Topic: Design equals... Play?
Started by: timfire
Started on: 9/30/2004
Board: RPG Theory
On 9/30/2004 at 7:50pm, timfire wrote:
Design equals... Play?
Jonathon (ErrathofKosh) wrote: Players design characters, GM's design settings and situations; those are considered play, so why wouldn't the game designer designing system be play?
I think this is a good topic to discuss, especially since I want to discuss more design-related topics.
I don’t believe they are same thing. It is my philosophy that play is about… err, creation of imaginary events. Design is about enabling others to create imaginary events. Those are two different things. Designing a game should not be about what you, the designer, wants to see. It’s about guiding others so that they can realize what they want to see. It’s about giving players tools they can use.
What does every think about that? Has this been discussed before? I don’t have much time right now, so I’ll just open it up to everyone else.
On 9/30/2004 at 8:06pm, TonyLB wrote:
RE: Design equals... Play?
I believe in guiding people to the style of play I want to see, not whatever style of play they want to see.
They're welcome to not like my style, and not play my game, but I write games that say things like "This is about your character proving their worth", rather than "This is about whatever you decide it's going to be about".
Am I misinterpreting what you meant?
On 9/30/2004 at 8:53pm, DannyK wrote:
Re: Design equals... Play?
I don't consider chargen or GM prep to be play, either. I have a tendency to confuse the two, and get over-involved in them because it gives me that nice escapist gaming feeling, but ultimately it's just fooling around.
On 9/30/2004 at 9:12pm, Ron Edwards wrote:
RE: Design equals... Play?
Hiya,
At the risk of this thread becoming a poll ... but maybe a few perspectives are necessary before it gets going ... so OK ....
I'm with Tim and DannyK. Play as I see it requires an SIS, which in turn requires events, i.e., System in action.
One can delay aspects of character creation and prep until play has already started. HeroQuest's "mostly blank sheet" character creation option is a good example of the former, and various No Myth techniques are (by definition) the latter. That seems like a viable option.
But to call the GM working out maps and NPC attributes "play"? Or a fellow hanging around and making up character sheet after character sheet? I've spent too many hours doing both and have a hard time considering either to be play in any way.
Best,
Ron
On 9/30/2004 at 9:26pm, TonyLB wrote:
RE: Design equals... Play?
Ron, is your objection to character-generation as play that there is an imagined space, but in many cases it isn't shared?
For instance, do you feel differently about Master generation in MLwM? Is that play, or does it still require (as you say) "events"?
On 9/30/2004 at 9:29pm, Ron Edwards wrote:
RE: Design equals... Play?
Hiya,
It's both, Tony, and that's a valuable distinction you're making.
First, it's a shared thing.
Second, it's an events thing. So yeah, Master creation in MLWM doesn't count for me either.
If I had to pick between the two, I'd say the second was more important, but also that I'm talking about SIS events, so (e.g.) lifepaths during character creation wouldn't count although they were "events."
Best,
Ron
On 9/30/2004 at 9:39pm, timfire wrote:
RE: Design equals... Play?
Yeah, I didn't intend for the thread to become a poll. I was trying to address an attitude I've come across from a number of sources. Let's see if I can elaborate.
I was speaking with a friend - who's a writer/ film critic - and we started talking about rpgs. He's all about putting a 'statement' into his works. He thought I could write a game that made some sort of of inherent statement. I tried to tell him, "No, I can't make a statement with another group's game, I can only encourage the group to make a statement in their game."
This relates to some of the discussions on humor that we've had here. A game can't force people to be funny. A game can only try to encourage funny situations and give players tools for being funny.
I know I'm repeating myself, but the role of a designer is to encourage certain situations in play, not create specific situations. Even if the designer is creating a setting, a good setting acts like a tool, it encourages certain types of situations.
I'll use MW as an example. The players play ronin. This is a tool. Ronin are people who were at one time honorable and productive members of society, who, for whatever reason, became dishonored. I don't dictate why or how they became dishonored, this is up to the players. This freedom allows the players to mold the situation into what they want it to be. Maybe the characters were wrongly dishonored, maybe they deserved it.
How's that?
On 9/30/2004 at 10:28pm, greyorm wrote:
RE: Design equals... Play?
timfire wrote: I was speaking with a friend - who's a writer/ film critic - and we started talking about rpgs. He's all about putting a 'statement' into his works. He thought I could write a game that made some sort of of inherent statement.
Heya Tim, I think perhaps your friend's reaction comes precisely from the fact that he is a writer -- he's a guy used to writing to an audience. In writing to people, you can force them to go where you want and get off where you'd like; they have no control over where things go.
Gaming is not writing because you don't have a captive audience...and I've a feeling that, like many others in gaming and out, he's confusing the two and figuring that "well, I can do it in writing...why not in a game?" forgetting about the completely different dynamics involved in control and participation between the two. He's not a game writer, but figures writing a game is the same as writing a novel (or a film critique).
I'd say non-game writers (and even a good number of game writers) are completely baffled by the difference between "making a statement for yourself" and "guiding others to make their own statements." Play, of course, is all about the latter, actual engagement in the process of uncovering or developing a statement. Writing a game, prepping for a game, developing characters...isn't.
On 10/1/2004 at 3:34am, Walt Freitag wrote:
RE: Design equals... Play?
There is a form of game in which the designer can embed an inherent statement, if so inclined. Gamist games.
No game can force players to "go where you want and get off where you'd like," as Raven so well put it. But a Gamist game can require players to go where you want and get off where you'd like in order to achieve success. That's almost as good.
If you play a conservative fiscal strategy in Monopoly, saving for a rainy day instead of buying every property you can get your hands on, you will lose against good players (unless you get extremely lucky). Monopoly therefore conveys a (literal) "go for broke" message, not through playing the game but through learning what's required to win it. It's left up to players to intepret what that message applies to: only the game itself, investment strategy, or life in general?
Most versions of AD&D similarly convey a message urging caution and patience as the keys to success (more so, when played close to as written) -- quite at odds with its supposedly heroic and adventurous trappings, but quite in tune with the way a majority of players approach real life (more so in earlier days than today, I think). Computer role playing games have tended to enforce and amplify that same message to the nth degree. (Someday I'll play a heroic CRPG that actually rewards the player for acting heroically. This will happen shortly after the drug companies lower their prices to help sick people.)
This issue doesn't seem to bear on the topic of design as play, though. Crafting such a message embedded in a game system doesn't make design any more play-like as I see it. Is anyone arguing for the "design can be play" proposition? I'd like to hear from Jonathan if he wants to further advocate the idea.
- Walt
On 10/1/2004 at 3:49am, bcook1971 wrote:
RE: Design equals... Play?
Yes. I think design and prep are not play, though they are not divorced of it.
Last Traveller session, our GM interrupted play to create two new player characters; one for the new girl and the other for a player who'd tired of his active character's story arc. (Traveller's chargen sort of has its way with you. BW's lifepaths offer a more pleasing blend of choice and restraint.) Anyway, those two and the GM certainly exhibited engaged behavior; they weren't playing, but they were engrossed in gaming activity. Libby's date chimed in, but Cory and I were pretty solidly out.
Does this topic have any bearing on the various arrangements of play and play-supporting activity different systems represent? Would the world creation mechanics in a game like Universalis reflect sprinklings of non-play per instance?
On 10/1/2004 at 5:42am, John Kim wrote:
RE: Design equals... Play?
Walt Freitag wrote: Is anyone arguing for the "design can be play" proposition? I'd like to hear from Jonathan if he wants to further advocate the idea.
I'm not sure what the argument is. Is this just a semantic argument over what "play" includes? I mean, I don't feel strongly that "play" has to include design -- but on the other hand I'm not clear on the criterion by which people are excluding it. For example, is sitting around creating world background "play"? If not, then if at any point during play someone creates world background, have they stopped play then to do that?
Ron Edwards wrote: First, it's a shared thing.
Second, it's an events thing. So yeah, Master creation in MLWM doesn't count for me either.
If I had to pick between the two, I'd say the second was more important, but also that I'm talking about SIS events, so (e.g.) lifepaths during character creation wouldn't count although they were "events."
Hold on, you're saying that events from the lifepath aren't part of the Shared Imaginary Space? Why? It seems to me that if they're shared, they're imaginary, they involve the same space -- well, then they're part of the SIS.
One definition, albeit a nebulous one, is that play requires linear time moving forwards a fictional present. So making up events before the "present" isn't play but rather background-writing, but defining events in the "now" is play. By this definition something like Lexicon isn't really play but rather background generation. I'm still not familiar with Universalis, so I can't comment on that, but it seems like potentially another questionable case.
On 10/1/2004 at 1:28pm, greyorm wrote:
RE: Design equals... Play?
Heya John, what's being gotten at is that the act of coming up with and detailing the lifepath is not a SIS event -- sharing it, on the other hand, is.
On 10/1/2004 at 1:38pm, Vaxalon wrote:
RE: Design equals... Play?
Prep and design are fun, at least sometimes.
Fun things are often play. Sometimes they are not.
What are qualities that make fun things play?
On 10/1/2004 at 2:17pm, Ron Edwards wrote:
RE: Design equals... Play?
Hello,
Raven (greyorm) clarified my point, I think. Coming up with anything about the character or setting or situation is not itself "play," because the SIS has that crucial "shared" element. And telling one another isn't good enough either - shared refers to the imagining, and imagined space requires imagined events.
If my character creation includes a lifepath as a homeless guy in the city sewers, then it's not part of the SIS until it's evidenced in some way among the group - as our imaginary characters move, act, and speak in the imaginary situation.
In my experience, that's usually accomplished within the first eight minutes of play, via some telltale or comment or other. It can be even faster, in that the player simply tells everyone else, or the GM has read the sheet and tells everyone, and thus establishing it in the SIS is even faster because several people have the opportunity.
Slowing the process down is what tends to be more problematic, hence the ongoing (decades-long) discussion about "player secrets."
Also, to be clear, we are not discussing play in the general sense of the word, but using it as short-hand for "role-playing" as an activity (rather than a hobby label), which itself is is a lousy word for whatever it is we are all doing with these games. Didn't think anyone was having trouble with that, but just in case.
Best,
Ron
On 10/1/2004 at 2:20pm, Wormwood wrote:
RE: Design equals... Play?
The way I'd put it is:
1) Design is not play.
2) Design can and does occur within play.
3) Design can and does occur outside of play.
4) Design which is removed from play typically involves some simulation of play, which can generate similiar enjoyment to play, although less preferred.
-Mendel S.
On 10/1/2004 at 3:14pm, clehrich wrote:
RE: Design equals... Play?
Seems to me that play is not completely limited to SIS. Further, design can happen in SIS. So it's not quite clear how we should distinguish design from play. There is probably value in doing so, but I think it's worth being very careful about this.
Play isn't limited to SIS
Character design is, it seems to me, play, for Mendel's reason #4. But it doesn't happen in SIS. I tend to think of play as creative and constructive involvement in building the SIS, which can happen outside of it. That way, for example, GM preparation isn't intrinsically something totally different from play; GM's do play, and in fact this is one of the things that makes GM-ing so much fun.
Design can happen in SIS
Drift, meta-manipulation, etc. are all design happening within SIS. Maybe my sense of "design" is rather broad, but I'd also see leaning on a CA like Story Now, particularly through Director Stance, as a kind of design: you're reinventing the SIS and the structure of how play will work.
The point being that design and play probably should be differentiated, but it's not yet clear how to do so.
On 10/1/2004 at 3:21pm, timfire wrote:
RE: Design equals... Play?
Let's ignore the game prep issue for a few moments, I think that, at this time, it needlessly adds confusion.
An idea I was trying to communicate through this thread is that I believe actual play and design are (should be?) characterized by completely different mindsets.
I think actual play is characterized by "What do I specifically want to do right now?"
I think the process of designing a game system is characterized by "What do I want other people to do, and how do I convince/encourage them to do it?"
Do people agree with that?
__________
Walt Freitag wrote: There is a form of game in which the designer can embed an inherent statement, if so inclined. Gamist games.
...
Most versions of AD&D similarly convey a message urging caution and patience as the keys to success...
That's an interesting idea, one that I need to think about a little bit before responding.
[edit]Cross-posted with Chris.[/edit]
On 10/1/2004 at 5:22pm, John Kim wrote:
RE: Design equals... Play?
timfire wrote: An idea I was trying to communicate through this thread is that I believe actual play and design are (should be?) characterized by completely different mindsets.
I think actual play is characterized by "What do I specifically want to do right now?"
I think the process of designing a game system is characterized by "What do I want other people to do, and how do I convince/encourage them to do it?"
Do people agree with that?
Well, no. Personally, I design for myself and people who I game with. So my designs are what are generally called "house rules" or a "house system". I try to write clearly enough for my players and prospective players, and I put everything up on the web so other people are free to read it. Still, I have not yet put effort into packaging them as commercial or even well-laid-out free game designs. At the same time, I think it's valid to still call this "design", and I think that this can be a useful process for a designer (although not the only one).
I also think that good play may look forward -- i.e. not just what is best right now, but what will be good for the campaign in the future. Nor is there any fixed notion of what parts of play are part of the design. i.e. In some games, if we decide to make all the PCs minions of some evil master, that is play. But it's also possible to make that a part of the game design. In some games, the practice of when you speak in-character vs out-of-character is just how you play. But it can also be a part of game design.
On 10/1/2004 at 6:56pm, ErrathofKosh wrote:
RE: Re: Design equals... Play?
Jonathan (ErrathofKosh) wrote: Players design characters, GM's design settings and situations; those are considered play, so why wouldn't the game designer designing system be play?
Wow! I look the other way for a few hours and boom!
In straight-up Big Model terms, I agree with Ron, these activities are not a part of Exploration. However, I see parallels, especially in game design. (A GM designs setting and situation for the same reason that a player designs a character: to prepare for play in a single game. Game design, however, has a broader scope, it is intended to prepare many individuals to play in many games.) Perhaps this is a half-baked idea, but I theorize that a designer has a creative agenda for creating a game, much as a player or GM does for playing one. The designer employs various and differing techniques, and he also prioritizes one or a few of the "Elements of Exploration."
For instance, a designer can design a stunning setting, full of situation and premise, and build the system afterward to support his goals. Check out Children of Fire (mimgames.com) for a good example of this. OTOH, there is Donjon, which looks to be focused on system. Now, I'm not supposing that we can figure out what a designers motives were; reading their work doesn't help as much as observing an instance of play in the roleplayer's case.
I know that one of my motives for game-design was substitution for play. I started when my group disbanded.
Is design a good substitution for gaming? No. At least I get to theorize about actual play in a structured manner. I can explore system and setting or whatever else without a group. But, I miss the SHARED experience and the input of ideas from others.
Is design a positive output activity for my creative ideas in a manner that is similiar in form to roleplaying? Yes. It fills other needs. These needs are closely related to those that drive me to roleplay, but they are different.
My comment above was typed out of habit. In the bad old days of roleplaying, the statement that setting, situation, and character generation are play was assumed to be fact. Under the Big Model, and here at the Forge, I can see them as separate, but related, activities. Looking introspectively at design motives would be good for the designer. Considering how pre-play activities differ from play would also be constructive.
I'll stop rambling now.
Cheers
Jonathan
On 10/1/2004 at 8:09pm, bcook1971 wrote:
RE: Design equals... Play?
timfire wrote: I think the process of designing a game system is characterized by "What do I want other people to do, and how do I convince/encourage them to do it?"
Sure. The designer designs to have his game played. As to mindsets, I think there's design, preparation and play.
I'm inspired by Ron's standard that play be a sharing of SIS stamps. That's just a hell of a thing, to me. Imagine that your character sheet is a collection of rub-off tattoos and the SIS is a wall-sized marker board. Until you press your sheet to the board, it is unrealized preparation; what's not shared may as well not be.
You can apply the same standard at the level of campaign and system. If it didn't come out in play, we still respect the GM's effort, but cannot honestly say that it mattered. Likewise, with the system: clearly, the intricately worded paragraphs and supporting examples reflect vision and exhaustive playtest, but if a concept or mechanic doesn't lend itself to low cost prep inclusion, it can only be vanity.
(Note: the above expresses an ideal, with no claim to its veracity, and is not a criticism of a specific person or game.)
On 10/1/2004 at 10:06pm, M. J. Young wrote:
RE: Design equals... Play?
I passed over this yesterday, but coming back to it I think I've got something to suggest.
There is a degree to which what we call character generation is not the creation of the character; it is the creation of the character sheet. The distinction is not meaningless. Who this person is within the shared imagined space will be created as it is revealed there. This is only an outline providing some framework for that creation. In this sense it stands in the same relationship to the character itself as the rules in the book stand to system: it is an authority to which the participants appeal in presenting the defined character in play.
On that basis, prep is not play; it is creating the authorities needed for play. The time the referee spends creating the world or the situation outside the game is not part of play, it is his way of being ready to play. Play happens when that is shared as part of the imaginative experience.
To analogize it to something more concrete, before we can play baseball we have to acquire a bat and ball, set up the bases, agree on the rules, choose teams, and decide who bats first. We don't start to play until that part is finished, even though in retrospect we might say that that was part of the game. It is part of the game, in that during play those preparations impact what happens. The selection of rules, the development of the world, and the creation of the character sheet are all preparatory to play, creating the authorities that will impact events once play begins.
That isn't to say that prep and design aren't fun; but if they aren't part of the ongoing creation of the shared imagined space as they are created, they aren't role playing, and if they are, then they are.
--M. J. Young
On 10/1/2004 at 11:56pm, ffilz wrote:
RE: Design equals... Play?
Ok, so for example, in Everway where there is a character story sharing time, this part of "character creation" would be considered play because at that time, the character is being inserted into the SIS.
In Universalis, the tenet phase which produces some of the same stuff that a GM of a more traditional RPG might produce in preparation for a campaign is play because the players together are forming the SIS, they are just starting from a totally clean slate, whereas the traditional GM often brings a pretty full slate to the table (especially when using a commercially published setting like Glorantha, Tekumel, or Forgotten Realms).
Hmm, what about Traveler character creation where the player is running his character through the services? I think that isn't play because while he is generating information through something that resembles play, it isn't entered into the SIS until he musters out and brings his PC to the table. His activity during this phase of creation doesn't interract with the other players at all.
Frank
On 10/3/2004 at 2:54am, John Kirk wrote:
RE: Design equals... Play?
I think we need to be careful in distinguishing what isn’t play in current games and what cannot possibly be considered play when thinking about character generation. Suppose we decided to design a game very much like Puppetland, but where all characters start out as blank sock puppets. The characters start with zilch, not even a name. There is nothing to distinguish one sock from another, nothing to provide a character with any kind of identity. Nothing to make a character into something unique. So, there is no basis for saying that character generation is complete. Then, we put them into the world of Velcro and, as part of the game, allow the characters to add features to themselves. In effect, we specifically make character generation part of play. A session might start as follows:
Puppetmaster: “All the sock puppets woke up snug and safe in their beds. Everything was dark. Everything was quiet. Suddenly, Sock 1 felt a sharp pain in his side. “
Sock 1: “Mmmmrrmmm. How fortunate that, as I bolted up from bed, I bumped into this velco mouth. Ouch! That hurts! What could possibly be distressing my soft sockish self?”
Puppetmaster: “But Sock 1 had no eyes and couldn’t see what was paining him.”
Sock 1: “If there was a mouth lying around here, perhaps there are some eyes as well. I shall thrash about until I find some. Ouch. That still hurts!”
Puppetmaster: “Sock 1 thrashed around the bedroom, getting all kinds of velcro things stuck to him. Three eyes of various sizes and colors, an ear, and a polka dot tie all ended up adorning him helter skelter.”
Sock 1: “How fortunate that I now discern the cause of my ailment.”
Puppetmaster: “Sock 1 looked down to see a big round nametag whose pin was stuck entirely through his middle”.
Sock 1: “Why look! A nametag! I wonder what it says.”
Puppetmaster: “Sock 1 read that the nametag said ‘Argyle’”
Sock 1: “That must be my name! Oh, joy. I shall call myself Argyle from this day forward. Now, what to do about this painful pin! Surely there is an arm lying somewhere about that I could procure.”
…
Okay, so it's not the greatest example. But, I think it illustrates my point. Just because current games don't make character generation part of play doesn't mean it's not possible to do so. All that is required is that characters start as indistiguishable blanks and alterations to that standard form be allowed as actual modifications to the Shared Imagined Space.
On 10/3/2004 at 6:51am, bcook1971 wrote:
RE: Design equals... Play?
Can't post . . . laughing . . . uncontrollably . . .
I can hear Kevin Neilan's voice in my head: "Or, wait, what about Potato Head: the RPG, and everyone starts out as an untouched spud!"
** ** **
Seriously, (wipes tears away) I went to a coffee house at a church tonight and I saw this whole progression in action: you write the material, you prepare it and then you present it. Sharing alone does not qualify play. Universalis was co-written, right? And (I think) Legends of Alyria requires two players to GM, which may suggest shared preparation. (I'm speculating about the system there, but my point remains.)
I think it's a group-connected SIS that establishes play.
An interesting side topic is dysfunction as inability to complete the above cycle. It may be broadly characterized as pursuing one stage in an effort to gain what another provides. This reminds me of a friend who's been writing poetry since high school, but won't read others' work and refuses to workshop his stuff.
This course of thought is reminding me of one of Ron's postings to a recent Publishing thread in which he admonished the poster to define his own success. I'm making the connection that doing so informs activity at every stage.
On 10/3/2004 at 7:28am, clehrich wrote:
RE: Design equals... Play?
bcook1971 wrote: I think it's a group-connected SIS that establishes play.The example is hysterical. "Oh joy! I shall call myself Argyle...." I can just hear it: "Is this a sock I see before me, the gold toe toward my mouth?"
But I think John is dead right: it's entirely possible to design games in which various factors currently normally excluded from play are made part of play, even the point of play. Which brings us back to Mendel's point in the first place: is there any a priori way to define what is and is not play on the basis of mechanics?
I think the answer is no. The choice to distinguish between play and setup or mechanics is a design choice, not part of the nature of gaming itself. And that entails that in formulating a complete model of gaming, we have to take into account strategies of such discrimination.
I see this as a process of formal delineation, which could take us into all sorts of stuff about discursive spheres and whatnot. But the fundamental point is that within that messy thing called Social Contract, there are all sorts of techniques by which we are taught and told to distinguish between in-game and out-of-game. In my Ritual essay, I argued that this is best understood as what Bell calls "ritualization," but I won't insist on it right now. The point at stake is simply that these are choices, not facts; the choices are significantly dominated by a normative sense of what gaming has traditionally been like, but creative design can break tradition if it's exciting and clever.
Personally, I'd like to see more historical examination of how games have traditionally run carefully distinguished from what is at base possible. Some of what has made Ron's work so effective is precisely that it recognizes that lots of things people took for granted for years, as obviously how games are, were actually simply following in established patterns and not requirements. Opening up new dimensions can be as simple, and as difficult, as recognizing that something everyone takes for granted is actually open to manipulation in design.
Analytically, this gives a wider perspective on how and why types of systems, and CA's I suppose, have often had such narrow boundaries. For example, I think one of the reasons Narrativist games are so exciting and challenging right now is precisely because relatively few boundaries are taken as known, since Ron's model really hasn't been around all that long. If allowed to ossify, however, that model will produce increasingly similar Narrativist games and correspondingly less excitement.
I'd like to see Mendel's model succeed, to be honest, because I think if we stop looking at these various distinctions as intrinsic to the form and start seeing them as strategic choices, we will be in a better position to understand what making any given choice, traditional or otherwise, entails for gameplay.
And besides, the sock-puppet game cracks me up. Thanks, John!
On 10/3/2004 at 3:18pm, Caldis wrote:
RE: Design equals... Play?
I've played in a game recently that somewhat resembled the sock puppet example. I'll make no claims to the universality of my experience or that lack of familiarity with the system wasnt also a concern.
The game was Fudge playing superheros in a near future setting. We started our characters with names, a superhero catch phrase and little else. We begin unemployed and looking for work, we've heard a nearby corporation may be looking for people so we head there. As we approach a big blue man crashes out of the front of the building and storms down the street. We decide to approach him and find out what's going on, it rapidly turns into a battle and one of us finds a situation where his catch phrase seemed appropriate. He says it and the gm dealt out cards to all the players, whoever got an ace gained a superpower, a face card was an aspect (like skills), and the joker was a negative aspect.
This is the point where the game ground to a halt. We all had to stop and think about our newly gained abilities, question the gm as to the appropriateness of our ideas, then mark them down on the character sheet.
Design happened during the game but it wasnt the same activity as play. It wasnt something taking place in the SIS, it was very personal that would later be shared in play. I think this holds true for other activities as well such as solving a riddle or puzzle, or the playersor gm stopping to think what they should do or what should happen next, they affect play but they arent actual play.
On 10/3/2004 at 4:39pm, clehrich wrote:
RE: Design equals... Play?
To take the superhero example a little further, though, suppose you had simply been given the narrative power to define your superpowers on the hop?
So you're chasing after one of the bad guys, and he leaps into a passing getaway car and takes off in traffic. You say, "I pick up speed, running even faster than the car." You have now defined that one of your character's powers is that he can run faster than a speeding getaway car. Maybe we didn't know that before, but now we do.
Another character next to mine also wants to chase the car, but let's suppose there can't be precise overlap between powers for some reason, so he can't just run fast as well. So the player says, "I jump into the air and fly after him." Okay, so he flies, and my character runs, both real fast.
A third character says, "I use my super magnetism powers to hold that car just where it is."
And so on. After a few sessions, everyone has clearly defined powers and minimal overlap. If you wanted to, you could even have this "discovering my power" thing be part of the story, where the characters didn't know they could do this stuff until they really wanted to catch that bad guy.
Of course you'd need to think out how this works, whether balance matters, what the limits are, what the weaknesses are, but I don't see it as a problem. Now my run-real-fast guy is chasing someone on the Bullet Train, and we decide that no, he just can't go that fast. Okay, we've got a limit. Or maybe a villain laughs at the magnetism guy, "Ha! I have a moon rock in my trunk, Ferrous-Man, negating your power! You'll never catch me now!"
Sorcerer comes pretty close to this at times, when you summon a new demon, and it could be made even more part of regular play if you wanted to do so.
On 10/3/2004 at 9:36pm, M. J. Young wrote:
RE: Design equals... Play?
Dang, I'm wondering whether people read my post.
Frank has it right. In Traveler, the life-paths are generally done as prep, not as play; the character is developed to some degree independently, and then brought into the game. I think from what you describe of the other two games, yes, that's all part of play, even though it looks like prep.
John Kirk wrote: I think we need to be careful in distinguishing what isn?t play in current games and what cannot possibly be considered play when thinking about character generation.
I thought I'd done that. Let me use a different example.
When I run Multiverser at conventions, we use the on-the-fly character creation system and the players play themselves. That means we take about five minutes to jot down a few critical numbers, some important skills, and the most obvious and important equipment, and the rest is filled in as needed during play.
The valuable point of this illustration is that as the game begins, there are really three "versions" of the character. The first is the player who is sitting at the table, who exists in near infinite detail but is not really known to me. The second is that outline of a few numbers on the character sheet. The third is the guy in the shared imagined space, revealed with each move the player makes.
In a sense, everything this guy has ever done in his life is "character generation" for this game. Those few minutes putting it on paper is also "character generation" in the traditional sense. Yet the character does not exist within the game world except as revealed through play.
Legends of Alyria was mentioned, incorrectly claiming it had multiple referees. What it does have is group character generation--all of the players work together to create all of the major characters, heroes and villains, and then decide who plays what once they are fully developed. I think you could make a good case for that being play: the players are sharing ideas together to create the backstory that leads up to this moment when the story opens. They are using a form of role playing to develop the history of the world.
Those two games contrast sharply. In one, the character is fully "created" long before anyone even thinks of playing the game, and the character generation process is merely a means of orienting the real person to the game world; play begins with the character fully formed, but completely unknown within the shared imagined space, to be unfolded by the player as he defines himself within these parameters. The other begins unfolding characters within the shared imagined space from the instant they are conceived, creating the characters as part of the sharing.
Nothing I wrote says that character generation or world creation can't be part of play. It says that traditional creation of a character sheet to be the basis for a character presented once interaction begins is not part of play.
Chris Lerich wrote: Which brings us back to Mendel's point in the first place: is there any a priori way to define what is and is not play on the basis of mechanics?
I think the answer is no.
Respectfully disagreeing, I think the answer is obvious: any function in which players cooperate actively to imagine the same things within the shared imagined space is play; any function which is performed individually as a way of preparing for play or providing materials which will facilitate play is not play.
Often when I play I keep a character journal, a written record of the events of the game from my character's perspective. I write that journal between sessions; I often read excerpts from it at the beginning of sessions as a means of bringing everyone up to date and back in mind of where we were and what we were doing. When I'm writing that journal, we're not playing the game, and thus writing the journal is not play. When I read the journal to the others, that's renewing the shared imagined space, and so play is occurring as I input my recollections of where we are and how we got there. The journal thus becomes part of play when it is read, but not when it is written.
Nothing says that any part of design can't be play; it only says that for it to be play it must be shared as it happens. Every example in this thread, including the sock puppets and the superheroes, makes the same distinction. We can make up all the rules of the game as we play it, if we like (I know that E. R. Jones made up a substantial part of Multiverser by creating rules as he played to make it work the way he wanted it to). There's nothing that delineates what must or can't be part of play or part of prep, but that that which is shared in creating the imagined space is part of play, and that which is done in anticipation of sharing it within the imagined space is prep.
(I'm sure there's a hole in this somewhere, and I could probably shoot it down myself if I took a minute to re-read it, but the gist of it sounds right to me, so I'm going to post it.)
--M. J. Young
On 10/3/2004 at 11:04pm, clehrich wrote:
RE: Design equals... Play?
M.J.,
We're actually, I think, in agreement. One of us is not getting what distinction was originally being made, or attempted.
I wrote: Which brings us back to Mendel's point in the first place: is there any a priori way to define what is and is not play on the basis of mechanics?
I think the answer is no.
M. J. Young wrote: Respectfully disagreeing, I think the answer is obvious: any function in which players cooperate actively to imagine the same things within the shared imagined space is play; any function which is performed individually as a way of preparing for play or providing materials which will facilitate play is not play. .... Nothing says that any part of design can't be play; it only says that for it to be play it must be shared as it happens.Total agreement as of right now. Here's how:
My issue, which I thought was the original question asked in this thread and Mendel's other parallel one, was whether one could a priori define a formal distinction between play and non-play elements of gaming. In other words, can we know for sure that there are certain parts of gaming that are always play elements, or that there are certain parts that are always non-play elements? I think the answer is no: the particular game must determine this for itself.
Your issue, I think, is whether one can empirically determine whether some element is a play or non-play element. In other words, can one know on the basis of observation whether something is fundamentally in one sphere or the other? I think you feel the answer is yes: it is always possible to define any element as one desires, but in the actuality of play this is not left open and indeterminate.
On this basis, you have proposed a criterion which would allow us to evaluate any actual element of a game, in real life, right now, and determine whether it's play or non-play. Sounds good to me. But you have also said that there is no way to know in theory that some element can't be play; in other words, there is no a priori categorical distinction.
Thus my point is that one has to choose. If it's open before you start the game (design, play, whatever), and determined in actual play, then somewhere along the line people have to make some decisions.
So this leaves me with a basic question. Were we supposed to be discussing this as a theoretical or empirical issue?
On 10/4/2004 at 8:29am, John Kim wrote:
RE: Design equals... Play?
M. J. Young wrote: I think the answer is obvious: any function in which players cooperate actively to imagine the same things within the shared imagined space is play; any function which is performed individually as a way of preparing for play or providing materials which will facilitate play is not play.
...
When I read the journal to the others, that's renewing the shared imagined space, and so play is occurring as I input my recollections of where we are and how we got there. The journal thus becomes part of play when it is read, but not when it is written.
OK, let me just make sure of how we stand, then.
1) If Traveller character creation occurs with the player by himself, then it is not itself a part of play.
2) However, if the player were to describe his character's career at the table with the other players, that would be play.
3) Presumably, if the character creation occured openly in a face-to-face session, then it would also be play. i.e. As long as the events of character generation are communicated to the other players as they are determined, then this is the same as, say, a PC doing some action independently.
M. J. Young wrote: There's nothing that delineates what must or can't be part of play or part of prep, but that that which is shared in creating the imagined space is part of play, and that which is done in anticipation of sharing it within the imagined space is prep.
(I'm sure there's a hole in this somewhere, and I could probably shoot it down myself if I took a minute to re-read it, but the gist of it sounds right to me, so I'm going to post it.)
Well, the problem case that I see is Play-by-Email, or any similar posting format. So I'm writing out an entry to be posted to others. Is that prep, or play? If we consider it prep, then Play-by-Email doesn't have any actual play.
On 10/4/2004 at 1:07pm, Caldis wrote:
RE: Design equals... Play?
Chris Lerich wrote: To take the superhero example a little further, though, suppose you had simply been given the narrative power to define your superpowers on the hop?
My current thinking on this is the only difference between this example and mine is a matter of time. It certainly resonates with me as being superior because there is less of the stoppage of play but the difference still remains. At some point the people involved are thinking about what they want to bring into the game (even if only for an instant) and at another they are expressing it in the game.
Because roleplaying is a social interaction with groups of people it requires that ideas be communicated in some form (email would be a valid form). This is similar to any media or art form, ideas are important but they are not the art form. What is printed on the page or captured on film or painted on canvas are expressions of ideas in the creators mind just as role play is an expression of those involved.
What sets role play apart as a distinct expression of ideas is exploration and specifically the elements of exploration as well as the shared interaction of the participants. Character, situation, and setting are required elements with color and theme being added as necessary.
On 10/4/2004 at 8:12pm, ffilz wrote:
RE: Design equals... Play?
2) However, if the player were to describe his character's career at the table with the other players, that would be play.
I don't think this would be play. The character isn't being inserted into the SIS yet. Now you could modify the Traveler character generation so that it was play. If one player generates an event as part of his life path generation, and that affects the other players life paths, then it could be play, because then SIS is being created.
So if we're looking for ways to identify prep and play based on the rules, I would look for rules that support interraction between the players, and creation of SIS.
Players deciding as a group what characters to create could be play, but if they then independantly design the character they have chosen from the group created set, I would think they have retreated back to prep.
Frank
On 10/4/2004 at 10:45pm, M. J. Young wrote:
RE: Design equals... Play?
Disagreeing with Frank, I would say that Traveler character creation done in open form is as much play as any moment in-game when one player is in the spotlight. It's also functionally the same as any mechanic in which one player has the opportunity to define aspects of the shared imagined space. I agree that it's borderline, but I think the revealing of the character to the other players is play. You're introducing the character into the shared imagined space--in the same way that my reading my journal to the players is play, because it brings everyone back to the shared imagined space.
As to play-by-e-mail, play-by-mail, and play-by-post games, the medium must be recognized. In face-to-face play, I speak into the shared imagined space, and that is how my imaginings are conveyed to others. These alternative media use writing to speak into the shared imagined space, so when I write my entry and hit send, that has the function of contributing to the shared imagined space. The process of everyone "hearing" and incorporating my thoughts into their versions is slower, but it is the same process.
Chris, I agree with what you're saying. I think (it's been a couple days since I read it) that my impression of the original question was that we wanted to know whether you could tell whether something was or was not play by reading the rules. I'd say normally you probably can, although the Traveller example suggests that there will be some aspects of some games for which the rules are not clear as to whether they are or are not. You could create a Traveller character by yourself, or alone with the referee, or with the group corporately. John makes a good case for the idea that if you do it with the group, in that you're making the rolls and introducing everyone to your character's history as you do so, you're playing--particularly if they are also doing so. You might from that argue that group character generation might always be play--if I'm rolling up a new D&D character and the rest of the players are making suggestions for what I should take and such, arguably we are cooperatively adding this character to the shared imagined space as we create him.
So I'll concede the point. Unless the rules make it clear that something is to be done with the group or apart from the group, it could be either, and you'd have to observe how it is actually done to know.
--M. J. Young
On 10/4/2004 at 11:19pm, ffilz wrote:
RE: Design equals... Play?
Ok, I can mostly buy that, but part of what I was thinking on the Traveler generation is that I'm not sure that as you're generating the character that you really are introducing it into the SIS. The character still exists in a vacuum. I guess if you fix the number of terms (duration of the lifepath), you could relate things to the campaign history (gee, you got that award for Meritorious Combat Under Fire in 2388, so you must have been involved with the Belter Rebelion). But in normal Traveler generation, you don't know when you're going to stop the lifepath generation, so you can't tie events as you generate them to the SIS. Only at the end, when you can tie the events to particular dates could you go back and determine when they happened.
So in this way, I think group character design where the players say "Gee, why don't you be my brother and you learned to be a fire mage in the Academy while I swashed my buckles around town..." is more in the line of play.
Traveler is definitely a good example to examine to make these distinctions.
Frank
On 10/5/2004 at 1:21pm, timfire wrote:
RE: Design equals... Play?
M. J. Young wrote: I think ... that my impression of the original question was that we wanted to know whether you could tell whether something was or was not play by reading the rules.
Actually, the original question was whether designing rules - meaning formulating a game system - could be considered play. That topic morphed into whether game prep could be considered play. I consider those to be seperate topics.
Anyway, I think this thread has run its course. People are welcome to branch off, as usually, but as the starter of this thread I'm calling it closed.