS, and SOlo Play: Is it Role Playing?
Started by: ADGBoss
Started on: 8/2/2004
Board: RPG Theory


On 8/2/2004 at 1:23pm, ADGBoss wrote:
CRPGs, SIS, and SOlo Play: Is it Role Playing?

The subject of CRPG’s was brought up in this thread in Site Discussion and it brought to my mind a few ideas and questions which I thought might be more appropriate here, cause they will delve into theory.

Computers and RPG

Much of this is anecdotal, since I am at work and have to work and write this. J The CRPG genre has very long history, if you go back to the days of Wizardry and the like. Most (many?) have been heavily influenced by the dominant tabletop game, style and theme, that being Dungeons & Dragons, Fantasy, and kill the bad guy. Games like Wasteland broke the mode somewhat and many games of other CG genres, like Space Sims and FPS, added elements of role-playing. Mostly these were either allowing you to choose some skills as your guy got better or allowing you to name your character and follow a story arc ala Wing Commander (I&II). Still, with a single player game at the time, the best you could hope for was a tactical game with tabletop RPG seasoning.

Along came multiplayer… Well with LAN and Internet Multiplayer, you now had the opportunity to kill your friends or kill stuff with them. So games edged closer to that table top idea. With the propagation of MUD and MUCH and all those other acronyms, text RPGs became very popular (and indeed still are). Finally in 1998-99, Everquest hit the scene. Now, EQ was NOT the first MMORPG, but it was the first that captured the imagination of the computer game crowd en masse. EQ and the latest generation have come the closest to GM-less RPG play.

CRPG & SIS (Shared Imagined Space)

There was some discussion about whether a single player CRPG is indeed a Role Playing Game (RPG). To be able to consider them in the same light as a TTRPG (TT = Tabletop) or MMORPG (dontcha love acronyms) I think we would have to expand the idea of the SIS. That is to say that in Solo-play, the SIS is shared between author(s) and Player. The Author(s) do 95% of the work, then box it up and hand it over to the Player. It is no different then playing a Solo adventure module, except the computer does a great deal of the work for you.

I would say that technology now exists to create a CRPG, single player game that allows great choices and character development then previous incarnations.

What design elements and ideas do you think would be necessary to create a CRPG that is MORE like the table top games that we are all familiar with?

For the record I do not see why the Forge CAN’T be open to the discussion of CRPGs.


Sean

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On 8/2/2004 at 1:34pm, Vaxalon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

For an excellent example of what you're talking about, you need go no further than Knights of the Old Republic.

KotOR has much broader choices than your usual CRPG when it comes to choices; while you still end up tracking down the bad guy and figuring out who you really are, there's a great deal of latitude in HOW you go about those things.

I think we'll see that latitude grow even wider as time goes on.

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On 8/2/2004 at 3:07pm, newsalor wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Shared Imagined Space. . .

If there is no-one to share it with, then it's daydreaming.

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On 8/2/2004 at 3:38pm, ADGBoss wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Yes but does SIS have to be here and now OR, can SIS be expanded to include the pre-packaged Solo mode of CRPG? After all, playing PBEM, or Forum or Wiki games are still considered RPG even though people are not sitting in the same room? The creator(s) or author(s) are doing most of the creation true, but then the Player adds their bit and makes choices. So I think it is more then day dreaming.


Sean

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On 8/2/2004 at 4:21pm, Eero Tuovinen wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

It's a matter of definition. No bolt of lightning will fry you if you define SIS to include solitary imagining or such. The key is to consider whether such a definition is useful. For me, it's not. A key characteristic of the Shared Imagined Space is that it's shared. In a CRPG you have a one-way relationship with the author: he gives you a matrix of decisions which you juggle. This is essentially the same thing you do with a book, by the way: you as the audience process the work which somebody else has created.

Granted, the most base kind of D&D can reach into this area of play through use of a repressive GM and readymade scenarios. Even in these cases, however, the creative connection exists in potentia. It's a choice of all the players to not break the rules or simply find an alternative solution to that offered by the scenario. These are the kinds of choices that make the imagined space shared, and which are not allowed by computer games.

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On 8/2/2004 at 4:30pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

The primary difference is that with Solo play (CRPG or Solo tabletop module), the author does not, in fact, have input. The game designer's role is *identical* to Tolkien's role in my playing MERP by myself. I take that information into "my" imagined space, but cannot contribute anything back. The game designer will never know or participate in what I do with the game, any more than Tolkien will.

I cannot contribute back, nor can they contribute again. There is no negotiation. I can't say "What? That doesn't make sense" and get a response. They can't say "No no, you've completely gotten what the elves are doing backwards."

James

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On 8/2/2004 at 4:55pm, ADGBoss wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

I will admit that up until now, CRPG's have done a poor to average job of eliciting Player Input and choice into the SIS. There is often the illusion of choice and control, but the very same thing can be said about some table top games and game sessions. Your not an outside observer, you are becoming the Point of View for the created world and I think that is why it is different then reading a book. In fact, Choose your own adventure books come close to being RPG's.(IMO)

As long as both sides understand the Social Contract involved ie we make world and you Explore it, then I think the parameters of SIS are being met and thus it is a legitimate RPG. Admittedly it would be harder try and explain it as a Social activity, only in the broadest context that other people are presambly also going throught the game and that computer gaming is something many people do.

All of this originated out of a new person's question about why we did not discuss CRPG's more. The Forge is about broadening horizons and re-thinking old attitudes. Yet still we can be reluctant to open up the dynamic to anyone who may stand even just a little bit outisde of our dearly held beliefs.


Sean

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On 8/2/2004 at 6:01pm, lumpley wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Instead of asking "is playing a CRPG roleplaying?" ask "how does roleplaying change when the events of the game happen according to really-truly non-human, non-social arbitration, not consensus?"

The big model can be adapted to describe CRPGs, I'm pretty sure. But please let's not talk about the "SIS" of a computer game. It's doing violence to the idea. Computer games don't have SISs, they have Ss, without the "shared" or the "imaginary." Using SIS for what computer games have is going to wicked screw up people's grasp on the term.

Going forward, it seems to me that it'd be especially important to work out how to create meaningful player authorship when the game isn't collaborative. For random instance, how do you let the player identify which conflicts are interesting and which aren't?

-Vincent

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On 8/2/2004 at 7:47pm, ADGBoss wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

lumpley wrote:
Going forward, it seems to me that it'd be especially important to work out how to create meaningful player authorship when the game isn't collaborative. For random instance, how do you let the player identify which conflicts are interesting and which aren't?

-Vincent


Hmm probably the hardest part, as I see it, is the idea of the One Big Ending. Even in KoTOR, which had multiple paths, really still had one ending, though it could change depending on your path during the game.

So even when you have many, unrelated quests that you can go on, these tend to only give you more strength for that final conflict. So in essence the main conflict is pre-ordained and often there is only one or two ways to win.

First off, untill we had input from a wide range of audiences, or an advanced AI, the game creators are never going to be able to come up with as much conflict and indeas as people, thinking on their own. So even as we would expand the conflicts available and open it up to more Player choices, we would still have to recognize and harness the limitations.

Second, would be breaking the CGM (Corporate Gaming Model) hold on these games while still making them interesting to the audience. Halo did this to an extent, since Master Chief does not get stronger as the game progresses, which is a staple of CRPG play (RPG play in general really). In general CRPG's are still about gaining levels and getting stronger to take on Mr Bad Guy.


Sean

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On 8/2/2004 at 9:39pm, M. J. Young wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

I addressed some of this in the aforementioned parent thread, which is worth comparing, I think.

My conclusion is that in a CRPG the computer (and not the game designer) has to be recognized as one of the players. It is limited to what it's been "told" via the programming, and to its own abilities. The latter is true of all of us--we are limited by our abilities. In this case, though, the processor's limitations in its abilities are jarringly different from our own--it is very good at several things which are problematic for us (rapid number crunching, precise positioning of imagined elements) while being very poor at things most of us find relatively easy (characterization, moral judgment, personal interaction).

I also think Vincent is putting too fine a distinction on the shared imaginary space. In most computer games, such a shared imaginary space is in fact far more fully shared, because the computer player is able to show us precisely the image of the scene as it has constructed it, and the direct effects of its own decisions and actions within it. We input our intended actions, and it generally responds by adjusting its image of the situation to incorporate what it understands to be our intention. (It might seem more like a role playing game if it asked, "Do you mean this?" or if it allowed you to scroll back and correct a misunderstood instruction, but that would also slow it down, and a considerable part of the appeal of this medium is the speed with which the shared imaginary space is updated and communicated.)

Thus when I'm playing with people, I'm imagining what I think they're imagining, based on what they tell me and what I tell them. When I'm playing with a computer, I'm imagining what the computer tells me it is imagining, as its communication comes to me in greater detail. I may have less ability to define that shared imaginary space--I can't say, "I think there should be a whiskey bottle on the bar, so I pick it up and hit the guy with it" unless in fact the computer has already shown that to be present.

That's probably one of the biggest limitations in CRPGs that make RPG players like me think they're "not real". In a "real" role playing game, we'd have something like this (thoughts in italics):

A fight breaks out as you're standing next to a bar.

I don't have a weapon; I'm in trouble now. What could I use? Is there a whiskey bottle or something like it on the bar?

Hmmm...my notes don't describe the bar, but hey, it's a bar--there's probably something like that on it somewhere, right? Yes, there are several bottles within reach.

I grab one that looks like it has a fair amount of weight to it and a good solid neck, and use it as a club to fight my way through to the door.

A bottle is very like a club; if it doesn't break, he should be able to do significant blunt trauma with it, and if it does break it gives him something more like a knife, with which he can do slashing damage. You move toward the door, and most people try to avoid you as you advance.



Now, the problem with the CRPG appears in the thought processes of the referee. When I ask for a bottle, it (anthropomorphically, perhaps, but effectively nontheless) thinks, My notes don't mention a bottle, so there is no bottle. Obviously, there are ways to program the system so that it will recognize that there would be bottles on the bar, but it's one more detail that would have to be included in an already incredibly burdened program. Then when I say I'm going to use it as a weapon to fight my way through the crowd, it thinks, According to my database, this bottle contains whiskey, an intoxicating beverage which does not harm anyone but causes disorientation if consumed; there are no rules for forcing someone else to consume whiskey, therefore it cannot be done, and this is not useful as a weapon. Again, you can program it to overcome this deficiency--but ultimately you can't program it to overcome every deficiency, and thus you wind up with a player who is limited.

The problem doesn't quite end there, though, it occurs to me. After all, if I'm playing D&D and the referee says, "what's a crenelated battlement" or "what's a portcullis", we tell him what it is and after that he knows. That is, we as players have the ability to cure the deficiencies in each other, to a significant degree. We don't usually have that ability in a CRPG--if the computer doesn't know something, we're stuck with that and have to work around it.

Thus I'd say that a CRPG is like playing a role playing game with a mentally handicapped referee. His limitations are the problem.

--M. J. Young

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On 8/2/2004 at 11:01pm, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

lumpley wrote: Instead of asking "is playing a CRPG roleplaying?" ask "how does roleplaying change when the events of the game happen according to really-truly non-human, non-social arbitration, not consensus?"

The big model can be adapted to describe CRPGs, I'm pretty sure. But please let's not talk about the "SIS" of a computer game. It's doing violence to the idea. Computer games don't have SISs, they have Ss, without the "shared" or the "imaginary." Using SIS for what computer games have is going to wicked screw up people's grasp on the term.

Hmm, I think it's only going to screw them up by adding more depth to the idea than they need all at once. Recently Ralph gave a good description on how SIS is really only ever IS. Short of mind melding techniques (his apt wording) it's never genuinely shared.

It's best not to think that people who are sitting across from you have some magical method of communicating with you that someone who wrote a game hundreds of miles away and a year ago can't have. It is like the difference between broad band and dial up, but that isn't any magical difference. The people across from you can easily only give you what they want to give you, in terms of creative output. RP doesn't have to involve some moment where they are so hyped they give more than they first intended when they came to the table. Computer games, likewise, don't give more than they first intended when they came to the 'table'.


Going forward, it seems to me that it'd be especially important to work out how to create meaningful player authorship when the game isn't collaborative. For random instance, how do you let the player identify which conflicts are interesting and which aren't?

-Vincent


Recently in Grand theft auto: vice city I was doing a vigilante mission. I'd just shot up the crims car so he jumped out. Sadly I was too slow on the uzi spray and he runs up and pulls me out of my car...but this time he jumped into my car and drove off! The damn sports car that was a key to getting viglante done. Dammit, I was screwed!

So the bad guy drives off, but I'd noticed the way they drove around here. I figured I could run up the street and yes, he did turn and start driving down the road toward me. With my M16 I could either blow the car entirely (loosing my key to more vigilante) or take one shot (my sports car was so banged up I'm pretty sure multiple shots would make it blow). So I line up the freakin' hard head shot on this driver of a moving sports car.

See, the coders had contributed a lot of creative material (vigilante mode, baddies who can steal your car, and much more). I'd chosen my conflict of interest, and starting adding my own efforts/creative material to what they had contributed.

Really, without each other it couldn't have happened. What was made was a combination of our creative contributions.

Mutual consent is still there. I've started vigilante only to be pulled out of my car by a cop and busted (loosing the 1K of bullets I bought to do vigilante) ten second in. The reset button was my way of saying no. Not using reset is my way of saying yes/accepting it.

But in the end it was collaborative. I couldn't have done it without their contributing it and it couldn't have happened if I didn't accept their contribution.

And of course, I capped the SOB in the head, grabbed my car and burned out of there. Hot damn! :)

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On 8/2/2004 at 11:11pm, ErrathofKosh wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

I think this discussion will become more muddled once Fable comes out. I can see that game as being called a "true" roleplaying game because it will have all the elements of Exploration. In fact, I think that it will probably be a good argument for what Dr. Xero proposed over in this other thread . I, for one, am looking forward to playing this particular game. It's seems like Sim to me... :)

Cheers
Jonathan

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On 8/3/2004 at 12:29am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Now, the problem with the CRPG appears in the thought processes of the referee. When I ask for a bottle, it (anthropomorphically, perhaps, but effectively nontheless) thinks, My notes don't mention a bottle, so there is no bottle. Obviously, there are ways to program the system so that it will recognize that there would be bottles on the bar, but it's one more detail that would have to be included in an already incredibly burdened program. Then when I say I'm going to use it as a weapon to fight my way through the crowd, it thinks, According to my database, this bottle contains whiskey, an intoxicating beverage which does not harm anyone but causes disorientation if consumed; there are no rules for forcing someone else to consume whiskey, therefore it cannot be done, and this is not useful as a weapon. Again, you can program it to overcome this deficiency--but ultimately you can't program it to overcome every deficiency, and thus you wind up with a player who is limited.

That is not limitation, that's a lack of having inspired another person. The bar thing looks mundane, so it doesn't look like your inspiring anything from anyone. But you are, the whiskey bottle suggestion is inspiring the GM to add something that wasn't there before, just as an inspiring speach delivered by a player can inspire the GM to add all sorts of things that otherwise wouldn't be there.

Being unable to inspire isn't limitation. That would be like buying a lotto ticket that looses, then saying you lost a million dollars. Buying the ticket is something done with the hope of getting a million dollars. Roleplaying has plenty of hope for mutal inspiration. We 'buy in' with hope of great things. Defining roleplay by saying we always get something we actually just hope for is silly (I realise your not defining it this way, from your latter comments. I'm basically just getting this out of my system :) ). If being unable to inspire someone else (eg, the GM) means its not roleplay, then I've done sessions many would say is (crappy) roleplay, but lack this nessersary inspiration element. Indeed, all games I play in have varying lengthed moments of non inspiration patterned through them.


The problem doesn't quite end there, though, it occurs to me. After all, if I'm playing D&D and the referee says, "what's a crenelated battlement" or "what's a portcullis", we tell him what it is and after that he knows. That is, we as players have the ability to cure the deficiencies in each other, to a significant degree. We don't usually have that ability in a CRPG--if the computer doesn't know something, we're stuck with that and have to work around it.

I think that's sort of drifting into 'the rules represent the physics of the game world' thought. If something is there but is/could be in the real world, its a defficiency if its not in play. Well really just like the rules are how things are going to be handled and not the physics, the lack of something is what the game is going to have in it, it's not a deficiency.

The bargaining ability of a real GM isn't in question, of course. The thing is, you might even argue with him that the game world is deficient of something. That doesn't actually mean it is deficient, or even can be deficient given it doesn't exist.


Thus I'd say that a CRPG is like playing a role playing game with a mentally handicapped referee. His limitations are the problem.


I'd say were just spoilt with human refs and take many things for granted. :)

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On 8/3/2004 at 5:11am, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Hmm. I think that considering the computer in an RPG to be 'thinking' or an active participant is rather stretching the definition a bit.

The computer cannot, no more than can a game of solitaire, interact with you. It can *react*, but it can never initiate, or feedback into the loop. It's a clock. You wind it up, it goes tick tick tick, then it stops. It will never be anything that it isn't already when it comes off the shelf.

Going by the Lumpley priniciple (as I understand it), there is no System involved. There is you, and there is a single Authority to which you refer - you refer to it a lot - but it can never negotiate, offer, or reject. All it can do is be refered to.

The computer does not think (anthropomorphically or otherwise) "my notes don't mention a bottle" it states "Invalid command: Object bottle not recognized." Nowadays it will do so much more smoothly, but it's still ultimately not a offer/counteroffer format - it's an error message.

I think there's a lot of good meat on the similarities between RPG's and CRPG's, and see no particular reason that CRPG's couldn't be discussed on the Forge - a lot of the design challenges from a publishing point of view are, I suspect, startlingly similar - but I think it is misleading to conflate the two. Roleplaying is fundamentally a social interaction between people and computer gaming is fundamentally not.

James

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On 8/3/2004 at 3:36pm, Christopher Weeks wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

What if the CRPG's database did know what a bottle was, just not that a bar was likely to have a bunch of them. So you want to pick up a bottle and head for the door? Tell it the bar is loaded with bottles!

OK, I know that's not how the games we're mostly thinking about work, but why not? What if, as the player, you can create such world-building linkages? That's not hard to imagine, code, or play. There could be any number of mechanics devised to facilitate such inclusion -- all of them better and more meaningful if the game is in some way multi-player (even if indirectly and asychronously -- the DB/world is shared while instances of play are solitaire). I like the idea of having a number of assurance or reification points that can be spent to add "reality weight" to a player-introduced fact and having them regenerate over time.

In the recent rash of System discussions, one thing that came out of the discussion was the proposal that the individual imagined space was really just being synchronized by System. I think that's a superior vision, if not startlingly different. Given that, and given some system for altering what the computer (as an agent of the author -- a real person) knows about the in-game reality, I think you do have an imagined space that is being constantly sychronized by whatever the System includes. And this is exponentially more true if it's a multiplayer game -- in the traditional sense or even as described above.

Computers today do not think in any meaningful way. But already they create. Artificial life algorithms can produce new and interesting bits of order from chaos. And I have yet to read anything convincing to suggest that our brains are more than very, very complex computers. Even if your brain is a clock, as James put it, it appears to be good enough for our purposes, so why assume that other computers won't get there?

Chris

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On 8/3/2004 at 5:27pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Christopher Weeks wrote: What if the CRPG's database did know what a bottle was, just not that a bar was likely to have a bunch of them. So you want to pick up a bottle and head for the door? Tell it the bar is loaded with bottles!

OK, I know that's not how the games we're mostly thinking about work, but why not? What if, as the player, you can create such world-building linkages? That's not hard to imagine, code, or play. There could be any number of mechanics devised to facilitate such inclusion -- all of them better and more meaningful if the game is in some way multi-player (even if indirectly and asychronously -- the DB/world is shared while instances of play are solitaire). I like the idea of having a number of assurance or reification points that can be spent to add "reality weight" to a player-introduced fact and having them regenerate over time.


I like it too. But it doesn't change the fact that it's always the player(s) as the only active participant. The computer, quite simply, can't initiate or negotiate, it can only react and record. And until someone develops an AI, it'll stay that way.


In the recent rash of System discussions, one thing that came out of the discussion was the proposal that the individual imagined space was really just being synchronized by System. I think that's a superior vision, if not startlingly different. Given that, and given some system for altering what the computer (as an agent of the author -- a real person) knows about the in-game reality, I think you do have an imagined space that is being constantly sychronized by whatever the System includes. And this is exponentially more true if it's a multiplayer game -- in the traditional sense or even as described above.


The thing is that the computer doesn't "know" anything. It is a tool being used by the player(s) to make sure that consistency in the imagined space is high. "There are lots of bottles in bars" is added by a player, and the computer makes sure it stays in the imagined space. The computer never adds anything, never initiates change, it simply records the state of the imagined space, under your suggestion. It might as well be a scrapbook, except that it reduces Search & Handling time to nigh-zero. So it's a very efficient scrapbook.
The computer-as-agent for the author doesn't work unless the author in some way has continued input into the process, otherwise it's a one-shot package fundamentally equivalent to a novel or a rulebook in terms of it's contriubution to the imagined space.


Computers today do not think in any meaningful way. But already they create. Artificial life algorithms can produce new and interesting bits of order from chaos. And I have yet to read anything convincing to suggest that our brains are more than very, very complex computers. Even if your brain is a clock, as James put it, it appears to be good enough for our purposes, so why assume that other computers won't get there?


I don't assume so; I expect they will. But our brains are complex to at least a couple orders of magnitude beyond what computers are. To say that computers as they currently exist, and as they are used in CRPG's, are an active participant is at best highly misleading, IMO.

Anyway, I suspect we are both getting derailed from the useful aspects of the discussion, and also into 'fundamental differences in paradigm' territory.
Do I think computers could be used as a tool to facilitate an SIS? Yes. Especially in the realm of consistency.
Do I think that computers in and of themselves contribute to that space? No. Possibly even Hell No - which is where I think the 'fundamental differences in paradigm' shows up.

James

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On 8/3/2004 at 6:20pm, Christopher Weeks wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

I'll keep this brief in deference to your worry about derailing.

Blankshield wrote:
The computer, quite simply, can't initiate or negotiate, it can only react and record. And until someone develops an AI, it'll stay that way.
...
The computer never adds anything, never initiates change, it simply records the state of the imagined space, under your suggestion.
...
To say that computers as they currently exist, and as they are used in CRPG's, are an active participant is at best highly misleading, IMO.


It may be that our difference is timing. You're talking about computers and CRPGs of today (and yesterday) and I'm talking about today and tomorrow (but I don't mean hundreds of years from now...maybe five).

What happens when you tell a human GM that you're grabbing a bottle from the bar because bars have lots of bottles? The GM checks that understanding of bars against his background knowledge for consistency and makes a tiny little note in his head that the bar is chockablock with readily improvised weapons and moves on. I think a modern computer with modern knowledge-construction technology and access to internet databases -- particularly in a multi-player environment where it is possible to weigh the opinons of the players against one another, could do very much the same thing. If said algorithm finds probable faults with the proposition that the bar bears bottles, it can kick it back, questioning the originator of the proposition. Isn't thatt the essence of the negotiation that you're saying the computer cannot do?

James wrote: The computer-as-agent for the author doesn't work unless the author in some way has continued input into the process, otherwise it's a one-shot package fundamentally equivalent to a novel or a rulebook in terms of it's contriubution to the imagined space.


First, I'd prefer the model in which the author does retain an input stream, as in all(/?) MMORPGs. But even without that, if the thing built is significantly dynamic, I think it's substantially more fellow-player-like than a novel, even a choose-your-own-adventure novel.

Chris

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On 8/3/2004 at 6:29pm, ErrathofKosh wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Truly, the player is the only active participant. As so eloquently argued by Blankshield, the computer is only a method of recording and maintaining the imagined space. However, there is still a GM and there is still a player. Two possibilities exist:

The GM is the game designer who came up with a story and options for a player to run through. It's not that the bottle does or doesn't exist at the bar, it's the fact that you can only approach the bar to talk to the bartender that is the limit. You are railroaded into doing one or two or maybe three actions in each situation. The designer uses the program as his system. At best this is Illusionism, like "Choose Your own Adventure" books.

OR

The player is both GM and player. What he decides to do is what he puts into the IS and he still uses the game as system. This is harder to define as roleplaying, which is why I pointed out that Fable will confuse matters more. It looks more like roleplaying, but now the game designer has left you many more choices and very little storyline to follow. It becomes more like Sim, but less like Exploring a Shared Imagined Space.

IMO, the issue comes down to how many options are left open to you to explore. The human GM is capable of dealing with a nearly infinite amount of player decisions. (Unless he is railroading or using Illusionism; see this other post .) So, once a computer is able to allow you to pick up the bottle, smash it, kill people with it and flee town, you begin to blur the already fuzzy line between RPG and CRPG. In Fable, the fact that you killed a townsperson will gain you ill repute and consquences in that town. Computers are steadily gaining the ability to offer "choices;" soon there will be enough that unless you male a highly unusual decision, you won't be able to tell the difference between human and computer run games. (at least in substance) IME, making a highly unusual decision usually violates the SIS anyway.

Ok, rambled enough!

Cheers
Jonathan

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On 8/4/2004 at 4:20am, M. J. Young wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote: The thing is that the computer doesn't "know" anything....The computer never adds anything, never initiates change, it simply records the state of the imagined space, under your suggestion.

You've said this in at least two posts. I think you're mistaken.

When I said that there were bottles on the bar, I didn't invent the idea of bottles. I reached into my database and remembered that there were these things called bottles that are often found on bars, and suggested that there should be one or more on this bar.

For comparison, when I opened the door and walked into this room, the computer reached into its database and remembered that there was supposed to be a thing called a bar beyond that door, which it then presented to me.

It added the bar to the shared imaginary space.

I'll note that the coder could have created the game such that none of the rooms were in initially fixed places. I could open a door and it would search through a list of available rooms and assign one randomly to that door. It could also be set up so that the bar is always the first door I open, no matter how many doors I pass to reach it, as easily as that the bar is the first door on the left and I need never enter it if I am aware of that. Thus it is clear that whatever the computer tells me is behind that door is something it has added to the shared imaginary space in the same way as I added the bottles. It's just more limited in what it can add, and when it can add it, than I am.

I'm sure everyone here has played in a game in which the referee slavishly followed the descriptive text of the published model. Who contributed to the shared imaginary space? It was indeed the referee who made the contribution; he drew 100% of his contribution from the designer's notes, but it was still he who participated in the shared imaginary space. If he doesn't see it in the text, it's not there. If the rules don't say how you can do that, then you can't. Just because the referee is limited in his ability doesn't mean that he's not participating in the role playing game. If his limitations put him on the same level as the computer, which is reading the designer's notes and following them slavishly, he's still a participant. I'm arguing that the computer might be considered a participant in the same sense, even though it is so limited. On that basis, I'd suggest that this is real roleplaying, with an artificial intelligence as one of the players. It may be a very stupid artificial intelligence, as intelligences go, but it is contributing to the shared imaginary space as it is able.

This is a completely different way of thinking about this area for me; but I think either CRPGs are not RPGs, or the computer is a player.

Let me look at it from a different end.

Some of us would say that Cops and Robbers is a role playing game. But when we played that, we didn't think of it that way. It's only looking back from where we are, with our understanding of system and shared imaginary space and LARP, that we see it as a primitive form of what we're doing. Yet given that role playing games exist, these more primitive versions are role playing games.

I don't know if that matters to this, but it may help.

I can foresee a day when a computer becomes an AI. When that happens (should the Lord tarry, as they say), it would be able to do everything that a human participant in a role playing game could do, as long as it's not LARP. What would it do as game referee? It would present setting and situation, interact with characters, and adjudicate results through system. There would be genuine and flexible negotiation of the contents of the shared imaginary space, which would now be shared between biological and electronic intelligence.

I don't think that will appear one morning. There will be a time when we realize it's there, but it will probably exist before we realize it. In fact, it probably exists now. The AI won't think the way we think; it will think the way computers think, just faster and with more information on which to draw. Thus it makes sense to recognize that what computers are doing right now in running computer role playing games is just a more limited form of what they will be doing later. Already they have internalized a model of the shared imaginary space, which they can understand and manipulate in their own terms while communicating it to us through a medium that makes sense to us (usually visual for us, mathematical for them). Already they are drawing on their own information database to contribute to the shared imaginary space that which is within their knowledge, and interacting with our contributions as they are able. Already they are playing.

Either they are already players in the game in an extremely limited fashion, or they never will be even when they become UIMs and leave our meager abilities in the dust.

On that basis, we can discuss CRPGs as real role playing games, I think.

--M. J. Young

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On 8/4/2004 at 4:55am, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Chris, M.J.

I think we're going to have to agree to disagree. As I mentioned earlier, I think this is coming down to a paradigm difference - we flat out see computers differently.

For my money:
Until computers can come up with the algorithms independent of specific human input,
Until computers can create concepts that they do not have an algorithm or program pre-existing for, and
Until computers can retain and manipulate a memory indepent of human control or input,

they will not be capable of active participation in an RPG. They will not be capable of thought or imagination.

A computer (or more specifically, what Chris is describing - an expert system) IMO flat out cannot be anything but a tool at present. It can be a well-designed tool that closely mimics what another player at the table is capable of, but it is not that player. It does not have imagination, by definition it cannot have an imagined space.

James

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On 8/4/2004 at 7:39am, contracycle wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon wrote:
Recently Ralph gave a good description on how SIS is really only ever IS. Short of mind melding techniques (his apt wording) it's never genuinely shared.


Thats very nearly 100% wrong IMO. I nearly raised a thread to challenge this recent view of the SIS; deconstructing the SIS is counterpordiuctive on this context.

You cannot ever, ever, communicate your exact thought to another person. Approximate words, approximate images, yes. The SIS is not unusual in this regard; two people throwing a ball between themselves also have an SIS describing the process they are engaging in and the context in which it occurs. Sure, this imaginary space is not fictional - its the location of a real person in the real world, the motion of the ball likewise. bvu they must each make an individual model that is capable of predicting what the other do and the path of the ball in order to catch it.

I've done a lot of tech support over the phone; when you are dependant on another persons description of the thing you are working on, the imaginary space is very nearly tangible and very very important indeed. If your IS's mismatch, you will give the wrong instructions; equally, users often don't realise which elements they are looking at are important and which trivial.

The SIS may not truly exist, but it can certainly collapse. It is only that set of facts that is shared, a necessary subset of all facts, but the failure of the consensus is always catastrophic.


Really, without each other it couldn't have happened. What was made was a combination of our creative contributions.
....
But in the end it was collaborative. I couldn't have done it without their contributing it and it couldn't have happened if I didn't accept their contribution.


I take the point but is this meaningful? I mean, equally it couldn't have happened without the silicon arsenide factories and the shipping consortia and whatnot. To say that this was a collaborative effort is true but only insofar as virtually everything we do is a collaborative effort - not one of the pieces of clothing I am wearing today were made by me, for example,

It is correct to recognise this as a colloaborative effort, but only nominally so. In real terms, it's still a one way medium. They built for you a toy with a lot of bells and whistles - and seleceted them for effect - but you and the author are not meaningfully collaborating.

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On 8/4/2004 at 10:53am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

*I had to end up double posting one day, didn't I?*

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On 8/4/2004 at 10:58am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote: Hmm. I think that considering the computer in an RPG to be 'thinking' or an active participant is rather stretching the definition a bit.

I'm actually saying that the software has been submitted by another human being, to me as a user. Just as sound waves are submitted to me by someone sitting across the table, calling himself a GM.

It's a media change that's just dramatic enough to look like more than a media change.


The computer cannot, no more than can a game of solitaire, interact with you. It can *react*, but it can never initiate, or feedback into the loop. It's a clock. You wind it up, it goes tick tick tick, then it stops. It will never be anything that it isn't already when it comes off the shelf.

That isn't true, but I wont argue that angle here.

Instead, imagine I'm playing at the table top and in the course of my adventure I find a map of a goblin cave. The GM actually hands me a map on some paper that he made up.

I look at it and declare from what I see "This should show all the sentry positions on it'.

I first say this to the map. Nothing changes. I then even say this to the GM. He folds his arms and says nothing.

You see, this is his submission in it's entirety. That's it, accept it or don't. Now, does this seem like it isn't roleplay? I think weve all asked for more information during roleplay and not being given in. Negotiation is still entered into even if one sides input is just 'no'.

Okay, now say some gentleman writes some software and hands it to me. I either accept or I don't. In fact I often can decline to accept certain things in the game, doing so via various methods.


Going by the Lumpley priniciple (as I understand it), there is no System involved. There is you, and there is a single Authority to which you refer - you refer to it a lot - but it can never negotiate, offer, or reject. All it can do is be refered to.

The computer does not think (anthropomorphically or otherwise) "my notes don't mention a bottle" it states "Invalid command: Object bottle not recognized." Nowadays it will do so much more smoothly, but it's still ultimately not a offer/counteroffer format - it's an error message.

I think there's a lot of good meat on the similarities between RPG's and CRPG's, and see no particular reason that CRPG's couldn't be discussed on the Forge - a lot of the design challenges from a publishing point of view are, I suspect, startlingly similar - but I think it is misleading to conflate the two. Roleplaying is fundamentally a social interaction between people and computer gaming is fundamentally not.

James


The map doesn't think either. It doesn't even say 'Error, sentry posts not an identified object'. It doesn't matter what it does, really. What matters is its the submission of another human being. Stop thinking of the CRPG as a person substitute. Instead it's something that, like the goblin cave map, is material that is just a part of system. The system between you and the author(s) of the software.

Just like the GM folding his arms is an acceptable input to negotiation about getting more info from the map, so is the software author writing something with the intent of never ever speaking to you about it. It's all there in what he gave you...his negotiation is simple, use this or don't. Continually, as you play the game, your entering into this quite valid system.

Now, if you want to say roleplay is a lot sweeter when you have crap loads of complex negotiation, that is way true, IMO. But that's a matter of want, rather than need.

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On 8/4/2004 at 11:49am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

contracycle wrote: The SIS may not truly exist, but it can certainly collapse. It is only that set of facts that is shared, a necessary subset of all facts, but the failure of the consensus is always catastrophic.


No, it can't collapse as it doesn't exist. You can only become, to put it crudely, unhappy with a consensus your imagining to be there.

Really, the only thing you have is that the work you want to get done, is getting done. This doesn't mean consensus exists or that anything is shared between you. I'd go into more detail, but it's mostly a side point I was making (if you want to start a post on it, I'll respond there).

I take the point but is this meaningful? I mean, equally it couldn't have happened without the silicon arsenide factories and the shipping consortia and whatnot. To say that this was a collaborative effort is true but only insofar as virtually everything we do is a collaborative effort - not one of the pieces of clothing I am wearing today were made by me, for example,

Oh, c'mon! My GM couldn't be there without his parents getting together one night, or the truck driver this moring breaking in time when he stepped out on the road. If you want to bury the idea of there being a mutual contribution, I can just as easily do that for table top gaming.


It is correct to recognise this as a colloaborative effort, but only nominally so. In real terms, it's still a one way medium. They built for you a toy with a lot of bells and whistles - and seleceted them for effect - but you and the author are not meaningfully collaborating.


I think you'd better encompass what 'meaningful' means, because it's easy enough to mistake want/tradition for need.

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On 8/4/2004 at 12:21pm, contracycle wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon wrote:
No, it can't collapse as it doesn't exist. You can only become, to put it crudely, unhappy with a consensus your imagining to be there.

Really, the only thing you have is that the work you want to get done, is getting done. This doesn't mean consensus exists or that anything is shared between you.


No, really no. If I, for example, am walking you through opening your archive.pst file in Outlook over the phone, and our SIS diverges, you will be looking at a panel other than the one I think you are looking at, and I will not be able to instruct you until we re-establish a common SIS.

The SIS is not simply a thought experiment, it is not simply a metaphor, itnis a real and practical concern. Very large numbers of people wrestle with the problems associated with divergent SIS's every day.

Oh, c'mon! My GM couldn't be there without his parents getting together one night, or the truck driver this moring breaking in time when he stepped out on the road. If you want to bury the idea of there being a mutual contribution, I can just as easily do that for table top gaming.


Yes indeed, if on this basis. The point I was trying to make is that we need to distinguish between mutual collaboratin that is purposeful and irected and that which is merely incidental. Collaboreative is a greaty, happy-feeling buzzword but I do not think an audience-actor relationshiop can be described as collaborative.

I think you'd better encompass what 'meaningful' means, because it's easy enough to mistake want/tradition for need.


For these purposes, I would say that they would be collaborative if the product could not have been produced without other people in those roles. Any p[layer could have, and countless other players did, make much the decision you made. Your presence there as you was of little import; your presence as a user of the tool produced this output as a normal product of its operation. You are still audience, not collaborator, IMO.

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On 8/4/2004 at 3:48pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon wrote:
Instead, imagine I'm playing at the table top and in the course of my adventure I find a map of a goblin cave. The GM actually hands me a map on some paper that he made up.

I look at it and declare from what I see "This should show all the sentry positions on it'.

I first say this to the map. Nothing changes. I then even say this to the GM. He folds his arms and says nothing.

You see, this is his submission in it's entirety. That's it, accept it or don't. Now, does this seem like it isn't roleplay? I think weve all asked for more information during roleplay and not being given in. Negotiation is still entered into even if one sides input is just 'no'.

Okay, now say some gentleman writes some software and hands it to me. I either accept or I don't. In fact I often can decline to accept certain things in the game, doing so via various methods.


These are different cases. In the first case, it is a multi-step process, with continued negotiation. In the second it is a transaction, not inherently different if you subsititute "novel" or "movie" or even "basket of fruit" in the place of the software. I think Contracycle has very properly called it an author/audience relationship.

In the case of the map, if I am a 250 pound biker with a crowbar, I can say "put sentry positions down or I'm clubbing you to death.". I can say that to the computer as well, but it *can't* change it's answer. I suppose, in theory that I could say that to the author, but that would involve a certain amount of stalking.

I've snipped off the rest because I don't think it's a disagreement; I'm saying the computer isn't a person, you're saying the computer isn't a person. The only difference in thought is already captured above: you think I'm roleplaying with the game designers, I think I'm audience for their work.

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On 8/4/2004 at 3:50pm, JamesSterrett wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Some of this discussion is missing what is *possible* in computer games currently. Which is not to say that it is always *done*.

There are two general ways to program a computer game: scripted and emergent. [These are the poles at the end of a spectrum. No game is completely purely one or the other, but most lean heavily towards one or the other. Most, frankly, move in the direction of scripted.]

In a scripted game [case example: Half-Life] the game authors set up every event nearly every step of the way. Very little happens that they did not specifically intend and forsee. Encounters occur because the player moves past triggers that cause them.

There are two benefits to this method: It's much easier to test, and the designers can ensure that the player is constantly running into Cool Stuff. Thus Half-Life is an excellent example: the game runs on rails, with a single path in any given location, and a steady barrage of scripted encounters. Players love Half Life because the railroad's path and the encounters upon it are highly inventive.


Emergent design attempts to replace scripting with simulation [Case examples: Thief series; Deus Ex series, and (by repute - I haven't played them) the Grand Theft Auto series]. It's much harder to test, and it does not ensure that Cool Stuff is always happening.

However, it does make the computer a full (if still often stupid) participant in the game, because encounters and events happen that the designers did not forsee, and possibly could not have forseen.

Example from Thief: The guards have patrol routes. The player enters the area, and eventually makes a noise. Since the player's path options in Thief are usually fairly open (especially compared to Half-Life) , the player's position at the time of making a revealing move is extremely random from the point of view of the designers. Therefore, the guards are programmed not with set path responses to player-produced stimuli, but with behaviours - search patterns, alert classes, random chances of going for backup, etc. The computer arbitrates the gameplay in a manner whose overall patterns were set, but whose specifics are up to the player and the computer.

Second, and this comes closer to the point about the bottle-in-a-bar, it is possible to program into the computer a set of uses for the various objects in the game. I've never seen bottles as weapons as one of them (not least because the player always has better options). However, the Thief & Deus Ex series games enhance their emergent nature by using tables of attributes for all the interactable objects in the game. Wooden boxes and wooden chairs are in the category of Wooden; Wooden objects float on water, burn in fire, and are damaged by weapons fire. If the player puts a wooden box in a fire, it burns. Throw it into water, and it floats. It doesn't matter *what* fire or *what* body of water. It's simple for humans, unusual in computer games, but it is possible.


Moving away from scripted/emergent, and into creating narrativist play in computer games....

The other thing that's possible, although little done, is to try to get beyond the common and simplistic kill-them-all-and-kick-the-Foozle's-butt game structure, and into posing moral dilemmas or questions for the players. The Fallout series is famed for this, but IMO the Deux Ex series does it better.

Light spoilers follow.....

If you're at least half-awake when playing Deus Ex, you'll find that the game is constantly posing you with questions about the nature and use of power. Some of these are subtle and many will miss them; some are highly overt and missing them would be difficult.

The game ending brings this to its logical conclusion. One of Deus Ex I's slogans was "Your mission is to save the world. How you do it is up to you." The endgame doesn't ask you this in terms of "kill the Big Bad with a hand cannon or a rocket launcher?" It poses the question in terms of "you decide what "saving the world" actually *means* - and pursue that goal." Put the player in a dilemma, have characters argue for and against each option, and let the player decide the ethics of the situation.

The Deus Ex games have put me in more moral dilemmas than any of the pen and paper games I've been in - which you may view as a flaw in my P-n-P experience - but when I've paused the game and walked away from it for 15 minutes to try to figure out what I want to do, because of the ethical dilemma it has posed -- if that isn't effective role-playing, what the heck is?


There's certainly more that can be done. For all their virtues, Falout & Deus Ex still force the player along a fairly linear plotline, built kinda like a sausage: you get a great deal of freedom much of the time, but the plot will still go through set, predetermined gates that advance the main story. On the other hand, there's people working to get around this. Fable may succeed, though I confess I'm as often disappointed by Molyneux's genius as thrilled by it; and Warren Spector (Deus Ex) is still at work as well.


The final note - and I've lost the reference to this - is that I've read of a program built with the most basic postulates of geometry, an understanding of the rules of proofs, and programmed to find more theorems. In the late 1990s (IIRC) this program was turned loose for a couple months. By the end of that time, it had - without further human intervention - come up with a great many proofs, including a proof for a theorem that had been postulated by humans but never before proven.

Now, we can puff up our egos and claim it was programmed to do this. True enough; it was. On the other hand, nothing done by the initial programmers - other than the program's intent to find and solve theorems - led it to the particular new theorem it solved. How different is this from attending classes in maths and geometry for a kid who is predisposed to find maths fascinating? If the computer's new theorem is not an act of machine creativity, then why is it creative when a mathematician finds a new theorem?

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On 8/4/2004 at 3:53pm, Christopher Weeks wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote: In the case of the map, if I am a 250 pound biker with a crowbar, I can say "put sentry positions down or I'm clubbing you to death.". I can say that to the computer as well, but it *can't* change it's answer.


What if you're a 250 pound hacker? :)

Chris (who remains unconvinced that the computer isn't a player)

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On 8/4/2004 at 4:39pm, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

If a CRPG isn't a roleplaying game, then neither is Tunnels and Trolls when played using the solo game books. I think it's obvious that T&T played with solo game books is roleplaying, so therefore CRPGs are roleplaying games.

There's definitely a shared immaginary space in CRPGs. If I and a friend of mine play Baldur's Gate or whatever, we can discuss the imaginary space of that game with very little scope for disagreement or confusion, it's an imaginary space we're both familiar with.

As for the contribution a computer makes, even old AD&D had a random dungeon generator, and many games have had random reaction tables. Many of the GM's tasks in running an RPG can be automated and published scenarios can leave little or no scope for GM interpretation during play. I've played games run streight from the game book with the GM actively avoiding any form of personal interpretation. This style of play is common in tournaments. Is this still roleplaying? Hell yes, so what's the problem with CRPGs?

Sure there are many things you can do in a tabletop RPG you may never be able to do in a CRPG, and vice versa, but fundamentaly they are similar activities.

I think there are differences between games in which the 'author' prepares the in-game situation thoroughly in advance and there is little lattitude for divergence from the pre-imagined game experience, and games that have a very open ended in-game situation which the players have a wide lattitude to influence. CRPGs are pretty rubbish at this last sort of game at the moment, as are some real-life GMs ;)


Simon Hibbs

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On 8/4/2004 at 6:34pm, lumpley wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

(I say things about the SIS question here.)

-Vincent

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On 8/4/2004 at 9:26pm, Andrew Morris wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

ADGBoss: Your point about breaking the SIS up in time is very good, and comes the closest to changing my point of view on this topic out of any argument so far.

Blankshield: The point about the vital necessity of a back-and-forth saved me from swinging over to ADGBoss's camp. :-) I think that the feedback is a key element, and I agree that RPG is an inherently social activity.

Simon_Hibbs: In regard to your point about Tunnels and Trolls having solo play, thus proving that CRPGs must also be considered "real" RPGs -- in a word, no. Instead, I think it just means that solo T&T isn't "real" roleplaying either. (Please note, though, I've never played T&T, so I'm assuming I understand the concept of the "solo play" you mention. If it's something other than one person running through a published adventure, let me know.)

As I stated in the parent thread, I'm a big fan of CRPGs, but I believe they are fundamentaly different than TTRPGs.

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On 8/5/2004 at 2:48am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote:
Noon wrote:
*snip*
I've snipped off the rest because I don't think it's a disagreement; I'm saying the computer isn't a person, you're saying the computer isn't a person. The only difference in thought is already captured above: you think I'm roleplaying with the game designers, I think I'm audience for their work.


It's easiest to see if you look at play by post games. They are considered roleplay, right?

To start, the GM submits a post.

Then, the players, with nothing else from him, respond to his contribution with their own contribution.

Let's not get ahead of ourselves and go on about what happens when the GM reads it. Was or wasn't that roleplay? I think it is and it doesn't require some other persons follow up to be so. It's a lot more fun if there is follow up, but that's a bonus, not a requirement.

I can only think that traditional play and CRPG different as much as broadband and dial up are...they can feel like different things because one is more powerful than the other. You might feel so pushed down from what your used to you'd swear you've been put into the audience position, but perhaps that's because of the contrast between what you have now and what you have before. Dusk seems like pitch black if you've been staring into a light source.

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On 8/5/2004 at 8:47am, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Andrew Morris wrote: Blankshield: The point about the vital necessity of a back-and-forth saved me from swinging over to ADGBoss's camp. :-) I think that the feedback is a key element, and I agree that RPG is an inherently social activity.


Fine, so tabletop RPGs are social games, but not all social games are tabeltop RPGs. In fact all the social aspects of tebletop RPGs could be represented in a agme that clearly isn't a roleplaying game. Therefore all you're saying is that tabeltop RPGs are realy Social RPGs, whereas computer RPGs aren't. But they're still RPGs, otherwise we have no way of distinguishing social RPGs and other forms of social games.


Simon_Hibbs: In regard to your point about Tunnels and Trolls having solo play, thus proving that CRPGs must also be considered "real" RPGs -- in a word, no. Instead, I think it just means that solo T&T isn't "real" roleplaying either. (Please note, though, I've never played T&T, so I'm assuming I understand the concept of the "solo play" you mention. If it's something other than one person running through a published adventure, let me know.)


It isn't social roleplaying, but if it's not roelplaying, what is it? How do distinguish between a programmed solo wargame and a programmed solo roleplaying game book, other that by saying that one is a wargame and the other is a roleplaying game?


Simon Hibbs

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On 8/5/2004 at 8:55am, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Ok, I hope I'm not missunderstanding you, but...

Blankshield wrote: In the case of the map, if I am a 250 pound biker with a crowbar, I can say "put sentry positions down or I'm clubbing you to death.". I can say that to the computer as well, but it *can't* change it's answer. I suppose, in theory that I could say that to the author, but that would involve a certain amount of stalking.


Sue, but you could do the same in a refereed wargame, or a chess game 'move that pawn back or you lose fingers!". It has nothing to do with whether you're playing a roleplaying game or not.

you think I'm roleplaying with the game designers, I think I'm audience for their work.


But what is the work you are audience for, if not roleplaying? You interact with the game world through the medium of the character, which is the role that you play in the imaginary space. No?

Simon Hibbs

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On 8/5/2004 at 3:24pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Hrm. I think that we're beginning to get even farther down into not-very-useful disagreements because of fundamental differences in what we're using as our definition of 'role-playing'. I'll endeavour to clear up my position, but I suspect we must simply agree to disagree.

simon_hibbs wrote:
Ok, I hope I'm not missunderstanding you, but...

Blankshield wrote:
In the case of the map, if I am a 250 pound biker with a crowbar, I can say "put sentry positions down or I'm clubbing you to death.". I can say that to the computer as well, but it *can't* change it's answer. I suppose, in theory that I could say that to the author, but that would involve a certain amount of stalking.


Sue, but you could do the same in a refereed wargame, or a chess game 'move that pawn back or you lose fingers!". It has nothing to do with whether you're playing a roleplaying game or not.


Yes, you could. My example was probably faulty in this case. What I was intending was to give an example of how social interaction can change the state of a tabletop game which it cannot do in a computer game. I'm pretty sure I've stated this in a couple places now: I consider "role-playing games" to be fundamentally a social activity.

simon_hibbs wrote:
But what is the work you are audience for, if not roleplaying? You interact with the game world through the medium of the character, which is the role that you play in the imaginary space. No?


Bluntly, from my understanding of roleplaying: no. I am an audience for an elaborate piece of fiction, which is self-contained. Off the shelf, it already contains every possible outcome or interaction I can have with it. I cannot make it do anything it is not already programmed to do. To reference back to the recurring example: if the game does not already contain at least the potential for bottles in bars, then no amount of me trying to introduce them will work, ever. I have no input.

----

noon wrote: It's easiest to see if you look at play by post games. They are considered roleplay, right?

To start, the GM submits a post.

Then, the players, with nothing else from him, respond to his contribution with their own contribution.

Let's not get ahead of ourselves and go on about what happens when the GM reads it. Was or wasn't that roleplay? I think it is and it doesn't require some other persons follow up to be so. It's a lot more fun if there is follow up, but that's a bonus, not a requirement.


No, not in the way I am using role-playing. What I would say is that someone has submitted fiction to you, and you have written fan fiction based on their work. Until you return it to them and they accept it, it is not, IMO, roleplaying. Once that back-and-forth is there, I would call it role-playing, but not before. Not until there is a two-way flow of information.

Again, as I mention above, I consider the social aspect of "rpgs" to be axiomatic, so really all we can say at this point is that we're obviously using different defintions of role-playing.

James

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On 8/5/2004 at 5:11pm, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

James,

I get your point, but the kind of interactivity you like is found in many kinds of games, including many that don't even have characters in them. Therefore I don't see how roleplaying itself can be defined by that interactivity.

Of course it's possible to distinguish between CRPGs and tabletop RPGs. Of course solo game books are different from tabletop RPGs, but the ways they are different have nothing intrinsicaly to do with characters, or playing roles.

Surely playing the role of a character has something to do with roleplaying?


Simon Hibbs

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On 8/5/2004 at 6:04pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote:
Surely playing the role of a character has something to do with roleplaying?


Yes, absolutely. But it isn't the only criteria. Just as social interaction isn't the only criteria, but it is, for my purposes, a necessary one. You seem to be under the impression that I'm saying all you need is social interaction to be an RPG, and that's patently false. All I'm saying is that I think that it is necessary.

I am not claiming that in a CRPG you do not take on the role of a character*, I am claiming that in and of itself taking on a role is not sufficient to be a role-playing game. Otherwise actors around the world would be role-playing. Storytellers in the oral tradition would be role-playing. Both of these activities are not what most people consider role-playing games.

Does that help?

James

*Although I'm not convinced that's what you do in an CRPG, but I'm well aware that I'm a distinct minority in that view, and it's not germane to the discussion.

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On 8/6/2004 at 3:03am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

James wrote: No, not in the way I am using role-playing. What I would say is that someone has submitted fiction to you, and you have written fan fiction based on their work. Until you return it to them and they accept it, it is not, IMO, roleplaying. Once that back-and-forth is there, I would call it role-playing, but not before. Not until there is a two-way flow of information.

Again, as I mention above, I consider the social aspect of "rpgs" to be axiomatic, so really all we can say at this point is that we're obviously using different defintions of role-playing.

James


Not really, I think were just not spotting the key points of the same thing.

Let's look at this line: "Until you return it to them and they accept it"

What do you mean by accept? Does that include passive acceptance from the other person? Someone just nodding, instead of saying 'that's great, and how about I add this to it as well?'. Or does acceptance always have to include some return contribution, to be acceptance?

Also, let's look at my example. We see myself offering my contribution to the GM's contribution. He takes me up on this and in return, starts the first post. In return I give him my post. Weve already accepted something from each other.

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On 8/6/2004 at 5:46am, Andrew Morris wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote: Surely playing the role of a character has something to do with roleplaying?


Yes, absolutely. But as Blankshield points out, it's not the only necessary element. Let me toss this around and state it another way, so we can be sure we are at least understanding each other correctly. I view RPGs as a subset of social games, which I consider in turn a subset of games. If I'm understanding your point correctly, you are saying that social role-playing games are a subset of RPGs, which are a subset of games. Let me know if that's not what you mean.

So, by my model, CRPGs are a subset of non-social games, which are a subset of games. In your model, CRPGs are a subset of RPGs, which are a subset of games. (Sorry, I can't think of a different word for subset at the moment.)

Also, since we're discussing terminology, let's be careful not to confuse role-playing with role-playing games. Role-playing happens all over the place.

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On 8/6/2004 at 7:00am, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon wrote:
James wrote: No, not in the way I am using role-playing. What I would say is that someone has submitted fiction to you, and you have written fan fiction based on their work. Until you return it to them and they accept it, it is not, IMO, roleplaying. Once that back-and-forth is there, I would call it role-playing, but not before. Not until there is a two-way flow of information.

Again, as I mention above, I consider the social aspect of "rpgs" to be axiomatic, so really all we can say at this point is that we're obviously using different defintions of role-playing.


Not really, I think were just not spotting the key points of the same thing.

Let's look at this line: "Until you return it to them and they accept it"

What do you mean by accept? Does that include passive acceptance from the other person? Someone just nodding, instead of saying 'that's great, and how about I add this to it as well?'. Or does acceptance always have to include some return contribution, to be acceptance?


Passive acceptance is Ok - that's fairly common in "traditional" tabletop gaming - the GM reads the description, the players nod. It's still acceptance. The key thing in your question that tabletop gaming and play by post have that CRPGs do not is "the other person". There is no other person in a solo module or a CRPG.

noon wrote: Also, let's look at my example. We see myself offering my contribution to the GM's contribution. He takes me up on this and in return, starts the first post. In return I give him my post. Weve already accepted something from each other.


Ok, I'm confused. In your example, there is no "takes me up on this, and in return[...]" That would indeed be role-playing. In your example there are only two steps:

To start, the GM submits a post.

Then, the players, with nothing else from him, respond to his contribution with their own contribution.


If it doesn't go beyond that, it's not two-way communication, it's not role-playing - not by my terms, anyway.

James

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On 8/6/2004 at 8:24am, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote: I am not claiming that in a CRPG you do not take on the role of a character*, I am claiming that in and of itself taking on a role is not sufficient to be a role-playing game. Otherwise actors around the world would be role-playing. Storytellers in the oral tradition would be role-playing. Both of these activities are not what most people consider role-playing games.

Does that help


Actors are playing roles, but they're not playing a roleplaying game. Storytellers don't play a role, so that's out on both counts. You're realy not making this very hard.

If solo roleplaying games aren't roleplaying games, what are they? They aren't solo wargames, which do exist. They aren't solo board games. You still haven't addressed this question. In what sense is a solo T&T player not playing a game, or not playing a role, and if they're not doing those things what are they doing? They're not doing it in an extra, special context that you happen to prefer, but we already have terms that make that distinction - tabletop and solo. We might even replace the term tabletop with the term social to make it even more clear.


Simon Hibbs

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On 8/6/2004 at 8:56am, contracycle wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

f solo roleplaying games aren't roleplaying games, what are they? They aren't solo wargames, which do exist. They aren't solo board games.


Why not? On another thread I've just posted a link to the Avalon Hill boardgame Outdoor Survival; it would be very easy to choose to identify with the character in a solo game. Is it therefore an RPG? Not to my mind, its still a boardgame. I thought Mike Homes point on infinite inputs was excellent in this regard (other thread tho).

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On 8/6/2004 at 9:15am, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

contracycle wrote:
f solo roleplaying games aren't roleplaying games, what are they? They aren't solo wargames, which do exist. They aren't solo board games.


Why not? On another thread I've just posted a link to the Avalon Hill boardgame Outdoor Survival; it would be very easy to choose to identify with the character in a solo game. Is it therefore an RPG? Not to my mind, its still a boardgame. I thought Mike Homes point on infinite inputs was excellent in this regard (other thread tho).


Because they don't require a board and don't necesserily include war, military units or even combat.

Outdoor Survival probably isn't a roleplaying game because the player's probably don't primarily affect change in the imaginary space through the medium of the character they play. However it may be a roleplaying board game, since I believe such are possible.


Simon Hibbs

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On 8/6/2004 at 9:19am, Eero Tuovinen wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote:
If solo roleplaying games aren't roleplaying games, what are they? They aren't solo wargames, which do exist. They aren't solo board games. You still haven't addressed this question. In what sense is a solo T&T player not playing a game, or not playing a role, and if they're not doing those things what are they doing? They're not doing it in an extra, special context that you happen to prefer, but we already have terms that make that distinction - tabletop and solo. We might even replace the term tabletop with the term social to make it even more clear.


THAT is the point of your debate, is it not? The word can be used to denote anything at all, so there's really no point at all in trying to find a definition analytically. If one of you prefers to include a very different kind of game and another wants to exclude it, why bother fighting over it?

I've personally found that the only reason worth going at it in these discussions is cultural politics. Thinking is done via language, and thus those who control language control thinking. By defining roleplaying in a certain way, people try to defend or forward their own understanding of what's relevant.

All debates over definitions of words are really about this. For example, nobody contested the right of storytelling games to be called roleplaying games before really functional and borderline popular examples like Once Upon a Time and Universalis appeared. Since then it's been a perennial topic - is roleplaying defined by the imaginary space or by taking roles? I've not met anyone who actively liked storytelling games and simultaneously granted them the prestigious (relative to an unknown term) name of roleplaying - all the people in these discussions are furthering their own cultural agenda, whether it's about promoting storytelling games as valid form or trying to pretend that they don't exist.

Note that the current discussion surfaced because of cultural conflict - some would that Forge emphasis CRPGs more, some would accept them, and some would actively oppose them. This is the real point of the debate, should Forge include CRPGs. The question of whether the term "roleplaying" includes these games is just a debating tactic.

Note that I don't doubt that at least some of you aren't really in this for the above reason, but rather because of pure academic interest. Obviously, when the historical precedent (which is of interest only to scholars and conservatives) is stripped away, the only question left is, what is the most efficient and clear way of referencing these things. We might well discuss this, but the actual debate won't be solved by theory - it is only solved by practice, which will include or exclude CRPGs.

In my own opinion, by the way, CRPGs are not roleplaying games, mainly because I contend that they are best played by not immersing in the role. This is how they are designed, too. Whether somebody is able to roleplay through such an instrument as a CRPG is is a moot point; CRPG lends itself much better for exclusive pawn stance, that is, strategy playing. I've yet to play one CRPG for which this weren't true - they might include non-interactive aesthetic content like CGI movies, but the actual play content is clearly strategic and tactic. Battles, resource planning, leveling up, puzzles - these are not the essence of roleplaying, whether you go by the imaginary space or the immersive interpretation of the word. The same holds true with T&T solo adventures, by the way. On the other hand, "choose your own adventure" books would be on the other side of the line by the immersive definition, as the point in them is to explore your own preferences in story creation - that is, to play the role of the protagonist.

As to which definition is better, the social or the immersive... I'd be willing to accept either if there were a word that'd describe all permutations of these games. As long as there is no such word, I suggest using roleplaying game for them all. The word has prestige, and it's not right to marginalize games just because they don't comform with one definition or other.

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On 8/6/2004 at 12:28pm, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Eero Tuovinen wrote: In my own opinion, by the way, CRPGs are not roleplaying games, mainly because I contend that they are best played by not immersing in the role.


But what about when they are played by immersing in the role?


Battles, resource planning, leveling up, puzzles - these are not the essence of roleplaying, whether you go by the imaginary space or the immersive interpretation of the word.


It seem to me the only different between what you think of as roleplaying, and these games is what the characters actualy do in the imaginary space. Not how the players controll the characters, not the rules of the game itself, and not the nature of the imaginary space, only what the characters actualy do in it. Surely that's just a matter of play style preference, not the nature of the game?


Simon Hibbs

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On 8/6/2004 at 1:06pm, contracycle wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

But what about when they are played by immersing in the role?


Is that even possible? All of my experiences with CRPG's have been so strongly drawn in pawn stance that I find strong identification hard, let alone immersion. I also find it terribly difficult to identify with a character who cannot speak, and has nobody to speak to.

I agree with above remakrs that the choose your own adventure books facilitated a rather higher level of identification and immersion than most CRPG's; becuase of the nature of the 'verbal' creation of thre SIS and the necessity for personally imagining the environment. I don't need to do that CRPG's: I just look.

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On 8/6/2004 at 1:36pm, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

contracycle wrote:
But what about when they are played by immersing in the role?


Is that even possible? All of my experiences with CRPG's have been so strongly drawn in pawn stance that I find strong identification hard, let alone immersion. I also find it terribly difficult to identify with a character who cannot speak, and has nobody to speak to.


In first person CRPGs immersion can be quite 'deep', as it is in first person shooters. Morrowind is an example. Text adventure games can be just as immersing as any novel. I'd agree that third person perspective games are much less immersing, but they're only one sub-type of the form.


Simon Hibbs

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On 8/6/2004 at 4:08pm, contracycle wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Fair point, I have certainly been sufficiently immersed in a movie-like way to startle when surprised; this has happened in both FPS's and some third persons, Resident Evil, uh, leaps to both mind and throat.

As it happens the one thing that really, really, really bugs me in FPS's is that you usually can't see your own body. It makes me uncomfortable not being able to see my feet. But that said it takes quite a lot of immersion to be bothered by it.

But, I wonder... in a movie RPG I think the audience may be said to be immersed in the situation, perhaps. They may or may not be idenitifying with a character, this I would think is especially true of works with a big cast and radical scene changes, perhaps like 24. The audience I think would be better said to favour or support a character rather be immersed in a character.

Its IMO harder in the story-built FPS single player games, because sooner or later Plot Device charges through the door with a gun and shoves a script in your mouth. Far Cry, with all the vegatation and wildlife and incidental components of its virtual space is really good for a vigorous transposition of your self perception into that space, but you still HAVE to be that character and you still get your own dialogue shown to you.

Then there are the OTHER CRPG games, the huge Elite-like open universes in which you just truck around doing your thing, buying and selling and blowing up pirates, usually. In these you can choose your own name and "be" who you want, but either there's nobody to talk to or all the exchanges are menu choices. None of it matters. The online version of FPS games is simialr, you can bring anything youn like to the party but nobody cares much, certainly the game can't.

In face to face RPG, there's much more opportunity to engage with the specific character, who you are, what you do and what you did, I think. To undertake an exploration of the world from a different perspective.

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On 8/6/2004 at 4:53pm, Eero Tuovinen wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote:
Eero Tuovinen wrote: In my own opinion, by the way, CRPGs are not roleplaying games, mainly because I contend that they are best played by not immersing in the role.


But what about when they are played by immersing in the role?


Yeah, and chess is a roleplaying game as well. Of course you can immerse in all kinds of things, but certainly that does not a roleplaying game make. The game becomes a roleplaying game by the immersive definition when it supports immersion somehow.

Then again, as far as the actual act goes, I'd think that if somebody does immerse himself in a CRPG, then it's a roleplaying game (using the immersive definition) for him. I don't think that that has any relevance for the Forge, though - such an immersionist has chosen to cast off any rules or procedures that actually help roleplaying, so there's not much that a site of roleplaying design and publication can offer. Any immersive CPRG players can start proving me wrong very simply - just for starters, write an actual play report to the appropriate forum. Include anything you deem relevant, let's see if there's roleplaying in there.


It seem to me the only different between what you think of as roleplaying, and these games is what the characters actualy do in the imaginary space. Not how the players controll the characters, not the rules of the game itself, and not the nature of the imaginary space, only what the characters actualy do in it. Surely that's just a matter of play style preference, not the nature of the game?


Again, only if you insist in roleplaying in an unlikely and difficult manner. Certainly bashing random monsters and taking their stuff can be roleplaying (although in tabletop the roleplaying occurs because of social reasons in this kind of game), I just find it ridiculous to imagine that someone would bother. I'd believe CRPGs as roleplaying much easier if the game supplied tools of immersion or exploration - the two main features of real roleplaying games.

As far as Morrowind or Resident Evil goes, both are IMO primarily multimedia experiences. They are so much easier to use as interactive books (or movies, whatever) that I have to conclude that anybody who claims to primarily roleplay with them has to be a little dull. Imagine, taking on the accountrements of the protagonist, accepting all his decisions in the prescripted plot, manipulating your way through the particular limitations of the game... I couldn't do all that and imagine one second being the guy. To the contrary, extreme pawn stance it is for me. The main point of Morrowind for me was to verify that the world construction didn't offer anything new, after which I just wandered min-maxing in the landscape. The character never developed any personality; I just made the choices that gave maximal access to guilds.

Anyway, as I said earlier, I wouldn't mind calling a game that faciliates immersion a roleplaying game. The "choose your own adventure" books were that, and there's no reason why that couldn't be done on a computer. Some old text adventures would qualify as well. So if you want to use roleplaying to mean "roleplaying a character", go ahead and call these kinds of games roleplaying. There's not a single game made after year -92 (apart from the text adventure scene) which qualifies, though, so it's not practically very relevant. The games called roleplaying today in the computer world just simply are not that, and I pity the fools who try to roleplay through them. I personally hate most of the jerks starring in these games; it's a wonder how unsymphatetic lead characters computer (and especially console) games can have.

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On 8/6/2004 at 6:27pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote:
Blankshield wrote: I am not claiming that in a CRPG you do not take on the role of a character*, I am claiming that in and of itself taking on a role is not sufficient to be a role-playing game. Otherwise actors around the world would be role-playing. Storytellers in the oral tradition would be role-playing. Both of these activities are not what most people consider role-playing games.

Does that help


Actors are playing roles, but they're not playing a roleplaying game. Storytellers don't play a role, so that's out on both counts. You're realy not making this very hard.

If solo roleplaying games aren't roleplaying games, what are they? They aren't solo wargames, which do exist. They aren't solo board games. You still haven't addressed this question. In what sense is a solo T&T player not playing a game, or not playing a role, and if they're not doing those things what are they doing? They're not doing it in an extra, special context that you happen to prefer, but we already have terms that make that distinction - tabletop and solo. We might even replace the term tabletop with the term social to make it even more clear.


Simon Hibbs


Ok, we're right back where we were a few posts back.

Bluntly, we aren't using the same basis to define role-playing games. Apples and oranges.

I don't know what solo role-playing games are. Not labeled properly, by my lights. I'd be inclined to call it solitaire, but then, I'd be inclined to apply that label to solo boardgames and solo wargames as well.

I'm not sure that we can move forward at this point. I keep stating that I think RPG's require (among other things) a social context. You keep saying "but X is an RPG, and it doesn't have a social context" All I can say to that is I don't think X is an RPG.

James

(and as an aside, since it really isn't germane to the point: if you don't think storytellers in the oral tradition take on roles, you've never heard a good storyteller.)

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On 8/7/2004 at 1:41am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

I'd really like to have some things established or atleast clearly shot down (then I can leave the thread as it isn't one for me).

You don't define roleplay by the medium. Roleplay games encourage roleplay. If they are the medium you use to define roleplay, it's circular logic.

To put it simply, I can roleplay in chess along with the other player. It doesn't matter a jot if the game doesn't encourage roleplay, we can still roleplay during this activity.

You can ask 'is game X a roleplay game, does it encourage roleplay?'

And you can ask 'am I roleplaying right now, as I do this activity?'

But one wont answer the other.

It doesn't matter if a CRPG is appaling at supporting immersion, the medium itself doesn't mean you can't roleplay.

And now just my post, rather than trying to establish anything:
Again, It doesn't mean you can't roleplay with another person through this CRPG. The question is, when there isn't another person present, not even through a tenous link (like IRC or play by post), am I roleplaying, as I do this activity?

And I think the answer revolves around what presence is, what amount is needed, what amount is there even though at first glance it appears a complete absence.

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On 8/7/2004 at 1:48am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

James wrote: Passive acceptance is Ok - that's fairly common in "traditional" tabletop gaming - the GM reads the description, the players nod. It's still acceptance. The key thing in your question that tabletop gaming and play by post have that CRPGs do not is "the other person". There is no other person in a solo module or a CRPG.


There is no 'whole' person there. But what do you need from someone who is present? Especially if that presence is through IRC or play by post. What is the special quality needed? Let's nail it down, if we can.

noon wrote:
Also, let's look at my example. We see myself offering my contribution to the GM's contribution. He takes me up on this and in return, starts the first post. In return I give him my post. Weve already accepted something from each other.


Ok, I'm confused. In your example, there is no "takes me up on this, and in return[...]" That would indeed be role-playing. In your example there are only two steps:


Okay, my mistake, I wrote it too shortly. What I mean is that the GM, in offering his game, he has offered a contribution 'My game situation is this...blah blah blah'. I have then, in responce, offered my contribution, my character to it 'My character is blah blah blah'.

He goes on to create a post and so do I. Both contain bits of each others contribution. To do so we MUST have accepted each other.

I like to think of it as two parralel lines, one the GM (or even player) and the other a player. Occasionally they bend toward each other, bump and bend back, each now carrying something from the bump. What I'm describing is a single 'bump'. Tabletop gaming probably consists of hundreds of 'bumps', but that doesn't nessersarily make it different (just richer).

Perhaps I'll use a sex analogy. Imagine having sex with a woman who is really quite active/responsive in return. That might be considered trad table top play.

Now imagine having sex with a woman who isn't responsive. She said a definite "YES" at the start, but now lays out straight, not really doing anything but be present. I think the term is "cold fish".

But your having sex in both, clearly, right?

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On 8/7/2004 at 2:07am, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon wrote: Perhaps I'll use a sex analogy. Imagine having sex with a woman who is really quite active/responsive in return. That might be considered trad table top play.

Now imagine having sex with a woman who isn't responsive. She said a definite "YES" at the start, but now lays out straight, not really doing anything but be present. I think the term is "cold fish".

But your having sex in both, clearly, right?


Yes, absolutely. Interesting that we both thought of sex as an analogy; If this thread kept going I was intended to post with it as well.

What I was going to suggest is that I view the difference between tabletop (and PbP and other roleplaying games that involve multiple people actively contributing over time) very strongly as like unto the difference between sex and masturbation.

Mechanically, they are very similar, and they are "about" mostly the same things, but ultimately, one is something that involves other people, the other you do by yourself.

I also see what is a very definate split in how we view things. You are considering solo gaming to be the 'cold fish' of your analogy, yes? The game designer contributes strongly once, and is passive thereafter?
I would consider solo gaming to be the masturbation of my analogy: it's a lot like sex, and you may well (or may not) be imagining another person, but when it comes right down to it, you're the only one in the room.

--
Regardless, I think I've pretty clearly expressed several times now, that as far as I'm concerned role-playing games have as one of several necessary aspects, ongoing interactions between multiple people. I do not consider a one-shot submission without feedback (as in the designer of a CRPG or publisher of a solo module) to qualify as an ongoing interaction between people. Unless I see something compelling from other points of view that hasn't already been said several times over, I think I'm about done with this dead horse.
James

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On 8/8/2004 at 2:22am, Noon wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

James wrote: I also see what is a very definate split in how we view things. You are considering solo gaming to be the 'cold fish' of your analogy, yes? The game designer contributes strongly once, and is passive thereafter?


Dead on! Yes!

I would consider solo gaming to be the masturbation of my analogy: it's a lot like sex, and you may well (or may not) be imagining another person, but when it comes right down to it, you're the only one in the room.


Damn.

I think I'm prepared to think that presence/acceptance doesn't have to be always in the flesh. It's just that in the flesh is far more robust. One can be present in many places without actually being there, in a way. Yeah, I'm getting overly complicated. But I do think it all has a practical upshot in helping to identify what you actually need from someone who is physically present, by looking at the CRPG extreme.

Unless I see something compelling from other points of view that hasn't already been said several times over, I think I'm about done with this dead horse.


I just wanted to be sure you got the angle I was coming at. I mean, there's dissagreement and there's disagreement because the other guy didn't get it. Why express anything if one is content with the latter (though Ron might see me as just another 'me too' poster, again)? Anyway I see I got it across to you (disagreed with, but understood) and thus probably to any other reader. Sorry about it feeling like a dead horse, I was enjoying refining my idea with you so as to express it, but my boring writing style strikes again. I'll wrap up myself with this...

To any other reader: I think its a good idea to think about both requirements put forth by me and James. I think a good acid test for any 'this is roleplay' requirement you might think of is would it make a IRC or play by post game, not roleplay. Such play mediums strip away much of the traditional table top elements, which is really handy for helping us identify some of the core elements of roleplay and what you need, rather than just like/want.

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On 8/9/2004 at 11:43am, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Blankshield wrote: Bluntly, we aren't using the same basis to define role-playing games. Apples and oranges.


True of course, but your definition causes a host of unnecessery terminological problems, which you just aren't addressing.

I don't know what solo role-playing games are. Not labeled properly, by my lights. I'd be inclined to call it solitaire, but then, I'd be inclined to apply that label to solo boardgames and solo wargames as well.


Suppose I add the 'social' requirement to board games and wargames, I can do so with just as much rationale as you add it to roleplaying games. HWere does that leave us? In a terminological black hole, it seems to me.

I'm not sure that we can move forward at this point. I keep stating that I think RPG's require (among other things) a social context. You keep saying "but X is an RPG, and it doesn't have a social context" All I can say to that is I don't think X is an RPG.


But we do agree that X is an RPG. T&T is clearly an RPG, as is D&D and many other games. It's ony when these games are played in a certain mode, a mode that is perfectly consistent with the basics of the rules of the games, that we disagree.

Is solo Advanced Squad leader still a wargame? is solo Monopoly (supposing I produced rules for such) still a board game? Yes, of course. in their normal mode of play, are these games social games? Yes, they ar4e. You see, the category of social game isn't restricted to roleplaying games, they have a social dimension in just the same way. So marrying the term roleplayign game and the term social together in a special way clarifies nothing, and causes considerable problems.


Simon Hibbs


[quot](and as an aside, since it really isn't germane to the point: if you don't think storytellers in the oral tradition take on roles, you've never heard a good storyteller.)

Sure, but it's not an intrinsic requirement - part of the definition of storytelling. Taking on a role is an optional mode in which some storytellers oeprate, just as playing socialy is one mode in which many roleplaying games can be played. The analogy is almost perfect, thank you.

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On 8/9/2004 at 1:50pm, Andrew Morris wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote: Is solo Advanced Squad leader still a wargame? is solo Monopoly (supposing I produced rules for such) still a board game? Yes, of course. in their normal mode of play, are these games social games? Yes, they ar4e. You see, the category of social game isn't restricted to roleplaying games, they have a social dimension in just the same way.


I don't think I agree with this argument, Simon. If I toss a football around without anyone else, am I playing football, or even playing a sport? If I go and practice my baseball swing, am I playing baseball, or a sport? I think not, but if anyone disagrees, let me know. Likewise, if you create rules for solo play with a Monopoly board, you're still not playing Monopoly unless you have someone to play with. I would say you're not even playing a board game, at that point, you're just engaging in an activity that uses the equipment of Monopoly. I don't know anything about Advanced Squad Leader, so I can't comment on that. Now, I'm sure there are other activities that would be called the same whether performed socially or by oneself, but I went with sports as an analogy because, like RPGs, they are recreational and social by their nature (according to my definition of RPGs, of course -- as shown by these recent threads, not everyone agrees with that).

simon_hibbs wrote: So marrying the term roleplayign game and the term social together in a special way clarifies nothing, and causes considerable problems.


I don't think it does, any more than calling football or baseball "competitive sports" as opposed to simply "sports" causes any problems. Saying what something is leads to clarity, not confusion.

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On 8/9/2004 at 3:35pm, Blankshield wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Noon: Yup, I think we're good. We were talking past each other for a bit there, but I think we've got it now. Just for clarity, you're not the dead horse; the whole topic is the dead horse. Nothing new is being said, and we've been mostly repeating ourselves for a page or so now.

simon_hibbs wrote:
I'm not sure that we can move forward at this point. I keep stating that I think RPG's require (among other things) a social context. You keep saying "but X is an RPG, and it doesn't have a social context" All I can say to that is I don't think X is an RPG.


But we do agree that X is an RPG. T&T is clearly an RPG, as is D&D and many other games. It's ony when these games are played in a certain mode, a mode that is perfectly consistent with the basics of the rules of the games, that we disagree.


Nope, we don't. You are substituting T&T for X, which is, in my view not "T&T solo". They are different things. One's an RPG, one's using an RPG to play solitaire.

Simon, I'm sorry, but we just flat out do not agree on what an RPG is. You're welcome to say I'm wrong, but unless you offer something pretty compelling, I'm not really likely to change my mind at this point.

James
(edited once to fix formatting mistakes)

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On 8/9/2004 at 3:55pm, simon_hibbs wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Andrew Morris wrote: I don't think I agree with this argument, Simon. If I toss a football around without anyone else, am I playing football, or even playing a sport? If I go and practice my baseball swing, am I playing baseball, or a sport?


Golf, bowling, even tables tennis played against a wall are all recognisably the same game when played solo. Sure, not all games can be translated to solo play. That's not my point. Some games can though, and theyr'e still recognisably the same game. D&D played solo is still recognisably D&D, just as golf played solo is still recognisably golf.

I think not, but if anyone disagrees, let me know. Likewise, if you create rules for solo play with a Monopoly board, you're still not playing Monopoly unless you have someone to play with. I would say you're not even playing a board game, at that point, you're just engaging in an activity that uses the equipment of Monopoly.


Like the board, on which your'e playing a game. What I in my naivety would call a board game.

I don't know anything about Advanced Squad Leader, so I can't comment on that.


It's a wargame, possibly the most popular 'serious' wargame ever, for which there are a number of solo kits so you can play it on your own. The people buying those kits and playing ASL think they're still playing a wargame, and in fact still playing ASL. I agree with them.

simon_hibbs wrote: So marrying the term roleplayign game and the term social together in a special way clarifies nothing, and causes considerable problems.


I don't think it does, any more than calling football or baseball "competitive sports" as opposed to simply "sports" causes any problems. Saying what something is leads to clarity, not confusion.


I think you missunderstand, I'm arguing against reserving the term 'roleplaying game' exclusively to mean tabletop or 'social' roleplaying games. I agree that the extra terminology adds clarity.


Simon Hibbs

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On 8/9/2004 at 4:27pm, Ron Edwards wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Hello,

I think it's time to call this one off for a while. I've read several posts that are all about "You don't understand," and that always means to me, "Dammit, I'm not being heard," and it never goes anywhere good.

So, rather than actually close this thread, I'll say this: review your own posts and decide whether they actually do say what you wanted them to say. Never mind whether the other guy(s) understood them.

If your outlook is indeed preserved here, then that's your cue to stop posting. Disengage from making anyone specific understand or agree, and just concentrate on whether your outlook is documented.

This is a moderator post, in case that's not clear.

Best,
Ron

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On 8/9/2004 at 5:57pm, Andrew Morris wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

simon_hibbs wrote: I think you missunderstand, I'm arguing against reserving the term 'roleplaying game' exclusively to mean tabletop or 'social' roleplaying games. I agree that the extra terminology adds clarity.


You're right. I did misunderstand your point. And I agree with you that extra terminology can add clarity.

So, after all this debate on this topic and all the related ones that have come about recently, how do we go about coming up with a Forge-standard definition of "role-playing game?" Is that even the next step, or a desirable outcome of these discussions? It seems to me that it's almost required in order to address the original topic of this thread.

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On 8/15/2004 at 4:12am, M. J. Young wrote:
RE: CRPGs, SIS, and SOlo Play: Is it Role Playing?

James a.k.a. Blankshield wrote: M.J....

Until computers can come up with the algorithms independent of specific human input,
Until computers can create concepts that they do not have an algorithm or program pre-existing for, and
Until computers can retain and manipulate a memory indepent of human control or input,

they will not be capable of active participation in an RPG. They will not be capable of thought or imagination.

I started another thread specifically on computers as players in CRPG play, related to negotiation of the shared imagined space; but this is here, and I thought I should answer it here.

My problem is that the third of these three conditions are a thing computers can do, as I understand it, and the first two are things for which it has not been demonstrated that people can do them.

Of course, this would be a debate far beyond The Forge. I am not persuaded that people create concepts that are not built on data collected. We've had a lifetime to collect data and to develop algorithms which permit us to combine such data in realistic ways. There are computers that collect data and develop algorithms based on the data. The CRPGs we play in most cases are not these--they are programmed with the algorithms and data that the programmers believed would be most useful in running the games. However, the question isn't where we got the data or the algorithms, but whether we are capable of using them in play. Computers patently are able to use their data and their algorithms; they are just considerably more limited in what they know than we are.

I'll mention the experiments in computer intelligence and gender identification. A computer equipped with camera input and software to analyze images was given hundreds of photos of men and women, in which nationalities, cultures, hair styles, races, and dress were all varied. The computer was informed which images were male and which were female, and set to the task of analyzing those images. It was then given hundreds of photos of other men and women, and asked to identify the genders of those in the new photos. It succeeded in doing so more accurately than humans shown the same photos. No one knows how the computer succeeds in parsing males from females, but it does--it has developed its own algorithms by which to do so.

But I do not see the difference between algorithms I developed and algorithms I was taught; in either case, they are knowledge I use. It doesn't matter whether when I was very young I observed that if I had one of something and added to it another of that thing I then had two, or if when I got to school I was taught that one plus one is two--once I have the knowledge, it is my knowledge. In the same way, there is no distinction between the computer game that develops its own algorithms and the one that has been programmed with algorithms sufficient to support intended play.

I'm contending that the computer is the player. It is not a particularly bright player in some ways, but has some very sophisticated abilities in others. A CRPG would then be a role playing game with a shared imaginary space in which one of the players doing the imagining is a machine.

It may be most profitable to take any answers to this to that other thread; unfortunately, I don't have the link yet (and if I try to get it, I'm likely to erase all the markers telling me what threads I missed this past week), so you'll have to look for it.

--M. J. Young

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