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Topic: Walt Frietag: the LP in Solo CRPGs?
Started by: lumpley
Started on: 4/14/2005
Board: RPG Theory


On 4/14/2005 at 2:22pm, lumpley wrote:
Walt Frietag: the LP in Solo CRPGs?

This is a very narrow, very focused post. I want to hear from Walt before anybody else, if that's possible?

Here, Walt Frietag wrote: Yes, the Lumpley Principle does get in the way here, because it appears to vest all credibility in a solo computer RPG with the player, leaving nothing for the program to do. This could either be an indication that despite superficial similarities, tabletop role playing is not usefully related to any solo computer games; or it could be a shortcoming in the LP as currently stated. I believe the latter, but that's another topic.

The Lumpley Principle doesn't apply to solo computer games at all; it shouldn't appear to vest credibility anywhere. Solo computer RPGs are credibility-free. Is that the shortcoming you see?

-Vincent

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On 4/14/2005 at 3:00pm, Walt Freitag wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Pretty much. No credibility, ergo no system for apportioning credibility, ergo no system.

Or to put it another way:

The Provisional Glossary wrote: "System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play."


No group, ergo no means required to reach agreement, ergo no system.

So we have computer players using software that incorporates tools and rules that look a whole lot like a lot of the things we consider parts of system in tabletop role playing games, such as creating characters based on resource point allocation and conducting combat using resolution mechanics. But there's no system -- or rather, since computer games obviously do have systems, what constitutes "system" in a computer game must be totally disjoint from what constitutes "system" in a tabletop game. What use, then, in making any comparisons of any sort between the two?

Again, the disjuction appears to be complete. Tabletop RPG: System is ENTIRELY about apportioning credibility/giving the group means to reach agreement. Computer RPG: System is IN NO WAY about apportioning credibility or giving the group means to reach agreement, because there is no credibility and no group.

I simply do not perceive such a total separation between all tabletop systems and all solo CRPG systems in reality. It's a figment of the abstractions arising from these particular Big Model concepts.

In previous discussions of CRPGs, people have tried to address this issue by conjuring up phantom "groups" of various sorts. In particular:

1. The "group" is the game developer and the player; the developer is communicating in a delayed way with the player and the program's rules determine whose statements are accepted. But the game developer is not present during play, and in evaluating tabeltop play we do not consider e.g. a module author to have credibility.

2. The "group" is the program and the player. That is to say, the program is a player. I can hear the howls of outrage at the suggestion already.

3. The "group" is the community of players of the same game, who might at some time post play want to get together and brag about their scores; the system gives their boasts credibility. And what exactly does the CRPG system do for those players who don't anticipate discussing the game with others?

I don't think any of these ideas resolves anything. I think the real problem is that the LP is overstated.

- Walt

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On 4/14/2005 at 3:19pm, pete_darby wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Well, in a single player CRPG, there is no need to apportion credibility because we have what is "happening" in the program, and their is no way to "appeal" that.

Oh, I suppose you can try. But it won't listen. Believe me, I speak from experience. The "player" has no power over the play of the game beyond the actions permitted by the program. In LP terms, the player has no credibility, the program has all.

In a TTRPG, the game "happens" in the SIS, or whatever we're calling it these days. In CRPG, it "happens" in the memory of the computer, over which we have only diagetic control.

The LP isn't over stated as regards TTRPG: applying it to any endeavour where the "action" isn't held in a communal shared imaginary space is futile.

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On 4/14/2005 at 3:21pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Huh.

CRPGs' systems are based on something other than apportioning credibility over what happens to the fictional stuff of the game, that's all. That provides different constraints on the design of a CRPG than an RPG, so tabletop RPG theory may or may not be informative at any given time, for any given problem. That doesn't seem totally alienating to me, but then I'm not trying to learn from tabletop RPG theory to make better CRPGs so what do I care.

Overstated, though. What does that mean? Things happen in tabletop RPGs without the group agreeing that they happen? I don't understand how that would be possible.

I really - I mean, this probably looks like I'm pugnaciously defending the stupid LP from any and all. But no, I don't actually care about the stupid LP. You're like, "Vincent! You have a blind spot!" and I'm like, "I do? Where?" That's all.

-Vincent

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On 4/14/2005 at 3:28pm, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Well, I think its somewhat overstated, because I think the players can cede credibility to a system. I agree that the origin of all credibility is the social contract, between real people, but I also think it can be transposed onto a sufficiently complex system.

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On 4/14/2005 at 3:37pm, Bankuei wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

(crossposted with Vincent)

Hi Walt,

Linking with what Pete said, isn't SIS in a videogame effectively the same as a Token in real world play? I mean, everything in a videogame is recorded (as bits, but still recorded) and therefore something against which we can fairly objectively check against. If I want to know where my character is, I look on the screen, hit the map button, etc. In which case, we can look at videogames being equivalent to playing chess, a boardgame, or sports- in which the primary focus of play is on tokens, not imaginary stuff.

If there is no need to divvy up credibility(since everything is objective Tokens), then there's no need to have a Lumpley Principle in action for that type of activity. If we look at wargames, which are primarily about manipulating Tokens and have simpler rules to accompany that("If this unit aims at this unit, and succeeds at these rolls, remove target unit from table"), and while it might have room to throw imaginative stuff on top of it("My guy throws a grenade in the tank hatch! Boom!"), it still doesn't make play rely on the hazy, imaginative element as a determiner of what is, and isn't possible in play.

I'm not necessarily following what you mean by Lumpley Principle being overstated- it applies to games where the gameplay is based in imagined elements instead of Tokens, and therefore, control over declaration rights to imagined elements constitutes a vital part of play. The fact computer games don't fit it seem to fall right into place as expected.

Thoughts?

Chris

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On 4/14/2005 at 3:46pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Gareth: ceding credibility isn't ... I mean, yes! Exactly. Aha! When I say "the rules apportion credibility" I'm just restating your "the players can cede credibility to a system." I agree with you on every count.

So sure, people may well be overstating the stupid LP. It seems to provoke a certain kind of overstatement - that the rules are powerless. But that's absurd, given what it really says.

-Vincent

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On 4/14/2005 at 3:48pm, pete_darby wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

contracycle wrote: Well, I think its somewhat overstated, because I think the players can cede credibility to a system. I agree that the origin of all credibility is the social contract, between real people, but I also think it can be transposed onto a sufficiently complex system.


Errrm, doesn't the LP define system as the means by which the players negotiate credibility, i.e. system is a subset of the social contract between the players, that part specifically dedicated to determining the contents of the SIS/SGS?

Any ceding of authority to game mechanics is voluntary on the part of the player in a TTRPG. In agreeing to play a CRPG, you have ceded all that authority to the program.

EDIT: or, apparently, not... Are we going to have a new round of Define The LP?

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On 4/14/2005 at 3:52pm, Valamir wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Yeah, I completely agree with Chris on this.

Table Top RPGs and CRPGs are like apples and kumquats. Other than sharing initials the only things they have in common are all superficial surface level appearances. Underneath they aren't even on the same planet.

There is no shared imagination going on in a CRPG. You can imagine all of the cool dialog you want. You can imagine that buying an ale for 3 cps repeatedly actually represents flirting with the bar maid. You can imagine that when the graphic of the bar maid (or Icon in older ultima type games) randomly decides to walk to the right and you walk to the right with her that you're actually walking together having a conversation.

But that's all locked in your own head. None of those imaginings have any impact what so ever on the Space of the game world...they aren't shared among other players at the table who adjust their world view to fit this new information. The only adjusting going on in a CRPG is the adjusting of a player to whatever new information the program reveals.

There is no shared imaginary space in a CRPG. Therefor its no surprise at all that there is no Lumpley Principle at work in a CRPG. Far from being a short coming I think this is a pretty good limus test for difference between actual roleplaying around a table with real human beings and what would better be described as Electonic Avatar play.


I don't see any disconnect here at all. I do see some interesting possibilities for exploring games like Neverwinter Nights (which used to be a cool top down old school icon driven D&D MMORPG before becoming its current incarnation). Since there are other real human beings playing the game, to what extent is there a shared imaginary space. I suspect that answer will very greatly by group. Some groups will make allowances and adjucations to permit things that can't be represented graphically and mechanically within the program, like the DM using his manipulation powers to reduce a monsters effectiveness to account for a players chat based narration and such. Others will be restricted solely by what the game permits. The big difference will be to what extent there is a shared imaginary space at work and to what extent a system for apportioning credibility exists.

That you can't use the Lumpley Principle to describe what happens in a CRPG means nothing to me other than a reminder that CRPGs aren't really RPGs any more than an RTS is a wargame.

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On 4/14/2005 at 4:05pm, Gaerik wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

I'm with Ralph on this one. CRPG's don't have an SIS ergo no Lumpley Principle.

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On 4/14/2005 at 4:09pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Pete wrote: Are we going to have a new round of Define The LP?

Oh, screw that. Forget I asked.

Here's a link to the earlier big LP in CRPG thread: CRPGs, SIS, and SOlo Play: Is it Role Playing?

Walt, if you feel like a final statement, please go ahead.

-Vincent

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On 4/14/2005 at 4:29pm, John Kim wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

contracycle wrote: Well, I think its somewhat overstated, because I think the players can cede credibility to a system. I agree that the origin of all credibility is the social contract, between real people, but I also think it can be transposed onto a sufficiently complex system.

This makes no sense to me in terms of the Lumpley Principle. If system is defined as the means of apportioning credibility, then how can you apportion credibility to the system?

I think the argument about solo RPGs was rather narrow-minded. The problem as I see it is that you can have a solo computer RPG, a computer-moderated multi-player RPG, and a tabletop RPG -- all of which have nearly identical rules (like D&D3, for example). i.e. So you play with other players and jointly attack a monster in a MUD or MMORPG, and it is resolved by the same rules which you use in a tabletop RPG. This isn't even new to computers, because you had things like Tunnels & Trolls solo dungeon modules prior to computers. To take a specific example: "roll 1d20 and add 8, and if it is greater than AC, then roll 1d10 and subtract that from hit points." If this operation is done by a human, it is called "system" and considered to be part of allocating credibility. If it is done by a computer, though, it is considered something totally unrelated. I would say something is clearly not right.

One approach would be to say that this operation is not part of the "system" in the Lumpley sense. This would divide RPG rules up into rules which are for granting credibility (i.e. the Lumpley system) and rules which may be granted credibility (i.e. a system of input).

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On 4/14/2005 at 4:32pm, Paul Czege wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

So, the other day I was playing Myst. Hours and hours of puzzle solving in fantastic and serene environments. And clearly, I'm close to the end of the game. I can tell. I've avoided the deceptions of Sirrus and Achenar. They remain imprisoned, because I don't trust them. And then, without warning, the roof is torn from the hut I'm in. I witness the descent of scores of undead paratroopers. I hear the roar of Godzilla in the distance. A smoking teargas cannister lands on the floor at my feet. It obscures much of the room. And then I'm fighting a female wuxia badass who throws metal stars with her 10 foot long ponytail. I've had no tutorial on using the keyboard for fighting. I die quickly. A message appears on screen saying that my punishment for having died so dishonorably is that my saved games have been deleted.

It's a good thing the game didn't do anything to establish credibility with me, cause I'm thinking that would have blown it.

Paul

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On 4/14/2005 at 6:25pm, Gordon C. Landis wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Here's how I think about it; how I've always thought about it, from the days of discussing solo modules in T&T (though I'll cast it now in the seems-to-me clearer Principoodley terms): what are the influences on the apportioning of credibility? Other real human beings. How do those influences operate? In the case of solo/computer play, indirectly. That creates a problem, sometimes - it's harder to communicate when you're not actually there. But it can, and does, happen.

Otherwise, that Lumpadoodley thing means "System (or at least what a designer puts into System) doesn't matter" - and as Vincent's link demonstrates (hell, as Vincent-the-dude demonstrates), it sure doesn't mean that.

Gordon

(Seems to me this is Walt's case #1, with the clarification that both the absent designer and the module author do have credibility - just weaker credibility than the people actually there. That's why Drift can happen, isn't it? I mean, I feel like I'm stating something obvious here, but since some folks seem to be arguing to the contrary . . . )

EDIT to add, in particular to John: The credibility of the designer will always (unless he or she is playing the game) be indirect, via the subset of the System actually used that is attributable to what was in the text. At least, that's how I think about it - I can imagine seperating the influence applied by those actually playing from the other influences, but I'm not sure what that gains us over simply recognizing that direct vs. indirect are meaningful factors.

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On 4/14/2005 at 6:54pm, C. Edwards wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

For the most part I agree with Ralph. There's no maleability, no room for interpretation. When playing a CRPG you're operating within a structure that offers a very finite number of options. No act of imagination or creativity on the player's end is going to affect those finite options. They are static.

If I grok Paul's example, I'd say that any credibility established or lost is between the player and the designers of the game. But not just credibility purely in the LP sense. In the example, you play the game and get completely hosed. Are you truly pissed at the game, or the people responsible for designing it? How will this loss of credibility affect your future game purchase decisions?

Basically, I don't see a lack of credibility apportionment so much as a lack of means of negotiating that apportionment. At least not beyond your future game purchase choices.

-Chris

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On 4/14/2005 at 7:24pm, Gordon C. Landis wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Chris,

OK, that last comment got me thinking. No means of negotiating the apportionment . . . if there's no one else there, you must be negotiating with yourself, right? Between yourself and the impression you have gotten of what the absent person(s) are attempting to communicate?

Often an absolutely lousy negotiation to have, especially when compared to the "real thing" - but still a valid negotiation. Isn't it? If not, where does Vincent get to have any influence on how we play DitV?

Gordon

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On 4/14/2005 at 7:29pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

"What influence does the game designer have over our play?" belongs in a different thread.

In this thread, pretty much the only way forward is for someone to post either a) an example of a tabletop RPG rule that makes something happen in the fiction of the game without the players' assent, or else b) the name of a CRPG where my opinion can change what appears on the screen. Until someone does - and you and I both know that nobody's gonna, they don't exist* - arguing about it is pointless.

* In the case of b, make it "don't exist yet." And yes, I'll accept the name of a solo game book where my opinion can change the words printed on the page. A high-tech game book that would be, with changeable print!

Failing that, only Walt's closing words (if he wants 'em) are on topic for this thread. Thank you!

-Vincent

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On 4/14/2005 at 9:26pm, John Kim wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

lumpley wrote: In this thread, pretty much the only way forward is for someone to post either a) an example of a tabletop RPG rule that makes something happen in the fiction of the game without the players' assent, or else b) the name of a CRPG where my opinion can change what appears on the screen. Until someone does - and you and I both know that nobody's gonna, they don't exist* - arguing about it is pointless.

I'm confused. I know relatively little about computer RPGs (I've only played a handful and that many years ago), but in every one that I've played, I was able to change what appears on the screen. I mean, if I couldn't, it would be a movie, not a game. Can you qualify the question a little? I can see two possible options, but I'm not sure which you mean:

b.1) I can change what appears on the screen to things never foreseen by the programmers.

This can arguably happen in any sufficiently complex game environment. There are a number of games which have progressed beyond branching plots to creating environments with arbitrarily large possibilities. The more direct proof is something like LambdaCore (I think) or Second Life, where players can create and load programmed extensions into the game.

b.2) I can arbitrarily change any aspect of what appears on the screen or game behavior.

Presumably you can get this with any open source game framework such as Tiamat, but only with programming skill and effort. However, the effort is prohibitive just to play, and I think most people playing a computer RPG aren't looking just to override it.

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On 4/14/2005 at 9:41pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Hey John. Try reading it again and notice my use of the word "opinion." If it seems like I'm pointing out something so obvious that you'd think I wouldn't have to point it out at all, you've got it.

-Vincent

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On 4/14/2005 at 10:34pm, John Kim wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

lumpley wrote: Hey John. Try reading it again and notice my use of the word "opinion." If it seems like I'm pointing out something so obvious that you'd think I wouldn't have to point it out at all, you've got it.

I'm still not following. No game -- tabletop, computer, or otherwise -- is influenced directly by the opinion in your head. You have to express it. Now, obviously the computer won't respond to a verbally-expressed opinion, but if you express your opinion through the computer's controls, then it can have an effect.

So, for example, if I want a scene back in a certain room, then I manipulate the controls to put me back in that room. The screen responds to my commands. I might not succeed -- but I'm not guaranteed of getting my way in a tabletop game either.

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On 4/14/2005 at 10:57pm, Gordon C. Landis wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

I'll add a pointer to Questioning Jack Spencer Jr.'s View of Solo Play. Are we running into the "no one was disagreeing that a social interaction is needed, they just disagree about whether it is or isn't possible to get that interaction from the already-written work of another human" question again?

Gordon

EDIT to add: Because if we are, and Vincent's in the "not possible" camp, than he's 100% right that his LP in no way applies to computer games. Your LP may vary . . .

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On 4/14/2005 at 10:59pm, Wolfen wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

That's the point I think, John. In a table-top RPG, your opinion has a direct effect on what's in the SiS. In the definition of System given in the Lumpley Principle (as I understand it) simply desiring some effect has the potential to make it happen, given that you have been apportioned the credibility to make it so, regardless of the written rules.

In a CRPG, NOTHING happens regardless of the "written rules". Unless what you desire can be acchieved through the game mechanisms, it is impossible for that thing to come true, whereas in TTRPGs, anything is possible, because the System allows for the possibility of any contribution.

To me, this whole idea is nothing more than a mental exercise. The Lumpley Principle seems to lay out a specific definition of System which does not apply to CRPGs as of yet. That CRPGs have System is undeniable, but you have to take into account the specific definition, and realize it simply doesn't apply.

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On 4/15/2005 at 12:23am, Noon wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Walt Freitag wrote: 1. The "group" is the game developer and the player; the developer is communicating in a delayed way with the player and the program's rules determine whose statements are accepted. But the game developer is not present during play, and in evaluating tabeltop play we do not consider e.g. a module author to have credibility.

I'm really glad this idea has been remembered.

This is one way how I like to imagine credibility happening. First a person to person example:
* Person A says something. Here I like to imagine it as a wobbling bubble that sails across the table slowly until it bumps into player B's head and is absorbed.

The bump is meaningless of course. It's whether player B agrees to it or not that matters. Just because he hears it, doesn't mean he's granted it cred.


Okay, so now a face to programming group example.
* Designer group A burn a CD. This wobbles across distribution channels until it hits player B, who pops it into his console.

Popping it into his console/running it is meaningless of course. It's whether player B accepts the content that matters.


I think a bit of a straw man has come up here "The games rules determine what is or isn't accepted, not the player!".

It's really important to note: until the game stops you from turning the damn machine off, you decide what you give credibility to. Every moment your decide not to turn it off, your granting credibility to the games contents/the designers message to you. Not to mention the directors stance that load/save grants you.

I think there may be a perception that at table top your somehow more in control, that you have more than just the ability to not grant credibility. Any control you feel you have over the game only exists because of this one power you really have.

I feel the important thing to get into is the return exchange, from player B to player A / from player to design group. There is no significant return exchange from the player to the design group. And the effects of that are significant and worth discussing.

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On 4/15/2005 at 1:01am, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Walt answered my original question, and thus I consider this thread to have fulfilled its purpose. Thanks!

-Vincent

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On 4/15/2005 at 1:25am, Valamir wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wow.

I'm having difficulty understanding how there is any real disagreement on this.

Computers have no imagination. Until someone invents true AI a computer will NEVER be able to output something that the programmer didn't allow for in the software. It may make random choices or get an elaborate matrix / decision tree with complex weighting algorithms...but it still is incapable of inventing something that the programmer didn't provide. The programmer may not have envisioned the use that the player would put various features to...but the capabilities of the features are all defined in advance).

If there's a bar with a bottle that has been graphically rendered to appear full, the computer will never allow you to manipulate it in any way that its not programmed to allow. It won't let you make a molotav cocktail out of it if thats not programmed in. If the game is programmed to have a destructable environment it may allow you to break the bottle...but you can't smash the bottle on the floor and expect people to take damage from walking through the broken glass unless that was programmed in.

Computers have NO imagination...Period. At ALL...zero, zilch, nada, nothing. No imagination means no shared imaginary space. Period, at all ever, nothing. Can't happen without twisting the very definition of SIS to the point where it becomes totally meaningless.


But what about those programmers...THEY have imagination right? Sure. But they aren't interacting with the player in any way. The player may choose options from those the programmer provided, but he can never convince the programmer to add something new (ok...yeah, a vocal fan base can get new features added to the next version...but that's not happening during play). There is no SYSTEM between the programmer and the player. The programmer is doing his thing in isolation, the player is doing his thing in isolation. Computer RPGs have plenty of mechanics...but NO system. There is no granting of credibility going on with a computer. Whatever the computer is programmed to do, it does whether you like it or not, and whatever it wasn't programmed to do, it can't...whether you'd like it to or not. You can niether give it any additional capability nor take it away (ok...you can with mods...but that's a different (albiet interesting) topic). You can't negotiate with a machine.

Considering a computer to be a player is like calling a hammer a carpenter. Its a tool. Its a glorified character sheet / dice bot / graphic presenter / mapping utility. Period. Character sheets aren't players. Dice aren't players. Pictures of landscapes aren't players. Maps aren't players.

Computers aren't players.


I hate to sound ranty. I'm not cutting on CRPGs. I enjoy them enormously (although I like the old school ones like Ultima and Bards Tale better than new school ones like Dungeon Siege or Diablo). But there is no shared imaginary anything going on. There is no system going on. There is no Lumpley Principle going on...any more than there is those things in a game of Monopoly.

Lets talk about what these experiences have in common. Lets talk about where they differ. Lets talk about what each can learn or adapt from the other to make them better (and we've done all of that in the past). But lets not make the mistake of thinking that they are the same thing and should be describable by the same model just because they use the same initials. They aren't and they can't be. The differences between a CRPG and a TTRPG* are far more central than merely a different presentation medium.

The really fascinating topic comes in describing MMORPGs and Games like NeverWinter Nights...half TTRPG and half CRPG and how those two forms combine and clash.


* I include on-line games between real humans such as those played by Indie-net gaming along with table top RPGs. Is there a set of initials that include both.

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On 4/15/2005 at 3:41am, Walt Freitag wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Whoa there. I hope the fact that the thread title has my name in it gives me a say in whether it's closed or not. Vincent, you expressed willingness to hear my reply in your posts earlier today, so I'm going to assume that's still the case. Things are going on in my life that require me to drive 300 miles between opportunities to post. Please forgive the lag.

My specific issue is with the completeness of the LP, the implied "all" preceding the statement that "system is" what the LP says it is. That's what I mean, essentially, by "overstated." Change the phrasing to "system includes the means by which the group agrees to imagined events during play" and I have no problem with it. Or change "includes" to "provides" and I'm fine. Note that neither case denies that in a tabletop RPG, agreement to imagined events during play is necessary. So even if I did know of some rule that makes something happen in the fiction of some game without the players' assent, it would be beside the point.

Perhaps it would be instructive if I were to suggest a Counter-LP, equally true (but equally overstated): System is any and all means by which a player's contribution to an imagined space is constrained. (To convince me that this isn't what system is, you must of course show me an example of a role playing game in which a player may affect the imagined space with no constraints whatsoever! ;) ) The CLP, unlike the LP, applies comfortably to tabletop RPGs, solo CRPGs, and even gamebooks (there's no specification that the imagined space must be shared). It demonstrates that adopting mechanics and ceding credibility to one's fellow players are fundamentally equivalent, as both permit (and consent to) the introduction of constraints on a player's action upon the imagined space.

Or in other words, having a computer tell you your character's been killed is not really any different than having four other players around the table tell you your character's been killed. There may be recourse available in the latter case that aren't available in the former (pleading, or expending a fate point to force a change, come to mind), and vice versa (restoring from a saved game, or using a bonus life, come to mind), but if such measures fail and you're dissatisfied with the proposition at hand to the point you cannot accept it, your only guaranteed recourse is the same in both cases: withdraw your consent to admit those constraints upon your imagining. That is to say, walk away from the table or keyboard.

Do I actually believe the CLP is true? No more and no less so than the LP. Each reflects a particular perspective, each is skewed (or perhaps utterly meaningless) from the other's perspective, and each has a convenient fiction at its core (CLP: the unverifiable notion of an unshared imagined space; LP: the abstraction of a group as an active agent (distributing credibility, agreeing on things, etc.) where actually only individuals exist.

- Walt

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On 4/15/2005 at 4:19am, Wolfen wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

I think the only real issue here, Walt, is that CRPGs and RPGs are using different meanings of the word system. While there are similarities between the two, they're mostly irreconcilable, unless you change the definition.

It'd almost be the same as trying to apply the Lumpley Principle to politics. There's a system there, too, but it certainly doesn't involve SiS or players (Preemptive Har-har for all the wits who decide to poke at this example)

Also.. While I could easily be wrong about the policy here, it seems to me that a topic is closed when it ceases to be productive, rather than simply when the original poster has his answer. If people still want to discuss the ideas brought up in this thread and don't wander off the topic of the LP as applied (or misapplied) to CRPGs, then I don't think it's appropriate to keep trying to declare the thread closed. If you're done with it, stop reading.

Again, I could be wrong about policy, but if I am, please make sure my objection to said policy is noted.

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On 4/15/2005 at 7:09am, kenjib wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

A computer program is a way to store, present, and manipulate data, and nothing more. Anything we perceive beyond that is something that we have created ourselves.

I would suggest two levels of perceptions outside of the program itself that we invent:

1. Translation of the data representations of the game into cultural/perceptual constructs that have meaning. i.e. That group of pixels on the screen is an orc (along with everything that implies to us). That blackness over there implies voracious grues (along with everything that implies to us). That line of moving pixels there represents my avatar swinging a sword (along with everything that implies to us). This process is especially apparent in older games, like Atari's Adventure game where everything consists of amorphous blobs that you imagine to represent various fantasy tropes.

2. Interpretation of the interactions of various data of the game into some kind of meaning. That orc attacked my knight, which means that orcs are evil (along with everything that implies to us). My knight just robbed the merchant because he is a scoundrel just looking out for himself (along with everything that implies to us).

How is a computer RPG program different from any other computer game program? All computer games involve some level of imagined space. In RPGs, however, you traditionally have a character and some amount of latitude in defining the values, traits, and possibly motivations of that character. That is what seperates an CRPG from an computer adventure game - a higher level of control over and investment in who your character is and why he does what he does. The interpretation of both category 1 and 2 stuff is more fluid and subjective for the player than it is for non-RPG computer games - i.e. the player takes on a more active role as a participant in the process.

So I decide to play a computer game called The Elder Scrolls: Morrowind. It is a very open-ended game (by industry standards) that allows me a wide range of behavior and motive for my character. I can act out of self-interest, out of nobility, out of wickedness, and the game world appears pretty responsive to all of these choices that I make, responding appropriately to my various deeds and misdeeds such that I feel that my behavior is reflected in the game data. However, all of the meaning only exists in my head as I play, not in the game itself. The game only stores, presents, and manipulates abstract data (primarily dots of colored light arranged in a large grid, projected wave disturbances in the distribution of air particles (i.e. sound), and abstract numerical representations of character and motion input from various devices) to help me to do this.

I take this data processing program and a feedback loop emerges between it and myself. This feedback loop is a possible working definition of functional "play" in a CRPG.

Step 1: I want to be a selfish bastard.
Step 2: I input selfish bastard data into the game to the best of my ability.
Step 3: The program, in charge of storing, presenting, and manipulating data, determines to what extent I can do this by offering to me a certain range of possible data manipulation and presentation.
Step 4: Based on what the program allows, I refine my image of what my character is. If the data of the game keeps coming back such that I interpret it as noble hero regardless, then I will either be discouraged from attempting to insert selfish bastard data again or I will just ignore what I don't like and continue to insert selfish bastard data despite the results. This latter is a form of dysfunctional play and was especially easy in older games where consequences for actions rarely enforced character motivation. Ultima IV and V, as I recall, where a huge change in how this worked and are widely regarded as very important CRPGs.

The distribution of credibility lies in the way that the game allows you to apply your interpretations outside of the computer toward the reality of the data representation inside the computer, a process which is defined by the author. The places where data meets interpretation comprise the imagined space.

Whether the space is shared is really tautological when you get down to it. If you defined shared as only referring to active human participants than it is not. If you include inactive human participants than it is due to the authors of the game, however this has big implications for tabletop rpgs too. I would agree with Ralph that you can not define the computer as an actual participant in the SIS since all it is doing is crunching data. Any external creative input you receive while playing a CRPG comes from either the game's authors or the player, and both operate on the level of mapping abstract data on to cultural constructs with meaning. The program is nothing more than a means of communication between an author and a player, just like words written on pages in a book.

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On 4/15/2005 at 7:39am, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

lumpley wrote: a) an example of a tabletop RPG rule that makes something happen in the fiction of the game without the players' assent,


Easy, save vs. poison or die.

Now you might say, "a person had to put it there", but thats not true - it could have been randomly generated by die roll against table, and it matters not if the die rolled was physical or virtual.


or else b) the name of a CRPG where my opinion can change what appears on the screen.


Thats a false dichotomy - if you don't COMMUNICATE, of course nothing is going to happen. A black box is a black box. But of course your opinion on whether to turn right, or left, causes different things to be drawn on the screen.

Valamir writes:
Computers have no imagination. Until someone invents true AI a computer will NEVER be able to output something that the programmer didn't allow for in the software.


This is not true, and has not been for some time. We have quite a batch of Artificial Life programmes that produce complex, emergent behaviour out of simple rule-sets. Further...

f there's a bar with a bottle that has been graphically rendered to appear full, the computer will never allow you to manipulate it in any way that its not programmed to allow.


Not for long. The HAVOK physics engine used in HL2 looks set to usher in a new era; the next generation of mainboards are likely to carry Physics Processing Units. At the moment, machines can only handle about a hundred physics-enabled objected, but with a PPU they will build houses out of individual bricks. And thus, you most certainly be able to use a bottle as a molotov.

--

The notional dichotomy between comuters and players is an illusion IMO. Almost hubris, depending on your philosophical stance. After all, what are YOU, the player? You too are, IMO, an emergent phenomenon from a complex rule set executing in real time in a grey-jelly matrix. The distinction between computers and people is purely quantitative, not qualitative, IMO.

Thus, is there ever case where credibility, in my take, is ceded from "a person" to "a machine"? No - merely from one rule-set to another rule-set. The locus of decision has changed - the fundamental nature of the decision has not.

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On 4/15/2005 at 1:33pm, lumpley wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Gareth: Your save vs. poison example fails, because it requires the assent of the group to become true. I could demonstrate this to you conclusively in 45 seconds of face-to-face play; here's how the conversation goes:

I say: Save vs. poison or die! [rattle rattle] You succeed! You live!
You say: That sucks. How about I die instead?
I say: ...Sure, okay. You die instead. It's painful and horrible! Your blue tongue sticks out!

The rules can't make anything happen in the fiction of the game except by the players' assent.

I agree with you in principle about AI, but I look at the games on my PC and they just aren't anywhere near. That's not hubris; I'm seeing and describing a quantitative difference, as you say.

So now:

Walt: awesome. In fact I prefer the CLP to the LP, now that you've said it, and now that I'm a couple years further along in my own thinking.

Very cool.

It seems pretty much compatible with my question in the thread I linked to:

I 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?"


Thanks for putting up with me calling you out like this.

-Vincent

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On 4/15/2005 at 2:20pm, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

lumpley wrote: Gareth: Your save vs. poison example fails, because it requires the assent of the group to become true. I could demonstrate this to you conclusively in 45 seconds of face-to-face play; here's how the conversation goes:


No. It could be a card on a deck. It could be an entry on a table.

It could be a computer-generated sprite.

Face to face is not the only way.


The rules can't make anything happen in the fiction of the game except by the players' assent.


No, that depends on the rules in question, it is not impossible in principle.

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On 4/15/2005 at 3:07pm, joshua neff wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

contracycle wrote:
lumpley wrote:
The rules can't make anything happen in the fiction of the game except by the players' assent.


No, that depends on the rules in question, it is not impossible in principle.


Gareth, can you give us an example of actual play in which the rules forced a group of people to play one way, even if everyone playing the game wanted to play a different way? How in the world did the written word trump actual humans making actual decisions about how to play?

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On 4/15/2005 at 3:15pm, Wolfen wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

No, it doesn't depend on the rules in question. It never depends on the rules in question. It depends on what the people sitting around the table want. If the rules, be it by a die roll, or a card draw, or any other method imaginable create a result that the players find unpalatable, the players simply do not accept it and it does not happen.

The game rules are a subset of System, which also includes Social Contract. System is what determines, on a per group basis, how credibility is assigned.

In Dogs in the Vineyard, the rules say that the GM cannot say "no". It's "say yes or roll the dice". In my group, typically Lx can say "no" and we as players will either accept the situation or try to negotiate. (Not because we're against the rules... Even as progressive, modern gamers, we still have traditional tendencies..) The System, specifically the Social Contract portion, overrides the rules in such a case, and literally every case.

The rules are granted credibility by the System, not vice versa. By default, you assign a good amount of credibility to anything that happens in the SiS that is supported by dice, numbers or rules in the game; If you didn't, there wouldn't be any point in playing the game. But if the group as a whole doesn't like a rules-backed contribution to the SiS then they change it by whatever means has been decided in their Social Contract. That may be appealing to the GM. It may be fudging a die roll. It may be using a rules-mandated "karma point". It may be a vote. Whatever.

The main point of the posts in this thread has been to discuss whether or not the old-form LP applies to CRPGs. However, given that CRPGs do not possess a System as defined by the LP (having only the "rules" portion of that definition, without the SiS or the Social Contract, and/or any other portions of System I may be missing), it cannot be applied. Perhaps the CLP applies; I don't know. I'd have to re-read it and think it over, but at first read, I didn't see any particular difference in meaning.

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On 4/15/2005 at 3:16pm, Ben Lehman wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Those interested in the CLP versus the LP might want to take a look at this old thread, where we talk about a CLP-like "power limitation" as opposed to a LP-like "credibility granting":

Check the dates. It's been a while. Opinions change.

Power Distribution in Games

yrs--
--Ben

Forge Reference Links:
Topic 6359

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On 4/15/2005 at 10:55pm, Valamir wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Contracycle wrote:
Valamir wrote:
Computers have no imagination. Until someone invents true AI a computer will NEVER be able to output something that the programmer didn't allow for in the software.



This is not true, and has not been for some time. We have quite a batch of Artificial Life programmes that produce complex, emergent behaviour out of simple rule-sets. Further...


Emergent behavior is not imagination.

Contracycle wrote:
Valamir wrote:
f there's a bar with a bottle that has been graphically rendered to appear full, the computer will never allow you to manipulate it in any way that its not programmed to allow.



Not for long. The HAVOK physics engine used in HL2 looks set to usher in a new era; the next generation of mainboards are likely to carry Physics Processing Units. At the moment, machines can only handle about a hundred physics-enabled objected, but with a PPU they will build houses out of individual bricks. And thus, you most certainly be able to use a bottle as a molotov.


Nope. Only if: a) The programmer defined the contents of the bottle as being seperate from the bottle. b) The programmer defined the bottle as breakable. c) The programmer provided the contents with liquid properties such that it could splash and seperate. d) The programmer set a flag that the contents were "flammable" and e) The programmer defined the properties for what "flammable" means including how to turn on the "on fire" flag and call the appropriate graphics and all of the related fire effects such as damage and spreading and eventually burning out.

The new engines don't do anything different except allow programmers to define ALOT more features and states than they were able to before. This will certain increase the immersive experience by giving the illusion that the possibilities are unlimited. But it still relies 100% on those features and states being programmed in.

Players can certainly come up with interesting effects by combining different features in a way the programmer didn't expect (happens all the time which is why MMORPGs typically go through a cycle of nerfing after a new release). But the features still had to be programmed as well as the ways in which the features can interact.

--

The notional dichotomy between comuters and players is an illusion IMO. Almost hubris, depending on your philosophical stance. After all, what are YOU, the player? You too are, IMO, an emergent phenomenon from a complex rule set executing in real time in a grey-jelly matrix. The distinction between computers and people is purely quantitative, not qualitative, IMO.


Only if you're an atheist. Thankfully I know I'm much more than an organic computer.

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On 4/16/2005 at 1:11am, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Valamir wrote: Nope. Only if: a) The programmer defined the contents of the bottle as being seperate from the bottle. b) The programmer defined the bottle as breakable. c) The programmer provided the contents with liquid properties such that it could splash and seperate. d) The programmer set a flag that the contents were "flammable" and e) The programmer defined the properties for what "flammable" means including how to turn on the "on fire" flag and call the appropriate graphics and all of the related fire effects such as damage and spreading and eventually burning out.

How does that differ from a human GM who has not personally made a molotov cocktail? He/she would need to refer to his/her own internal database (memory) to check for information gained indirectly from watching tv, reading books, conversations with other people, the system rules etc.

Even if you believe that humans were originally created by a higher intelligence, you should still be able to accept that all subsequent humans were born with inbuilt instincts and basic cognitive skills but no knowledge or experience.

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On 4/16/2005 at 7:31am, Noon wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Walt Freitag wrote: Or in other words, having a computer tell you your character's been killed is not really any different than having four other players around the table tell you your character's been killed. There may be recourse available in the latter case that aren't available in the former (pleading, or expending a fate point to force a change, come to mind), and vice versa (restoring from a saved game, or using a bonus life, come to mind), but if such measures fail and you're dissatisfied with the proposition at hand to the point you cannot accept it, your only guaranteed recourse is the same in both cases: withdraw your consent to admit those constraints upon your imagining. That is to say, walk away from the table or keyboard.

That's exactly what I meant to get across! Cool! (Phrased better as well...damn!)

Can I beg a further moment of observation. What we have here is communication between the design team and the player. But the player can't communicate back. So you don't get a creative back and forth where each party adds to the others parties contribution. The design team sends out its contribution and you eithe accept it or walk away from the keyboard. You suggest counter-LP, but I'd suggest describing it as something like "One way lumpley". The player can never contribute back to the design team, and even his walking away doesn't effect that design team in any creative way. But his granting/not granting cred is still very much involved. So it's all one way. Thoughts?

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On 4/16/2005 at 7:43am, Noon wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Valamir wrote: Computers have no imagination. Until someone invents true AI a computer will NEVER be able to output something that the programmer didn't allow for in the software.

The same goes for vibrations in the air, no imagination at all. They're just the medium I communicate with others while playing table top.

Lets not focus on the medium. It doesn't tell you anything about who's deciding what. The main reason why computer games are different isn't anything to do with hardware or software. As you say, they decide nothing.

The difference is that the design team will send me their creative contribution via the medium of software (rather than by the medium of vibrating air while playing table top). They'll send this contribution to me, but they wont come around to my house and listen to my return contribution. I either accept their one and only contribution (regardless of whether that's one sentence or megs of material) or I don't.

It's very one way. If that's what you meant to say, cool. But you'd never prove it by pointing to the medium.

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On 4/16/2005 at 3:11pm, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Noon wrote: Can I beg a further moment of observation. What we have here is communication between the design team and the player. But the player can't communicate back. So you don't get a creative back and forth where each party adds to the others parties contribution. The design team sends out its contribution and you eithe accept it or walk away from the keyboard. You suggest counter-LP, but I'd suggest describing it as something like "One way lumpley". The player can never contribute back to the design team, and even his walking away doesn't effect that design team in any creative way. But his granting/not granting cred is still very much involved. So it's all one way. Thoughts?

Unless the designers of a PnP game are sitting at the table with the players you can't usually communicate with them.

What you can usually do is communicate with the GM, and that can be done in limited ways with a computer GM. This communication is not necessarily one way, as even rudimentary AI can react to the actions of the player and adjust gameplay accordingingly. Most CRPGs also include an options menu where you can adjust various aspects of the game, and some even include a game editor (so you can adjust the design of the game too).

What makes it less obvious is the fact that the communication is not vocal.

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On 4/16/2005 at 5:37pm, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
Unless the designers of a PnP game are sitting at the table with the players you can't usually communicate with them.

Yes, but the "designer" of an RPG and the "designer" of a computer game do very different things, because computer games and RPGs are very different things. The experience of contribution to the SIS by the players is absent in computer games that I know of.

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On 4/16/2005 at 7:50pm, John Kim wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

James Holloway wrote:
Wysardry wrote: Unless the designers of a PnP game are sitting at the table with the players you can't usually communicate with them.

Yes, but the "designer" of an RPG and the "designer" of a computer game do very different things, because computer games and RPGs are very different things. The experience of contribution to the SIS by the players is absent in computer games that I know of.

If I take the D&D rulebooks and a D&D adventure module, is that really so different than creating a computer game which lets me go through an adaptation of that module to the computer medium? Indeed, I believe there are several computer games which have nearly exact adaptations of PnP RPG rules. In both games, I am contributing to the story/imaginary space by inputing the actions of my character.

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On 4/16/2005 at 8:10pm, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

John Kim wrote:
If I take the D&D rulebooks and a D&D adventure module, is that really so different than creating a computer game which lets me go through an adaptation of that module to the computer medium? Indeed, I believe there are several computer games which have nearly exact adaptations of PnP RPG rules. In both games, I am contributing to the story/imaginary space by inputing the actions of my character.

I suppose if the actions of the PC were radically circumscribed in a sit-down game the way they are in a computer game (that is, if the GM just said "it's not in the module. I got nothin'.") then the SIS content might work out very similarly. But I think that the experience of playing the game must necessarily be very different.

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On 4/16/2005 at 9:19pm, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

James Holloway wrote: Yes, but the "designer" of an RPG and the "designer" of a computer game do very different things, because computer games and RPGs are very different things. The experience of contribution to the SIS by the players is absent in computer games that I know of.

I don't see how that is relevant. The designers of LARPs and PBMs also do very different things, as they are also different, but they're still a type of RPG.

Although I'm not aware of it having been done yet, it would be possible to create a single rules system, campaign setting and series of adventures, then release PnP RPG, LARP, PBM and CRPG/MMORPG versions of them.

As far as the designers are concerned, the main difference between a PnP RPG and a CRPG is that additional people are required to create the code that replaces a human GM.

The "designer(s)" of human GMs cannot normally be directly communicated with during a game any more than the rules and campaign setting designers can.

Whether the contribution to the SIS is absent in computer games depends upon your point of view, and whether it is a multi-player game.

With most modern CRPGs, the publishers set up forums where comments, suggestions and feedback can be given before the game is even released. Morrowind and Diablo II, for example, have had a number of patches released to fix problems, adjust balance and add missing features, based upon player feedback.

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On 4/17/2005 at 1:31am, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
Whether the contribution to the SIS is absent in computer games depends upon your point of view, and whether it is a multi-player game.

Sure. I'm not talking for a minute about multi-player games, which are another animal altogether.

To me the contribution of a group of human players is self-evidently different from the contribution of a computer program. But in the end this devolves back to "what is, and what is not, a role-playing game." Obviously, I'm prepared to admit a lot of activites involving other people (De Profundis, some types of wargame) and not ones without others (computer games, Fighting Fantasy).

You mentioned Morrowind, a game in which the player's contribution to SIS is pretty minimal. I can't imagine how playing it can be compared to an RPG.

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On 4/17/2005 at 2:53am, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

James Holloway wrote: You mentioned Morrowind, a game in which the player's contribution to SIS is pretty minimal. I can't imagine how playing it can be compared to an RPG.

Players who own an IBM compatible (rather than an Xbox console), can have more of an impact on the SIS than in most CRPGs.

First of all, via an Internet connection they have access to Bethesda's forums, where player input is taken notice of, even if it isn't always acted upon. If the developers believe a change is necessary/worthwhile, a patch is released which can be downloaded to modify the way the game runs.

Secondly, the player can activate an editor from within the game which will allow them to change literally thousands of variables, add new features and then save the modified version if they wish.

These "mods" can also be distributed to other players. Teams of players have banded together to create mods, which in my mind is definitely contributing to the SIS, even if the other options are borderline.

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On 4/17/2005 at 7:00am, Valamir wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
Valamir wrote: Nope. Only if: a) The programmer defined the contents of the bottle as being seperate from the bottle. b) The programmer defined the bottle as breakable. c) The programmer provided the contents with liquid properties such that it could splash and seperate. d) The programmer set a flag that the contents were "flammable" and e) The programmer defined the properties for what "flammable" means including how to turn on the "on fire" flag and call the appropriate graphics and all of the related fire effects such as damage and spreading and eventually burning out.

How does that differ from a human GM who has not personally made a molotov cocktail? He/she would need to refer to his/her own internal database (memory) to check for information gained indirectly from watching tv, reading books, conversations with other people, the system rules etc.



In an extraordinarily crucial way.

When a Computer checks its internal database for information on a molotav cocktail and doesn't find anything...nothing happens. In a modern graphic based game you can click and drag on the image of the bottle all you want and it will never turn into a molotav cocktail. In an old Text game you'd get a "I see no Molotav Cocktail here" message. It simply won't (can't) ever happen.

When a human GM checks his/her internal database for information on a molotav cocktail and doesn't find anything (lets say the GM has never heard that term) any one of 4 things could happen. 1) the GM may decide that since they don't know enough about it to not allow it, or...2) The GM could choose to do some quick research to uncover the necessary information, 3) the player requesting it could explain to the GM what it is and how they think it should work so the GM can rule on it, or 4) the GM can just make something up...using that imagination that computers don't have.


Now substitute for molotav cocktail any activity, interaction, response, emotion, event, etc that any player may imagine doing...BIG difference between dealing with humans you can negotiate system with and a computer you can't.

So big, that I'd argue that the two things aren't even the same sort of game at all. In all but the most superficial appearances...they have nothing in common.


Even if you believe that humans were originally created by a higher intelligence, you should still be able to accept that all subsequent humans were born with inbuilt instincts and basic cognitive skills but no knowledge or experience.


Except the ability to go out and learn as needed. To be taught as needed. Or to simply extrapolate, estimate, and invent as needed.

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On 4/17/2005 at 7:09am, Valamir wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

John Kim" wrote: If I take the D&D rulebooks and a D&D adventure module, is that really so different than creating a computer game which lets me go through an adaptation of that module to the computer medium? Indeed, I believe there are several computer games which have nearly exact adaptations of PnP RPG rules. In both games, I am contributing to the story/imaginary space by inputing the actions of my character.


So what?

The most important thing that defines a roleplaying experience is not adhering to the rules written in the book. The most important thing that defines roleplaying table is the social interactions between human beings crafting the shared imaginary space.

How accurately a computer can reproduce the rules from the book makes not a bit of difference because the rules in the book are just superficial trappings of what is really going on. A shell within in which actual play occurs. The single most crucial most defining element of what a Role Playing Game is, is completely 100% totally absent from solo CRPG play. You can recreate the shell...but you can't recreate what's inside the shell*. And its what's inside that's important.


*until you start talking about MMORPGs which starts to combine elements of both.

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On 4/17/2005 at 11:50am, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
James Holloway wrote: You mentioned Morrowind, a game in which the player's contribution to SIS is pretty minimal. I can't imagine how playing it can be compared to an RPG.
If the developers believe a change is necessary/worthwhile, a patch is released which

This is nice, but it's not play.

In Morrowind, every minute of gameplay reinforces the fact that you're playing a computer game. Go talk to General Darius and see what he has to say. What does he say? He says "why are you away from your post?" Well, firstly I don't even have a post and secondly I'm actually here on orders from him. So why does he say "why are you away from your post?" Because that's what he says. He only has like two or three things to say and that's one of them.

The way into this area is blocked by a flimsy wooden door, but I'm a huge slab of muscle armed with a ten-pound lump hammer. Too bad! It says the door is locked, and I'm stuffed (well, until I buy a scroll of Ondusi's Unhinging that is).

Merchants won't deal with anyone who has Skooma; Skooma is illegal. If you put the Skooma on the floor next to you, they'll deal with you, even if there's a cop standing right there. Why? Because they're characters in a computer game -- they don't really know what's going on around them.

Now, I suppose that you could run a tabletop RPG like this, with a bizarre insistence on not doing any interpretation or thought and a tendency to play the NPCs like robo-morons, but I don't think you'd get many takers.

Now, don't get me wrong. I'm enjoying Morrowind. The sunsets are lovely. Do I contribute to the SIS? I guess so, within a narrow range of options -- if I kill that guar, it stays dead. But if you can't see why it's not the same thing as an RPG, I don't know what else I can tell you.

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On 4/17/2005 at 5:02pm, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Valamir wrote: When a Computer checks its internal database for information on a molotav cocktail and doesn't find anything...nothing happens. In a modern graphic based game you can click and drag on the image of the bottle all you want and it will never turn into a molotav cocktail. In an old Text game you'd get a "I see no Molotav Cocktail here" message. It simply won't (can't) ever happen.

That is a limitation in the current commercial game programs, not in the medium itself. A human who has lived an extremely isolated existence would not make a very good GM without being given detailed instructions, and even then they might struggle. If those instructions weren't given, where would the fault lay if the game went poorly?

When a human GM checks his/her internal database for information on a molotav cocktail and doesn't find anything (lets say the GM has never heard that term) any one of 4 things could happen. 1) the GM may decide that since they don't know enough about it to not allow it, or...2) The GM could choose to do some quick research to uncover the necessary information, 3) the player requesting it could explain to the GM what it is and how they think it should work so the GM can rule on it, or 4) the GM can just make something up...using that imagination that computers don't have.

A computer could be programmed to do all of those tasks.

The first is very simple, and almost all CRPGs do this as a last resort.

The second could be achieved via an Internet connection, by checking for updated versions of the database or accessing a larger database containing more obscure facts and figures.

The third could be done via an editor, a feature which is becoming more common in CRPGs.

The fourth could be done using "fuzzy logic", if there was enough relevant data available to make a "guess". I don't recall this ever being included in an obvious way in a commercial game, the most likely reason for which is that people tend not to like computers getting things wrong (making a bad guess). It is done to a very limited extent in multi-player games: when there's a poor connection the computer "guesses" where all the characters are and what they are doing.

Now substitute for molotav cocktail any activity, interaction, response, emotion, event, etc that any player may imagine doing...BIG difference between dealing with humans you can negotiate system with and a computer you can't.

So big, that I'd argue that the two things aren't even the same sort of game at all. In all but the most superficial appearances...they have nothing in common.

The same answers I gave above could be applied to other activities. You can negotiate system with a computer if the designers provide options for doing so (and sometimes even if they don't). Maybe you can't do it vocally (in existing games), but neither can you in an IRC or PBM game.

Although computer RPGs are currently more limited than some other types, they are still part of the same general category of games.

Except the ability to go out and learn as needed. To be taught as needed. Or to simply extrapolate, estimate, and invent as needed.

Maybe computers can't go out (without a robot body), but they can do all the other tasks you mention.

I have a book on AI written in the 80s which includes listings written in BASIC for simple programs that do so, although it depends on your definition of "invent" whether they achieve the last (most "inventions" merely use existing concepts in a new way).

James Holloway wrote: In Morrowind, every minute of gameplay reinforces the fact that you're playing a computer game. Go talk to General Darius and see what he has to say. What does he say? He says "why are you away from your post?" Well, firstly I don't even have a post and secondly I'm actually here on orders from him. So why does he say "why are you away from your post?" Because that's what he says. He only has like two or three things to say and that's one of them.

If you don't like a particular aspect of the game, and can't wait for a forum post to be acted upon, you can change it via the editor.

I don't see this as being any different than going out of character in a PnP game to discuss changes in the system.

However, I do believe there's room for improvement.

Now, I suppose that you could run a tabletop RPG like this, with a bizarre insistence on not doing any interpretation or thought and a tendency to play the NPCs like robo-morons, but I don't think you'd get many takers.

The question is, would it still be an RPG is you did?

Now, don't get me wrong. I'm enjoying Morrowind. The sunsets are lovely. Do I contribute to the SIS? I guess so, within a narrow range of options -- if I kill that guar, it stays dead. But if you can't see why it's not the same thing as an RPG, I don't know what else I can tell you.

There's more to contributing to the SIS in Morrowind than merely killing things, as I mentioned before.

I'm not saying existing CRPGs are exactly the same as tabletop RPGs, but they are similar enough to fall under the umbrella term "RPG" (which includes PnP, tabletop, LARP, PBM etc.).

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On 4/17/2005 at 5:48pm, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
I'm not saying existing CRPGs are exactly the same as tabletop RPGs, but they are similar enough to fall under the umbrella term "RPG" (which includes PnP, tabletop, LARP, PBM etc.).

I'll buy all those, because crucially they all involve other players. But Morrowind doesn't -- I can't see how the player influences the SIS in play in a way that isn't also the case in Super Mario Brothers or Asteroids.

Heck, there isn't even an SIS -- there's no one else involved, so how can it be "shared?"

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On 4/17/2005 at 6:43pm, Wolfen wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Let's try to stay on topic, people. We're not arguing whether or not CRPGs are properly RPGs. We're discussing specifically how and if the Lumpley Principle can be applied to CRPGs. At the basis of that argument is, I believe, whether or not an SIS exists in CRPGs.

(parenthetical notes mine)

Wysardry wrote: A computer could be programmed to do all of those tasks.

The first (doing nothing) is very simple, and almost all CRPGs do this as a last resort.


Which does not affect the point. When a GM does this, it's a choice. When a computer does it, there is no choice involved. It is what is programmed, and therefore must be done.

The second (research on the topic in question) could be achieved via an Internet connection, by checking for updated versions of the database or accessing a larger database containing more obscure facts and figures.


Which does not disprove the point. Ralph's argument is that CRPGs cannot do anything that the programmers have not allowed for ahead of time. If there are updated databases for the computer to check online, that's splendid.. But it's still something that the programmer's allowed to happen before the moment of play.

The third (explaining the topic in question) could be done via an editor, a feature which is becoming more common in CRPGs.


When a game allows me to edit it's databases on the fly so that a bottle of alcohol which was previously unable to be broken on the ground so that sharp shards of glass provided a hazard, and could be lit on fire is able to do so, then it might be the same thing. Though at that point, it's basic game-ness comes into question, because the ability to edit the computer isn't likely to be moderated by case-by-case judgement.

The fourth could be done using "fuzzy logic", if there was enough relevant data available to make a "guess". I don't recall this ever being included in an obvious way in a commercial game, the most likely reason for which is that people tend not to like computers getting things wrong (making a bad guess). It is done to a very limited extent in multi-player games: when there's a poor connection the computer "guesses" where all the characters are and what they are doing.


Fuzzy logic isn't imagination, by any stretch. Fuzzy logic still has to work within certain finite, pre-defined parameters. A bit of logic created to update a character's x/y location based on their general speed and direction despite not having that data on a step-by-step basis cannot realize that the player would really like to skip the travel time through bunny-level-enemy infested areas to where the action is, and simply frame the scene there. It is not going to make the inituitive connection that a bottle full of something designated "alcohol" which has the properties of getting anyone who "uses" it drunk can be used to start a fire unless it those properties are also assigned to the "alcohol".

Imagination is required for imaginative space; More than one imagination is required for shared imaginative space. A computer cannot, at this time, provide that.

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On 4/17/2005 at 10:28pm, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

James Holloway wrote: I'll buy all those, because crucially they all involve other players.

What about traditional solo RPGs? If you don't believe they include a SIS, you're unlikely to consider a computer version has one.

But Morrowind doesn't -- I can't see how the player influences the SIS in play in a way that isn't also the case in Super Mario Brothers or Asteroids.

By pressing the "~" key, then editing the game. This can be done during play, though admittedly the action is paused (which would be the case during system changes in any other RPG)

Heck, there isn't even an SIS -- there's no one else involved, so how can it be "shared?"

Others are involved, they just don't happen to be providing input personally whilst you play. Other than the player, those contributing to the SIS include the original designers (writers, artists, programmers, musicians etc.), players who request patches and those who create additional mods (which can be complete adventures or slight modifications).

Wolfen wrote: Which does not affect the point. When a GM does this, it's a choice. When a computer does it, there is no choice involved. It is what is programmed, and therefore must be done.

That is not strictly true. In the example, a GM would most likely do nothing when (s)he had no other choice or was being influenced in some way (lack of time for example).

A human GM also doesn't usually have a completely free hand to do whatever (s)he wishes, as his/her choices are limited by the system rules and the type of game the players want to be involved in.

What (s)he wishes is also restricted by his/her past experiences, knowledge, upbringing, personality etc. which is, in a way, a subtle type of programming.

Which does not disprove the point. Ralph's argument is that CRPGs cannot do anything that the programmers have not allowed for ahead of time. If there are updated databases for the computer to check online, that's splendid.. But it's still something that the programmer's allowed to happen before the moment of play.

A human GM cannot do something that is not allowed for (in some way) ahead of time either. The rules of the game have to allow them to look up info, make things up on the fly or whatever, and the GM also needs to have learned how to do so (regardless of who did the teaching).

When a game allows me to edit it's databases on the fly so that a bottle of alcohol which was previously unable to be broken on the ground so that sharp shards of glass provided a hazard, and could be lit on fire is able to do so, then it might be the same thing. Though at that point, it's basic game-ness comes into question, because the ability to edit the computer isn't likely to be moderated by case-by-case judgement.

So you're basically saying that until x happens, the computer can't be classed as a GM, but if x did happen, you'd immediately find another reason it couldn't?

It sounds like you trying to have your cake and eat it too.

Fuzzy logic isn't imagination, by any stretch.

No, it is merely a method which allows a computer to include shades of grey rather than just black and white when solving problems.

Fuzzy logic still has to work within certain finite, pre-defined parameters.

So do human thought processes and imagination. For example, try imagining something as simple as a completely new colour without using any existing colours as a reference point.

A bit of logic created to update a character's x/y location based on their general speed and direction despite not having that data on a step-by-step basis cannot realize that the player would really like to skip the travel time through bunny-level-enemy infested areas to where the action is, and simply frame the scene there. It is not going to make the inituitive connection that a bottle full of something designated "alcohol" which has the properties of getting anyone who "uses" it drunk can be used to start a fire unless it those properties are also assigned to the "alcohol".

A human could not make either of those assessments without prior knowledge and/or experience. They cannot know what a player wants without experiencing being a player in that situation or being told about it, and storing that in memory.

They also could not make the connection between alcohol and starting a fire without also knowing it is flammable. Possibly they could work out that alcohol can be used to start a fire by knowing it is flammable, but so could a computer program.

Imagination is required for imaginative space; More than one imagination is required for shared imaginative space. A computer cannot, at this time, provide that.

We would need very specific definitions for "imagination" and/or "imaginative" to make that assessment, and we would also need to dismiss the imaginations of the designers.

In a solo RPG, consisting of a single human player and a human GM, would there be a SIS if the GM had no imagination, but the game designers did?

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On 4/17/2005 at 11:56pm, joshua neff wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry,

Please correct me if I'm wrong, but can any computer game make the leaps of logic, whimsy, emotion, social consideration and imagination that humans can? I don't want to know if it's theoretically possible, I want to know if there are any computer games that can actually do it. Even the least imaginative human is capable of having ninjas suddenly attack, for no other reason than it suits his or her fancy. Can any computer games do that? Humans can tell when other players of an RPG are getting tired or pissy or enthusiastic, and they can adjust play to suit that. Can any computer game? Humans can invent things during play. Can any computer games? When a human player creates stuff during play ("My character has the magic ring. He's had it all along, in his pocket, but he didn't know about it until now."), human GMs can react to that and change the game around that ("Cool! And now, I've suddenly decided that the magic ring can make you fly!"). Can a computer game do that? I don't mean with a sudden change in programming, I mean can the computer game, on its own, suddenly do that?

When playing Dogs in the Vineyard, you don't just Raise and See during conflicts. You also add narration to each one--narration that you make up on the spot. Each bit of narration is based on the narration of other players, and is based on the specific situation. Each bit of narration can be about what is happening right there and then--but the GM or any player can have their narration jump in time, to be a flashback, or to change the setting to the next day or a week later. Each bit of narration contributes to the SIS. Can any computer game that I could play do the same thing?

Honestly, right now, all I'm seeing is you splitting hairs. "What is imagination?" We all know what imagination is, for the purposes of playing RPGs, and I have yet to see or read about a computer game that comes anywhere close to the complex and nonlinear way human minds work. I have yet to see or read about any computer game in which the computer can simply make shit up, both in response to what other players make up and simply out of his or her own mind. Computers work through programs, in the literal sense. Human minds work through programs, in the metaphorical sense. Sometimes it's advantageous to see human minds as a set of programs. But the map is not the territory. Human minds aren't really run by programs, certainly not in the same sense as computers are, anymore than human bodies are "programmed" by DNA. Humans are far, far more complex than machines. Unless you can show me a computer game in which the game can actually transcend its programming to make shit up at whim, then all the split hairs in the world can't make a computer participate in the SIS.

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On 4/18/2005 at 12:49am, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

As I see it, there are several problems inherent in this discussion.

The first is that ambiguous terms are being used to describe processes that the average person does not understand fully and/or cannot believe an inamimate object is capable of doing.

The second is that assumptions are being made that the processes of each must be exactly alike to be included in a general definition.

Thirdly, too great an emphasis is being placed on decisions being conscious, as if that is essential to the game. Once a human has done a particular task a few times, the process is taken over by the unconscious mind in subsequent attempts, which has much more in common with a computer mind.

Allowance also isn't being made for the fact that when running a CRPG program the computer is doing many more tasks than a human GM, and it does some of them much more quickly and efficiently.

Finally, what is actually happening inside a computer or human mind should make little difference, as the results are the important part if a role-playing game is all about the player's imagination and perception. In other words, whether the reason behind a group of ninjas attacking is the whim of a human or the result of a computer's random number generator should not matter, as the player should be concentrating on the SIS not the mechanics.

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On 4/18/2005 at 1:20am, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote:
James Holloway wrote: I'll buy all those, because crucially they all involve other players.

What about traditional solo RPGs? If you don't believe they include a SIS, you're unlikely to consider a computer version has one.

No, indeed they don't, because the "S" stands for "shared." The author of the book, designer of the RPG, designer of the computer game, are not making imaginative contributions to the SIS in play. So you are correct; Fighting Fantasy and so forth are not RPGs in this sense either.

The problem that clouds discussion is that superficially, Morrowind and Fighting Fantasy have many similarities in terms of mechanics, setting content, and so forth. But the experience of play is very different.

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On 4/18/2005 at 1:32am, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

What about the one player + one GM solo RPGs? If they do have a SIS, then the question basically boils down to whether the player is willing to believe the computer GM has an artificial imagination.

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On 4/18/2005 at 1:37am, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote: What about the one player + one GM solo RPGs? If they do have a SIS, then the question basically boils down to whether the player is willing to believe the computer GM has an artificial imagination.

Yes, that's exactly the distinction, I reckon.

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On 4/18/2005 at 8:01am, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

No, the question of imagination, ontologically speaking anyway, is completely irrelevant.

I pretty much support Wysardry's debunking of Valamir argument; too much of this is starting to depend on special appeals to magical assumptions about people and our alleged creativity. There is no distindtion between a programmer create an object that is "flammable fluid" and a GM, or designer, establishing this in the game.

Joshua, no computer at present can produce "whimsy". On the other hand, many many computers can interrogate a "wandering monster list" so huge that it appears whimsical. And you only "make up narration" in order to communicate the idea - the computers equivalent is drawing or moving a sprite. Nobody has said that a computer IS human and to try to twist the issue to that topic would make it a straw man.
--

This is the real issue - why do we not recognises the computers internal space? Biological prejudice it seems - if it was made with silicon instead of grey goo it must be different. How do you communicate with a computer? - through mouse and keyboard. I move the mouse... a representation is drawn both for my and the machines other parts... and if a condition is met, like (if.mousover) then a response is returned.

How is this different from "you see a door" and "we open it"? It is not. The difference is that instead of the words "you see a door" coming out of a human mouth, a door is drawn by the machine. Drawing that image IS the machines contribution to the SIS. Like a GM, the machine may have a much larger internal space which it checks than just that section of it visible to a character.

Yes, a computer has an internal space. We could argue about the term "imaginary" but I point to the deliberate blurring the term "virtual" is used to denote between "real" and "fake". A computer has an internal space just like you do; if imagination is anything, it is moving information around, and only information. And this is necessarily a SHARED space because the player has an avatar in it; and it is represented so that the machine and the player do have a commone representation and theirt imaginations are thus synchronised.

They seem like the same beast to me.

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On 4/18/2005 at 8:25am, James Holloway wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

contracycle wrote: No, the question of imagination, ontologically speaking anyway, is completely irrelevant.

Yeah, looked at in the cold light of day I'm not sure that's verifiable. Although I do think that the *type* of input the computer provides is important.

It must, in the end, boil down to experience of play -- the practice of playing Morrowind is sufficiently different from RPGs that it's not very useful to disucss it in the same terms. One of these reasons is that it involves no other participants, the computer not being a participant any more than the rulebook, dice or miniatures are participants in a regular game.

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On 4/18/2005 at 10:40am, Noon wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote: What about the one player + one GM solo RPGs? If they do have a SIS, then the question basically boils down to whether the player is willing to believe the computer GM has an artificial imagination.

Wysardry, what role do you ideally imagine the GM is there for?

* Is he there, so I can play?

* Or is he there, so I can possibly learn something from his experience, as I play?

For the former, any responce from the computer GM is just fine to support play. If you just want to play, then the computer does have the imaginative needs to forfil this. Because if you just want to play, this goal doesn't contain any desire for feedback from peers. The sort of 'imaginative' responce required to forfill issolated play actually needs to be below sentient. If the feedback was sentient, then you'd be doing something beyond just wanting to play. You'd be wanting to play with peers.

Okay, so you might instead say that you want to learn something from the peers experience of the world, while playing.

If so, would you be willing to accept a responce from the game saying 'Dude, your roleplaying sucks, I'm out of here' and the game stops running and it wont ever run again, no matter what you do. No reloads, no hacking it's files, it's walked out on you. It's stopped giving you cred. (And no, this doesn't already happen when you die in a computer game...being returned to the main menu is not an example of the computer walking away from you)

Could you come to game, fully ready to accept that?

If not, then you just want to play by yourself. You are not interested in someone else deciding something like that...but to play with others at all, you simply have to accept that.

AI that supports 'I just want to play' will not support the play others are talking about here. They are talking about playing with peers.

And that's just the first step. The next topic is asking whether that AI is going to show you anything you didn't already learn in your first few years of life. Particularly, if it's just going to parrot it's creators experiences. If a parrot can sing the words of a human song and you learn this song from hearing it, did you learn that song from the parrot?

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On 4/18/2005 at 11:55am, pete_darby wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Gareth: if, in order to maintain my position, I have to accept that I do not share your valdly materialistic and deterministic view of the mechanisms of conciousness, well, I guess I'm comfortable maintaining my position.

The silicon / elctronic space in which the game is played in a CRPG is not analagous to the SIS of an RPG, because the memory space of the computer is composed of a very precise language and grammar, where the signified object is what it is meant to be, what it is eplicitly defined to be, and nothing else. In a human, social game, the exact meaning and definition of each object in the SIS is a linguistic, social and biological construct, with many and varied levels of significance.

Certainly, if a game were conducted with a sufficiently advanced computer, which could interact flexibly in a linguistic fashion to linguistic input, all of which is heuristically constructed rather than pre-programmed, then we could operate an LP, assuming we can persuade the computer to alter it's "gamespace" according to our persuation of it's whims, but that is essentially saying, "If the GM is a sentient being, the LP applies," which is facile at best.

Take it in the other direction: a solo game of Talisman. There is, quite literally, no way of influencing the board,rules and dice by the player beyond choosing which of two ways to travel after the dice are rolled. The game has all the credibility, the player has none. The only ways for the player to regain credibility is either to cheat or refuse to play. In my mind, this is exactly analagous to playing a CRPG: limited input, and no credibility for interpretation of the results of the input for the player. The LP is in effect, but in an incredibly limited fashion, due to the rigid nature of the available social contract with the game.

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On 4/18/2005 at 12:02pm, joshua neff wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

I was going to post, but Pete said what I was going to say, and he said it better than I would have.

So...what Pete said.

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On 4/18/2005 at 1:23pm, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

pete_darby wrote:
Take it in the other direction: a solo game of Talisman. There is, quite literally, no way of influencing the board,rules and dice by the player beyond choosing which of two ways to travel after the dice are rolled. The game has all the credibility, the player has none. The only ways for the player to regain credibility is either to cheat or refuse to play. In my mind, this is exactly analagous to playing a CRPG: limited input, and no credibility for interpretation of the results of the input for the player. The LP is in effect, but in an incredibly limited fashion, due to the rigid nature of the available social contract with the game.


Ah but you see, that is exactly my claim: credibility CAN be ceded to the mechanical rules. And you are right - the only way then for the player to regain credibility is to cheat or otherwise obviate the structured game.

The game, then, DOES have the credibility to state "and behind the door you see THIS".

And I think the player does have input to the SIS becuase they can select which door they want to see behind.

While seeing people as complex computers is indeed, roughly speaking, thew way I see the world, its not strictly necessary for this argument about the SIS. Becuase I still think the computers vitual space is a shared space, it just happens not to be imaginary. I don' think Imaginary was the key term in SIs - instead, I think that is the term "shared". IMO all the complexities of the LP and SIS hinge on that issue, the negotiation of shared rights.



Edit:
I have expressed the opinion already that the massively multiplayer environment is going to have to start developing an appreciation of social contract, much more than it has at present. A single-player game that has credibility or data problems is a binary case; the purchaser is happy enough to keep playing, or so disenchanted they quit. The problem for MMO's is that they must have many players to work at all.

Recently the World of Warcraft MMO suffered what was probably the first mass civil disobediance action in cyberspace. The problem was that the Warrior class was deemed to be underpowered, and to suffer from niche erosion to other classes. A few hundred players got together, registered temporary accounts with near-naked gnomes for characters, and invaded the Argent Dawn server en mass, eventually bringing it down. Some visuals can be found here: http://www.cesspit.net/drupal/node/491

My view of this event is as follows. What we see is a classic sabotage tactic designed to draw attention to a grievance. That grievance revolves around the rules of the shared space. It would not have been a grievance if the programmes statements into the shared space had not been absolute, but they were - there was no way to appeal againsta spceific decision - and the only way the problem could be addressed was in general principle.

It seems to me that this breakdown shows that the system can have de facto powers to make definitive statements into the shared space. IMO, the ultimate origin of these statements is not important. What is important is that all the social contract issues still exist, even when you cannot negotiate with the machine.

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On 4/18/2005 at 3:31pm, pete_darby wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

But their not negotiating with the machine: they're negotiating with the owners of the servers, maybe indirectly the designers.

I guess my objection is that the play space in a computer game, whether solo or MM, is objective, completely external to the players, whether physical or virtual, so players can't play without abrogating all authority to the mechanical adjudicator of the space. In a conventional RPG, or LARP, the SIS is produced by the agreed convergence of subjective mental spaces, even if aided by maps, miniatures etc.

Also, remember that in standard RPG play, the written rules are actually usually used an appeal to authority ("I say this happened because the dice say it happened"), but, because the SIS is this intersection of subjective spaces, this only works if the group has agreed to abide by the dice, and that the particular interpretation of the dice roll is acceptable to the group. In a computer game, there is no possibility of negotiating any of this with the program; the shared virtual space is, in fact, wholly "owned" by the program.

I think most folks here are agreeeing more than they're disagreeing, and most problems have arisen from the conflation of LP "system" (the means by which events in the SIS are agreed upon), and "system" as in a particular set of game rules.

Woudl I be right in saying that the LP is of limited application in non-RP games (including board games and CRPG's), because
a) the action of the games occurs in an objective, if possibly virtual, space, in which
b) the player has no credibility support alternative interpretations of the shared virtual space to those presented by the game, and thus
c) Human players cannot play these games without either ceding all credibility to the game rules entirely or "modifying the game by unusual means" (ie cheating)

Fair?

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On 4/18/2005 at 3:45pm, Wolfen wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

My final entry to this discussion, because it's degenerating into something that doesn't interest me.

First, you cannot call imagination and the definition thereof irrelevant; We are discussing Shared Imaginative Space. If imagination is irrelevant, then the whole discussion is irrelevant.

Secondly, Computers do not have imaginations. No matter how well they simulate imaginative contribution, simulation is not reality, by definition. When computers have imaginations, as I expect they one day will, and the flexibility to act upon those imaginations, then SiS can apply to CRPGs.

Finally, and this is entirely tangential:

contracycle wrote: Recently the World of Warcraft MMO suffered what was probably the first mass civil disobediance action in cyberspace.


Do your research. UO did it first when hundreds of naked, drunken newb character's marched on Castle British. SWG has done it more recently, with the naked-wookiee crash on Bria server. I think even CoH has had minor demonstrations. As long as EQ has been going, I'd lay money that it's happened at least once there, too. It's still entirely irrelevant to the topic, which is about the Lumpley Principle, and by extension SiS, as applied to Solo CRPGs.

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On 4/19/2005 at 4:14am, Wysardry wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Noon wrote: Wysardry, what role do you ideally imagine the GM is there for?

* Is he there, so I can play?

* Or is he there, so I can possibly learn something from his experience, as I play?

I would have to say that the first option is the most important, and the second more like "icing on the cake".

If I wanted to play, and the GM was inexperienced or ran the game strictly by the book, I would still play.

If so, would you be willing to accept a responce from the game saying 'Dude, your roleplaying sucks, I'm out of here' and the game stops running and it wont ever run again, no matter what you do. No reloads, no hacking it's files, it's walked out on you. It's stopped giving you cred. (And no, this doesn't already happen when you die in a computer game...being returned to the main menu is not an example of the computer walking away from you)

Could you come to game, fully ready to accept that?

That would depend. I would be peeved if I had paid for a game and that happened without prior warning, as I think most would.

However, if it was stated beforehand that a certain standard of play was required and/or the game was free, then I would accept it. It wouldn't be that different from being banned from an online game for inappropriate behaviour.

And that's just the first step. The next topic is asking whether that AI is going to show you anything you didn't already learn in your first few years of life. Particularly, if it's just going to parrot it's creators experiences. If a parrot can sing the words of a human song and you learn this song from hearing it, did you learn that song from the parrot?

Yes, if I learnt the song from hearing the parrot's rendition of it, then I learnt it from the parrot rather than the human. If the rendition was reasonably good, I could imagine I was hearing and/or learning it directly from the human.

I don't feel that is a very good example/test of AI capabilities though, as the same could apply to an electronic recording or two tin cans and a long length of string.

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On 4/19/2005 at 7:25am, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wolfen wrote: My final entry to this discussion, because it's degenerating into something that doesn't interest me.

Finally, and this is entirely tangential:

Do your research.

It's still entirely irrelevant to the topic, which is about the Lumpley Principle, and by extension SiS, as applied to Solo CRPGs.


And fuck you very much, sunshine.

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On 4/19/2005 at 7:32am, Domhnall wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Here is a link to an argument re: AI sentience germane to this discussion.
http://www.iep.utm.edu/c/chineser.htm

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On 4/19/2005 at 7:40am, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

pete_darby wrote: But their not negotiating with the machine: they're negotiating with the owners of the servers, maybe indirectly the designers.


Exactly so, thus reprising out own debate around whether or not the designers can speak into the shared space. The problem they faced was that the mechanical system was established without any system of appeal, and so when a serious dispute arose there was no means to address the topic other than unilaterla action. And whats more, their response demonstrated much the same "game spoiling" behaviour we associate with failed social contract. IMO, the two systems are identical.


I guess my objection is that the play space in a computer game, whether solo or MM, is objective, completely external to the players, whether physical or virtual, so players can't play without abrogating all authority to the mechanical adjudicator of the space. In a conventional RPG, or LARP, the SIS is produced by the agreed convergence of subjective mental spaces, even if aided by maps, miniatures etc.


Yes, except that the very use of maps and miniatures demonstrates that the convergence is more important than the subjective imagination of the scene. All the computerised environment does is obviate the confusion - it is as if the declarative staments of whoever controls the content can be conveyed perfectly and without any confusion to all players.

Also, remember that in standard RPG play, the written rules are actually usually used an appeal to authority ("I say this happened because the dice say it happened"), but, because the SIS is this intersection of subjective spaces, this only works if the group has agreed to abide by the dice, and that the particular interpretation of the dice roll is acceptable to the group. In a computer game, there is no possibility of negotiating any of this with the program; the shared virtual space is, in fact, wholly "owned" by the program.


Yes thats quite right. Thus, what amounts to system has taken on the roloe of defining the shared space. The role of imagination is secondary to the issue of shared access control.

Hence, my position that the LP is overstated. Its concentration on the human social contract is particular to the non-mechanised presentation of RPG at the tabletop. IMO that statement is undermined by the introduction of any mechanisation, including maps and miniatures. There is a clear and visible attempt to systematically and objectively establish the content of the shared space, which is repeatedly reinvented.

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On 4/20/2005 at 4:26am, Ron Edwards wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

This thread is closed.

Best,
Ron

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On 4/20/2005 at 4:36am, Noon wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Wysardry wrote: I would have to say that the first option is the most important, and the second more like "icing on the cake".

If I wanted to play, and the GM was inexperienced or ran the game strictly by the book, I would still play.

Thanks, that was an important question to answer. I hope it doesn't change much of your answer, but by experience I mean learning from the GM's life experience, not just how experienced he is as a GM.

So learning from the GM is a secondary goal for yourself?

What if I said learning from the GM while playing, was the primary goal? And 'just playing' wasn't even the secondary or tertiary goal.

Now you might say you are learning from the computer GM. So the next responce is also important.
Yes, if I learnt the song from hearing the parrot's rendition of it, then I learnt it from the parrot rather than the human. If the rendition was reasonably good, I could imagine I was hearing and/or learning it directly from the human.

Say the guy who taught the parrot wrote the song himself.

Would you say you still learnt the song from the parrot? It's okay if you do, that's cool. This is how I'm defining a gaming goal.

* You want to learn from the parrot.

* Another person wants to learn the song from the person who wrote the song, and is merely using the parrot merely as a medium to facilitate that end.

Both are valid goals. I think perhaps that yourself and others who have debatated with you, are arguing that only one of these goals is valid. Perhaps because everyones only seen the one goal to exist. However, there are two goals available to choose from.

Frankly I hadn't considered there to be two possible goals myself, before now. However, even the modest AI available today facilitates the first goal.

Edit: I was composing this as Ron closed the thread.

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On 4/20/2005 at 4:39am, Ron Edwards wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Hey.

It's CLOSED.

Stop posting to this thread now.

Best,
Ron

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On 4/20/2005 at 7:29am, contracycle wrote:
RE: Walt Frietag: the LP in Solo CRPGs?

Why should the thread be closed?

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