Topic: GNS Showdown
Started by: joe_llama
Started on: 3/7/2002
Board: GNS Model Discussion
On 3/7/2002 at 6:53pm, joe_llama wrote:
GNS Showdown
(This post also appears on RPG Net for a different purpose)
First, I'm supposed to use this time slot to write game design comments for Universalis and instead I'm wasting it here. My apologies, Mike. I did not forget.
You see, I was constantly bothered with this GNS issue and I couldn't tell what it was until today. Today I've read an article called "Out of Dreamland"by Jocelyn Robitaille. Now, what I'm about to say is not to criticize Jocelyn in person - it concerns the whole theory.
I admit it. I have converted to GNS-ism. It took me a month to figure out what the hell it's all about but now I'm convinced. Not only that, I believe that I have become a sort of extremist in my beliefs. I now believe that Ron's GNS essay just puts things in nice and politically-correct words.
Ron says (at least, my impression of what he says): "There are three types of RPG's - Gamism, Simulationsim and Narrativism". I say: "There are three types of games which use role-playing as a major element". There is no such a thing as a 'role playing game' - it is a historical error born from the transition from one type of game to another through the same media. The 'Transactional perspective' given in the Jocelyn's article is exactly the wrong way to go with it.
I mean, Diplomacy an Risk are both 'world-war' boardgames. Does it mean they are the same? Hell no. And anyone who ever played both knows how incredibly diferent they are. After reading Christopher Kubasik's reply on RPG Net it became clear to me - role playing is just a game element, nothing more. Maybe this is why Ron has such a hard time explaining people his theory. Maybe his first words should be: "You have three games. All are wrongfully named RPG's". If someone would say that Monopoly and Clue are boardgames would you say they are the same thing? OK, so they both have a board, pawns and dice, so what? And what about Poker and Bridge? "Of course, they're card games and all card games should be treated the same way". This is wrong.
You have games. Game is defined (by Oxford) as: 'form of play or sport with rules'. That's all there is to it. Each game has different rules and uses different elements to convey different feelings and challenges. Maybe we should all discuss game design theory in general, and not just for 'role playing games'. The GNS article started studying many aspects of game design but it never got further than that. Ron is busy all the time 'defending' his theory when all he's trying to say is: "hey people, before you design a game you have to know what its goal is". That's what GNS is all about - it shows three types of games with totally different goals. And any theory should work with all games in general, not just RPG's. I now understand what Jared A. Sorensen meant when he started the thread 'why your game sucks' over at RPG Net. I've kept that thread because I knew it was talking about the most important thing in games - proper perspective of design.
If it was all up to me, I'd change GNS into completely sepreate games:
Gamism - Adventure Games (historical reasons)
Simulationism - Exploration Games (practical reasons)
Narrativism - Storytelling/Storymaking/etc Games (goal-driven reasons)
I wish that people could see this clearly with RPG's. We have no problem when it's a 'board game' 'card game' or 'ball game'. Why do we have this issue with 'role playing game'? Couldn't it be obvious that role playing is just a game element and not a game goal?
This is why 'universal' or 'generic' GNS RPG's could never work. This is why 'Transactional perspective' wouldn't work. You can't use role playing as an anchor for game design - it is an element. Just like you can't interest Bridge players with Poker just because it's a card game. This isn't an issue of Color or Setting or flavor or style - it's about the objective of the game. "To tell a story" is a very different goal from "To pretend you're someone else" or "To be a hero and defeat a villain".
In addition, GM is not a requisite in RPG's. Game Master is an element. You don't NEED a GM in RPG's. It seems to me that Jocelyn accepts GM as an inseperate part of the game. Although I can't quote this from anywhere, but Ron also seems to ignore this issue (my apologies if otherwise).
There is an old article called "I have no words & I must design" by Greg Costikyan. It addresses everything I talked about in the right proportions. When I read it now, I feel so stupid the way I used to treat it as 'just another interesting article for my archive' - this article is THE article all game designers should look at. The next time I design a game I'm going to hear in my head two things:
1. Jared telling me: "Dammit Joe, you're a game designer, not a politician!" and
2. Greg telling me: "Design your game without prejudice".
Maybe I'm barking up the wrong tree here. Maybe I don't know what the hell I'm talking about. This post does not come from my head - it's from my heart. It's the way I feel things should be and my intuition tells me that other dissatisfied gamers exist becaue of the same issues I mentioned above.
With utmost respect to all the people mentioned in this post,
Joe Llama
On 3/7/2002 at 7:57pm, J B Bell wrote:
RE: GNS Showdown
Well, Joe, however from the heart your post was, I'd say it's dead-bang on the mark. I think you are beginning to tease apart game elements that have been unduly glued together for far too long.
Something that's been incubating in my mind is the interesting motility of tools originally thought to be Narrativist, especially Author Stance and Director Stance, and systems for explicitly handling those stances. These turn out to work just dandy in Gamism, as the Donjon tour de force has been demonstrating in actual play time and time again.
This says to me that much of the resistance to "narrativism" as such, and to the GNS model more generally, actually stems from people's acute discomfort with not understanding those tools that actually are portable across modes. I imagine that as these theories gain acceptance, there will be less of "I'm a Gamist" and more of "I like games with a lot of role-playing expressed through Actor and Director stances, and wagering systems to drive those things really float my boat. I don't like being the ref. too much, though, so I prefer if there's a person designated with that role." Bam. That describes preferences in a very clear way that pegs the speaker as Gamist, but the use of the very broad term is not really necessary.
I certainly look forward to gaming in heaven, where these things aren't an issue. :-P
--TQuid
P.S. I think identifying role-playing as a game element is brilliant, and while someone may have mentioned it before, pointing it up as being critically important in thinking about general game design has far-reaching consequences.
On 3/7/2002 at 9:57pm, Le Joueur wrote:
RE: GNS Showdown
joe_llama wrote: Ron says (at least, my impression of what he says): "There are three types of RPG's - Gamism, Simulationsim and Narrativism". I say: "There are three types of games which use role-playing as a major element".
Ahem, sorry if this sounds to critical, but I think I hear some babies going out with the bathwater.
joe_llama wrote: If it was all up to me, I'd change GNS into completely separate games:
Gamism - Adventure Games (historical reasons)
Simulationism - Exploration Games (practical reasons)
Narrativism - Storytelling/Storymaking/etc Games (goal-driven reasons)
Yep; those babies would be all the 'abashedly whatever' games and any kind of Transitional games (like mine, Scattershot).
joe_llama wrote: Maybe I'm barking up the wrong tree here. Maybe I don't know what the hell I'm talking about. This post does not come from my head - it's from my heart. It's the way I feel things should be and my intuition tells me that other dissatisfied gamers exist becaue of the same issues I mentioned above.
Probably not the wrong tree, but it sounds like you might be barking a little too far out on one of its limbs. Please don't take this as personal criticism (as might be expected from an 'attack on your heart'). I have read the RPG.net thread, all the cited articles, as well as a lot of Ron's writing on the subject, and frankly I'm mystified by what the problem here is.
I think the main point that Jocelyn Robitaille missed is that, as quite clearly stated in the GNS essay, GNS is a diagnostic tool (which is actually my main problem with it). It's only for when things don't work! Jocelyn Robitaille's 'rebuttal' is clearly about making something that works...work (ultimately pointless unless you exaggerate the idea that the gamemaster may only have fun being slave to the players).
Surprisingly, I personally share at least passing agreement with, of all people, eyebeams. Only passingly, while I do agree that modal narrow-focus games will probably have likewise narrow audiences, I don't think his understanding of Ron's opinion on 'genre' is even close. Nor do I agree that a focused game is such that it will 'force' coherency, but that all owes back to the missed point that the GNS is for diagnosis of problems.
I take issue on your point here because you are basically invalidating my design (and all of eyebeams' "big sloppy systems"), Transitional games like mine clearly aren't one of your "three types."
As a matter of fact, I reached an epiphany last night about Scattershot's mechanix. I used to be somewhat upset that no one seemed to think they were worthwhile. It finally occured to me that that was exactly the reaction I should have expected. In order to make a game that can Transition to any mode of play, the mechanics (the part that would not change as the play mode is altered) should ultimately be 'abashedly everything.' What this means is that I can't write the mechanics to promote any mode of play, they must, by nature of Transition, get out of everyone's way.
This means they most definitely should not be focused, nor should they promote any mode of play. Obviously, therefore, they should fail to please anyone. In that, I believe I have succeeded.
(As a side note, as I began to work on the 'techniques' for Scattershot, two things happened: the farther I went the more I could tell that I needed to be able to refer to the 'current point of Transition' and I got both the influenza and a sinus infection. Some time soon, I plan to offer a 'position of Transition' thesis; when? I'm not sure.)
Fang Langford
On 3/7/2002 at 9:59pm, Seth L. Blumberg wrote:
RE: GNS Showdown
Totally off-topic, but I can't resist.
Reading the Costikyan essay, I was struck by the crushing irony in the following words:
Or take Star Wars: The Roleplaying Game, which I designed. I could have taken Gygax & Arneson's Dungeons & Dragons and changed it around, calling swords blasters and the like.
On 3/8/2002 at 2:35am, joe_llama wrote:
RE: GNS Showdown
No no no! This is going the wrong way.
Forget about the three GNS renamings. And I don't give a rat's ass about GNS theory or any other theory for that matter. Forget about theory. Forget about everything. Let's talk 'practical'.
You have a game. A game has rules. Rules tell you how to play the game. The rules force players to make decisions. These decisions will eventually lead players to some sort of goal. ANY goal. 'Having fun' is NOT a legitimate goal. All games are about having fun.
Poker is about having fun. Football is about having fun. Monopoly is about having fun. Vampire is about having fun. WYRD is about having fun. Snooker is about having fun. Scrabble is about having fun. Quake is about having fun. Golf is about having fun (although not my kind of fun).
A game has a goal. The rules are there to make the achievement of the goal interesting and challenging. 'Having fun' is the product of the game. I dare you to show me one game that isn't about 'having fun' (and I'm not talking about personal opinion). OK, professional Basketball players are doing it for the money but I'll be damned if they don't like playing it.
Just to be clear, we are talking about ALL games, not just RPG's. And here's the point: There is no such thing as an RPG. Not then, not now, not in a million years. Role playing games are not special and it doesn't take a special kind of people to play them. All of you folks having a hard time finding players - let it be known that you are treading down a doomed path set for you by people in the past.
Games are composed of elements. ALL games. One example of such an element is fortune (dice rolling, card drawing, etc). Another example of such an element is ROLE PLAYING. Don't take my word for it. Role play by definiton (Oxford again) is an 'activity in which a person acts a part'. This means specificly the element of being 'in character' sometimes called Avatarism. Is that all that you do when you play an RPG? Of course not, there are other elements involved. I dare you to show me one game that has only a 'role playing' element. That game could truly be called 'role playing game'.
When people say 'board game' they really mean 'a game in which the board is the most obvious part of the game'. When people say 'card game' they mean 'a game in which cards are the most obvious part in the game'. When people say 'role playing game' they SHOULD mean 'a game in which role playing is the most obvious part of the game'. The fun is over. We can all go to our homes now. RPG's are dead.
It's a wrong use of words. There are no game categories or types. The catogries are just there for convenience. If there are no categories, there is no such thing as a 'transitional' game. Each and every game is a stand-alone. It is unique and cannot be categorized. However, you can recognize the elements which compose a game. If you make an index of the games you know, you can categorize them diffrently every time. No wonder that every time I was looking for a game in some inetrnet index, I would find it under more than one category. Poker and Bridge are under 'cards', but Poker is also under 'Gambling' together with Craps.
Categories are CONVENIENT. They mean a lot to gamer who looks for a specific element. It means nothing to the game designer. You will never catch me again designing a Sim or Nar game because I really don't believe in them. You WILL find me designing games with fortune elements, diplomacy elements, and role playing elements. They will NEVER be called RPG's or any other faulty name. When you read the manual it will simply say: "The game objective is..." or "The goal of the game is..." and never will these blanks be filled with the words "about having fun". Becaue ulitmately, ALL games have a goal.
If your game has no goal then it's not a game. It's a toy. It's a toolkit. My first posts here at the Forge dealt with a system I built called Triad. I liked Triad very much but as a game it was crap. You could play G, N or S with it any way you like. But it was no game - it was a tool for creating games. You had to add something to make it a game - you needed a goal. If Scattershot is anything like it then it's not a game either. This is nothing personal either, I happen to read some very interesting concepts that are in Scattershot. I have to admit they intrigue me. I want to know more about Scattershot. But if it has no goal then it's not a game. Sorry. I'd argue this till my fingers drop.
So what does this all mean? It means that you people should start designing games and stop designing RPG's. You want to include 'role playing' elements? That's cool. But treat it as equal regarding other elements in your game. And of course your game should have a goal, no matter what. It could be 'to tell stories' or 'to simulate a cyberpunk reality'. There are countless goals, all you have to do is pick one.
And if you wanna talk game design theory, do it properly. You have two issues: goals and game elements. Ron's GNS model is an attempt to identify game elements in general. It got mixed up with game goals and categories on the way but his intention was good. There is a lot more to find out about goals and elements and there's no reason to stop looking for such knowledge. You can bash the model all you want or start doing something constructive like identifying game elements (I'm not sure Greg Costikyan covered it all) and looking for new exciting goals for games.
Stop whining about 'the right to choose my way of doing things' or 'the freedom of transition'. This is not politics. These are games, for crying out loud. They have rules to provide challenge and excitement, not just structure. Structure alone gives you a tool. Photoshop let's you process all kinds of images but it's not a game. Quake Worldbuilder let's you create enitre games for Quake but it's not a game on its own. If there was a worldbuilding contest then it would be a game. You have a goal - to win the contest. In short, the central issue of game design is the goal of the game. All rules of the game lead to that goal. Anything else is redundant.
So far I have seen one person actually following this standard and his name is Jared A. Sorensen. You want a lesson in game design, you go see his works and then you'll know what I mean. If only he would share his wisdom with us...
With respect,
Joe Llama
On 3/8/2002 at 4:30am, C. Edwards wrote:
RE: GNS Showdown
So what you are saying Joe is that:
1) To be a game, a given system (set of rules) must have a stated goal that is unavoidably achieved by following said system.
Example: Sorceror has the stated goal of exploring its Premise (simplified=You're a guy with a demon). Monopoly has the stated goal of attempting to be the "winner" by driving your opponents out of business (bankrupting them). Both of these are games not because the system makes their stated goals possible but because the system makes the stated goals unavoidable.
2)An entity that fell outside the above definition by not having its goal inherently designed into the system would be considered a mechanic. A tool to be used in the achievment of a goal decided upon by the players.
Example: Candy Land is played, whereas The Pool is utilized as a mechanic in pursuit of a goal decided by the players.
Sounds reasonable to me. Hmm, what does that say about GURPS then (just to propagate GURPS comparisons)? This is where my head starts to hurt....
Edited in: I think I've answered my own question. GURPS and The Pool are both in the same boat. One is a simulationist mechanic and the other is a narratavist mechanic. I don't think system exploration is valid as a stated goal for a game.
On 3/8/2002 at 9:42am, joe_llama wrote:
RE: GNS Showdown
thickenergy wrote: 1) To be a game, a given system (set of rules) must have a stated goal that is unavoidably achieved by following said system.
Correcto mondo! The end rsult of every game (discluding 'RPG's' for the moment) I know has an identifyable goal. Does it make the game narrow? To some extent, but not really. When you play CoC (including back 'RPG's'), everyone is supposed to be dead or insane in the end. When you play Bridge the dynamics are endless. Having a goal is not a bad thing.
thickenergy wrote: 2)An entity that fell outside the above definition by not having its goal inherently designed into the system would be considered a mechanic. A tool to be used in the achievment of a goal decided upon by the players.
Yes! More on that in the article by Greg Costikyan mentioned in the first post.
thickenergy wrote: Example: Candy Land is played, whereas The Pool is utilized as a mechanic in pursuit of a goal decided by the players.
I'm not entirely sure myself, but I think you're right. However, if the goal of The Pool is 'to tell stories' than one must figure out what would count as a 'valid' goal.
thickenergy wrote: I think I've answered my own question. GURPS and The Pool are both in the same boat. One is a simulationist mechanic and the other is a narratavist mechanic.
Yes, Gurps and The Pool are tools but they are NOT to be categorized as above. Sim and Nar are categories based on the GOAL of original games which shared the common element of 'role playing'. I'd say they are both systems that provide different game elements which focus different issues.
In addition, James V. West (who never ceases to surprise me) DID put this in the game intrduction:
In The Pool James wrote: The Pool by itself is merely a system; an idea for a way to play a game. If you like the concept, apply it to your favorite setting and see how it goes. I can't promise it will work wonders for all genres or types of settings. No game can do that. What The Pool was designed to do was to support a dramatic style of gaming that is very story-driven and very emergent in nature. I hope it does that.
thickenergy wrote: I don't think system exploration is valid as a stated goal for a game.
I think it is too early to answer that thought. However, we have a very interesting issue going on here. If Gurps is a system that explores itself, isn't it stuck in some kind of loop? Self-exploring systems is a vast issue in Mathematics and (to make a long story short) its conclusion is that such a thing is incomplete (a la Godel). Could this mean that all 'generic' systems are doomed to incompleteness by mathematical definition? Even if this is so, it is stepping out of game design and going into fancy shmancy philosophizing so let's just drop this last subject.
I think people are starting to get this. Ironically, this 'new' and 'unorthodox' perspective that we're dealing with here is something that is more simple and practical than the usual high-level philosophical academical babble we are used to seeing ("dice mechanics reflect quantum duality with sociobiological implications on both receiver and creator... [continue technobabble]" ) or the political crap we got used to feeding others and eating it ourselves ("Games are all about fun and in the end it doesn't really matter which way you go with it").
Games have goals. Games have rules. Games are made of elements with role playing being just one example. Any other design that discludes any of the above is cool and everything, but is not a game.
With respect,
Joe Llama
On 3/8/2002 at 10:49am, contracycle wrote:
RE: GNS Showdown
joe_llama wrote:
You have a game. A game has rules. Rules tell you how to play the game. The rules force players to make decisions. These decisions will eventually lead players to some sort of goal. ANY goal. 'Having fun' is NOT a legitimate goal. All games are about having fun.
Are they? Depends what you think a "game" is, dunnit? Is there a distinction between a "game" and a "sport", say? What about a conversation - most people don't think this would constitute a game, but its been demonstrated (to my satisfaction anyway) that many conversations can be considered "games", including by use of the definition offered above.
A game has a goal. The rules are there to make the achievement of the goal interesting and challenging. 'Having fun' is the product of the game. I dare you to show me one game that isn't about 'having fun' (and I'm not talking about personal opinion). OK, professional Basketball players are doing it for the money but I'll be damned if they don't like playing it.
No - the rules are NOT there to make the game fun; the fun is the positive reward administered to the player for their participation. Rules are their to regulate behaviour - to impose a value system on player behaviour which produces a mandated outcome. The purpose of the game is to achieve that outrcome - whether or not the participants have fun is entirely incidental (at least; to the game structure - it may not be so to the game designer).
Just to be clear, we are talking about ALL games, not just RPG's. And here's the point: There is no such thing as an RPG. Not then, not now, not in a
Quite right. Hide and Seek is a game, which has rules. None of the rules address, or can address, whether the participants are having fun - it emrely provides them with an architecture in which the fun arises from their own behaviour and interactions.
It's a wrong use of words. There are no game categories or types. The catogries are just there for convenience. If there are no categories, there is no such thing as a 'transitional' game. Each and
Wrong. Take the distinction between diplomacy and Risk. They have extremely distinct mechnanics, one fortune and one karma. This produces different player behaviours; the processed experience of the karma-heavy game is sufficiently distinct from processed experience of the fortune heavy game, and as a result the two structures appeal to distinct audiences. Probably overlapping audiences, but in most peoples experience, getting tired of one of these games, say, would not necessarily imply being bored of the other; nor does liking one stand in opposition to disliking the other. Their mechanics are different, which means player behaviour is different, which produces different analyses and valuations of them as entertainments.
Role-playing is a VERY distinct form. For example, the famous Stanford experiment into mechanically reproducing the brutalisation of prisoners simply by legitimising "appropriate behavior" as roleplay. I saw a play a few years ago which used roleplay as an explicit device to engage the audiences suspension of disbelief (partly becuase the audience was more likely to identify with the played character than the actors chartacter) - and not only did it work, it probably worked better for it. Again, look at what we do physically: the entire process is conducted as a form of communictaion, person to person in a small environment. Are we not using, primarily, the same tools as the hypnotist - eyes and voice? Huge quantities of information are exchanged unconsciously between humans, and the material presence (or absence) of other humans has an incredibly powerful effect on our psychology, frex the stockholm syndrome, or the predictable methods employed by armies the world over for the indoctrination of their troops*. As a method, a physical form, RPG is quite distinct from many, many games, and it is IMO ridiculous to lump them all under one undifferentiated category "game". That tells you nothing and allows you to do nothing.
I'm not sure where Jocelyns influences originate, but the use of "transactional" may be an allusion to transactional analysis, which most certainly does exploit a model of game-based human behaviour to examine human interactions. Various "strokes" are administered from participant to participant; these are the "currency" of the game quite regardless of its actual form (like, potentially, a conversation). "Fun" in games is a stroke, or more accurately the subjective experience of such strokes.
Furthermore, "Fun" is a uselessly non-differentiated; is it not obvious, given the varieties of explicitly entertainment-aimed games, that people have substantially significant opinions and what kind of activities are fun? Rodeo riding has rules, probably like basketball, people start out 'cos its fun to them - but can we not recognises that this is a substantially different TYPE of fun to that of the RPG?
IMO, this thread misses hug chunks of Jocelyns argument. It repeatedly says that the GNS is valuable; I don't think think it was meant in a highly ciritical manner (not by my reading anyway). But I think the concerns expressed are substantiually correct: the GNS model is an idealised abstraction of what actually happens, and there is the danger of using the ideal model INSTEAD of the reality. I too think that Rons insistence of the coherency of GNS in real play is misplaced; hence I have explicitly asked questions about differentiated and unbalanced social contracts. We can use ideal models as thought experiments, but it is sometimes very dangerous to apply the conclusions of those experiments "in the field".
If your game has no goal then it's not a game. It's a toy. It's a toolkit. My first posts here at the
Thats fine. People play games with toys, and with many things that are not toys.
* (I considered mentioning this in the recent Horror thread; I do NOT want to evoke a genuine horror experience for the players, and contrary to many of the efforts I see, I think it is Too Easy rather than Too Hard. I actively avoid it.)
On 3/8/2002 at 11:01am, contracycle wrote:
RE: GNS Showdown
joe_llama wrote:
I think people are starting to get this. Ironically, this 'new' and 'unorthodox' perspective that we're dealing with here is something that is more simple and practical than the usual high-level
Or, less simple and practical, as you have abandoned any form of constructive analysis.
On 3/8/2002 at 1:07pm, joe_llama wrote:
RE: GNS Showdown
contracycle wrote: Depends what you think a "game" is, dunnit? Is there a distinction between a "game" and a "sport", say?
Not really. A bit more sweat, I suppose.
contracycle wrote: What about a conversation - most people don't think this would constitute a game, but its been demonstrated (to my satisfaction anyway) that many conversations can be considered "games", including by use of the definition offered above.
Very true. They also came up with a name for it - it's called Game Theory. Pretty neat, ha? (I'm referring to conversattion as part of a strategy, as an element in a larger game. More on that later).
contracycle wrote: No - the rules are NOT there to make the game fun; the fun is the positive reward administered to the player for their participation.
That's why I wrote: "Having fun" is the product of the game. I believe we agree on this point.
contracycle wrote: The purpose of the game is to achieve that outrcome - whether or not the participants have fun is entirely incidental.
That's why I wrote: The central issue of game design is the goal of the game. All rules of the game lead to that goal. Anything else is redundant. Again, I believe we agree on this point.
You are on my side, Contracycle: Fun is a byproduct and not a goal.
contracycle wrote: Wrong. Take the distinction between diplomacy and Risk. They have extremely distinct mechnanics, one fortune and one karma. This produces different player behaviours; the processed experience of the karma-heavy game is sufficiently distinct from processed experience of the fortune heavy game, and as a result the two structures appeal to distinct audiences. Probably overlapping audiences, but in most peoples experience, getting tired of one of these games, say, would not necessarily imply being bored of the other; nor does liking one stand in opposition to disliking the other. Their mechanics are different, which means player behaviour is different, which produces different analyses and valuations of them as entertainments.
That's why I wrote: Diplomacy an Risk are both 'world-war' boardgames. Does it mean they are the same? Hell no. And anyone who ever played both knows how incredibly diferent they are.
And: Categories are CONVENIENT. They mean a lot to a gamer who looks for a specific element.
You could have a 'board' enthusiast who likes to play any game that has a board in it. You could have a 'politics' enthusiast who likes to play any game where diplomacy and manipulation are the main elements. Both could possibly play Diplomacy and enjoy but they will go in seperate ways when it comes to Risk. This is us agreeing again. The 'overlapping audience' likes to play the same game for different reasons. But if they fail to agree on the same goal, then the game is doomed. If you like playing Hero Quest for the sake of the story and I just like playing it for the cool characers, we will eventually find it hard to get along. Our goals are different - the game will split two ways. Heck, I might like playing it your way but then I've changed my goal, didn't I?
contracycle wrote: Role-playing is a VERY distinct form. For example...
I agree with you. If you don't mind I'll take it even a step further. You are playing a game RIGHT NOW.
Overall goals:
1. To survive
2. To maintain the existence of your 'type' by reproducing.
Rules of the game: Too many to count here.
Elements used during the game: diplomacy, role playing, socializing, simulation, and many others still uncovered.
The name of the game is LIFE. WHY do we play it? Hell if I know. I just follow the rules whether I like it or not. You wanna quit? Find a cliff, a bottle of cyanide or wait around a hundred years. Game over.
We like playing games because they are good practice. That's why humans play games. That's why dogs play games. Why do some things provide an enjoyable experience and others don't? What is enjoyment anyway? Too high for me.
What's important is this: A game has a goal. To reach the goal you must use the rules. Fun is a byproduct of the game. Other things produce pleasure in life (like food, sex, etc) but that pleasure is a byproduct and NOT the goal.
Jokes and drugs produce pleasure alone. How come? It's because humans have found a way to bypass their own system and trick themselves into pleasure. That's the amazing thing with humans - they have a brain that includes many brilliant tools to handle the game of LIFE and to such extent that these tools come in conflict with each other and create anomalies. Take suicide, for example. This is breaking the rules (at least from an individual's POV, maybe there's a higher goal to it in society).
contracycle wrote: As a method, a physical form, RPG is quite distinct from many, many games, and it is IMO ridiculous to lump them all under one undifferentiated category "game". That tells you nothing and allows you to do nothing.
OK, let me put it this way. When people say: "RPG's are unique in that they give you this freedom of imaganiation and all" they are falling into a very clever mousetrap. They THINK they are free but they're actually trapped in the term 'role playing games'. Their freedom is limited in its use to just one element out of many others. What I'm saying is: "Get out of the box. You have games and they're made of elements, with role playing on the list too, but these elements are not your goal".
We do "lump" all games under the big "game" category, but we also do another thing: we try to identify the elements which compose games in general and give structure to such things. That is what Greg's article and Ron's GNS model STARTED doing, but this job is far from being finished. It is OUR job as game designers to map the elements so that everyone will have an easier time designing games in the future (including ourselves).
If you stick to the traditional definition of 'role playing game' then you are going down the path of doom. Forvever you will be in struggle with yourself and your environment. This attempt to make a niche out of RPG's is wrong. It has become a cult. It is a (strange) status symbol to play these games. It is the source of the undeniable elitism spoken of gamers worldwide (and gamers speaking about themeselves, too). You have 'factions' within the RPG scene. And those 'factions' further divide into smaller 'sub-factions'. All of this because there really are no 'types' of role playing games. There are types of elements that make up a game. There is room for investigation as to the nature and quality of each element. Making 'role playing' into a game gives you LESS freedom of design and play. You are treating one and only one element in the design.
In practice, all 'RPG's' have more than just the role playing element, but they are never treated equally as such. Fortune and diplomacy are rather loose elements but role playing is sacred. This is NOT the way to make a game. You first identify your goal, then you put in elements that are NECESSERY to reach the goal. All else is redundant.
Frex, if Mike wants to make a game, the first question he should ask himself is: 'What is the goal/objective of the game?'. Once he answers that, he identifies the elements that are most beneficial to the goal he wishes to express.
Here's an alternative: Mike thinks about a cool idea and uncovers the elments and goals on the way. Say he wants to make a medieval game with kings and heavy armors. He needs to choose his ways to express he idea he has. If Mike's picture is that of a battlefields and smart decisions, he will use strategic elements. If Mike's picture is that of intrigue and corruption he could use diplomacy and role playing elements. In the end, the game might have six diplomacy elements, four role playing elements and two fortune elements. Maybe the game will have boards and cards and dice and pawns and chracter sheets. So what is its category? Nothing. But as a gamer you'd be able to recognize the elements you like in the game and those that you don't.
Not to forget, Mike needs a goal for his game. It could be 'to win the battle' or 'to tell a tragic tale' or 'to earn a bigger share through manipulation and intrigue'. And the game elements MUST support the game or else the game will NOT deliver the goal.
This is the same issue with Premise that Ron is trying to explain all the time on the verge of a nervous breakdown. The goal of his 'narrative' games is to express a certain emotion or condition, to bring up a conflict that concerns humans and resolve it. It has a special feeling that other games might not want to express. If your goal is to create an emotional story than this 'narrative' element is a MUST. If not, go look for other elements that will best express your game.
contracycle wrote: Thats fine. People play games with toys, and with many things that are not toys.
Oh so very true. But people lack the courage to admit their creation is not a game. More specificly, people are afraid to let go of the 'old' term of RPG and open to this 'new' concept of games having goals and elements (in fact, it's the other way around - the 'old' and 'new', that is). Do you think Fang would admit that his game is not a game but a toy? You think he would like us to call his creation a toy, with all negative meanings of the word running around in his head? I bet he's preparing a huge flame as we speak to burn this thread completely. People fear of being mocked and degraded. "I'm not a low level scum. I'm grade A, baby! I'm the real thing! I'm gonna make a game that will change the world!".
Unfortuantely, this is all a big misunderstanding. No one is trying to degrade anyone. Fang is high on my list as one of the most talented designers out there. But he's not making a game. He's making a toolkit FOR games. Is it that bad? On the contrary. With a tool such as Scattershot games could reach high and far. But it's not a game.
Again: Games have a goal. The goal is reached through the use of rules. The rules are elements of the game. All elements support the goal of the game. All else is redundant. ('Resistance is futile' :)
With respect,
Joe Llama
ps - I realize I'm a bit emotional in my replies. My sincere apologies if anyone is personally hurt by my words and I will make my apology public if asked to.
On 3/8/2002 at 3:41pm, Le Joueur wrote:
From a toymaker:
Hi Joe!
First I want you to know, I haven't seen anything offensive so far; just a lot of oversimplification. That was what I wanted to highlight; I never took offense.
For example you started off with:
joe_llama wrote: I admit it. I have converted to GNS-ism. It took me a month to figure out what the hell it's all about but now I'm convinced. Not only that, I believe that I have become a sort of extremist in my beliefs. I now believe that Ron's GNS essay just puts things in nice and politically-correct words....and...
joe_llama wrote: If it was all up to me, I'd change GNS into completely separate games:
Gamism - Adventure Games (historical reasons)
Simulationism - Exploration Games (practical reasons)
Narrativism - Storytelling/Storymaking/etc Games (goal-driven reasons)
I'd call that an oversimplification. As I said, it cuts out a lot of things that have a "role-playing element."
But just about as quickly, I see you posting what appears to be a complete turnaround:
joe_llama wrote: Forget about the three GNS renamings. And I don't give a rat's ass about GNS theory or any other theory for that matter.
What I need to know in order to respond is which is it? Are you a GNS convert or have you disposed of it? Have we witnessed an epiphany?
Personally, I'm neither for nor against the GNS, Ron has gone to great lengths to point out that it is a device he uses to diagnose problems, problems with a gamer's fun, problems with a game's design, problems with a game's application, but only for problems. If something works, it pretty much has nothing to do with the GNS. (That's why I have little use for it; Scattershot is not to the point where it could even have problems – not being done and all – and in it I need to explain how to play – not fix – role-playing games.)
joe_llama wrote: There are no game categories or types. The categories are just there for convenience. If there are no categories, there is no such thing as a 'transitional' game. Each and every game is a stand-alone.
Now that's a gross oversimplification. Ever play Klondike (a form of one-deck solitaire)? Did you play one-card draw or three-card draw? Both are valid forms of the same game. These are not house rules; they are 'legal' permutations of the same game (and if you want to argue that they are separate "stand-alone" games, I'm not going to bother to dignify it with a response). Transition is nothing more than the same mechanism employed to change from one to three-card draw in Klondike.
I have been using "Transitional" as a term around here to prevent arguments over Scattershot's GNS focus, nothing more. This gross over-simplification flies in the face of such discussion, but I can't respond until I know whether you think all games with "role-playing elements" fit neatly into three categories or not.
joe_llama wrote: You will never catch me again designing a Sim or Nar game because I really don't believe in them.
I feel the same way. That's why I waited until I had established the "Transitional" terminology before I submitted any of the specifics about Scattershot. It really has prevented a lot of pointless arguments.
joe_llama wrote: If Scattershot is anything like it then it's not a game either. This is nothing personal either, I happen to read some very interesting concepts that are in Scattershot. I have to admit they intrigue me. I want to know more about Scattershot. But if it has no goal then it's not a game.
You are exactly correct. As a matter of fact, Scattershot's design benefits a great deal from the fact that one of the extractions from it becomes a personal melee card game (and that's how I brought traditional game theory into the design).
Later you write:
joe_llama wrote: Categories are CONVENIENT. They mean a lot to a gamer who looks for a specific element.and
joe_llama wrote: All of this because there really are no 'types' of role playing games.
Again, you raise the specter of oversimplification. I am still in the dark about your current feelings about the GNS.
joe_llama wrote:contracycle wrote: Thats fine. People play games with toys, and with many things that are not toys.
Oh so very true. But people lack the courage to admit their creation is not a game. More specificly, people are afraid to let go of the 'old' term of RPG and open to this 'new' concept of games having goals and elements (in fact, it's the other way around - the 'old' and 'new', that is). Do you think Fang would admit that his game is not a game but a toy?
Actually, I have been waging a quiet war to convince people of exactly this fact. I happen to have gotten the original Interactive Fiction issue that carried Greg Costikyan's article; I Have No Words & I Must Design. What he wrote about Will Wright's ideas about his Sim City completely changed how I looked at role-playing game design. Ever since that time, I have looked at the Scattershot part of what I am doing as exactly a toy. (But try floating that idea around here, sheesh. If I "let go of the old term," there aren't any people around to discuss Scattershot with. Think of it as a marketing ploy; I'm selling a toy to role-playing gamers.)
joe_llama wrote: You think he would like us to call his creation a toy, with all negative meanings of the word running around in his head? I bet he's preparing a huge flame as we speak to burn this thread completely.
Sorry, to disappoint. (Um, what "negative meanings?") To me, Scattershot is a toy. Scattershot presents: Universe Six, the World of the Modern Fantastic is a (superhero) game played with that toy. (I always felt one of the failings of the design of GURPS was that they didn't conceive of the core system as a toy, but I digress.)
joe_llama wrote: Unfortunately, this is all a big misunderstanding. No one is trying to degrade anyone. Fang is high on my list as one of the most talented designers out there. But he's not making a game. He's making a toolkit FOR games. Is it that bad? On the contrary, with a tool such as Scattershot games could reach high and far. But it's not a game.
That's right, it's a toolkit I plan to make games with.
Thanks for clarifying things for everyone. I hope people come to understand and respect your idea, because I haven't had much luck saying the same things here.
Fang Langford
On 3/8/2002 at 3:47pm, Bankuei wrote:
RE: GNS Showdown
Joe, you have just summed up what I was trying to express in my old thread when I first posted up here at the Forge(Gaming goals? ack can't remember it now). Every game has a goal. Sometimes you create the goal for each game, but that is part of it being a game. You can have fun without a game(see a movie, hang out, read a book), but a game is something different. You can have a ball, but once you decide you want to see how far you can throw the ball, how many times you can drop it into a hole, or hit someone with it, you have a goal, and, a game.
Plus, I'm glad to hear I'm not the only one who can't stand people getting too serious about theory. Yes, let's understand how things work. But more importantly, let's play. Maybe other folks have fun arguing, discussing, etc. I want to play games. That's why I came here. You guys make great games with great ideas. Let's put'em to use.
:)
Chris
On 3/8/2002 at 10:54pm, Mike Holmes wrote:
RE: GNS Showdown
Wow, missing my oxygen again or something.
OK, some games are actually toys. Or something like that. Uh, what do I do differently, now? How was I trapped before? Universalis falls into the toy category, I'll bet. Was the problem that I was just deluded when agreeing to label it a game? Perhaps I should try communicating the concepts of the game in a non-written fashion. Ah, whatever method I use, I'm sure my particular biases will be translated, somehow. Guess I'm screwed.
Or, I'm really missing the point of this whole thread. Um, does it have one? Funny, I thought that GNS was about goals. Seems like it to me.
One can carefully analyze games and play them, Chris; the first does nothing to harm the second that I can see. I intend to play Dunjon, Universalis, Dead Meat, 2PAM, and Geek Season this weekend. I'll let you in on a secret, I only wrote so much on The Forge because I can get away with that at work, but I can't play here. Not that I ever have enough particiapants to play all my games; I'd always have some time to post about these things. I guess I find them interesting, or something. And, Ron, King o analysis doesn't seem to have a lack of playing time.
The more I analyze, the more I want to play to test practicalities. Yes, this stuf is all theory. But theory that I, at least, have found very useful in a practical sense from design to actual play. What should we do instead, here at The Forge? Do you doubt my testimony? Well, what can I say to that?
If you're not interested, then why do you read it? Methinks that some here doth protest o'ermuch. Does Clinton have his shotgun to your head again, Chris? Well, I can't let one terrorist prevent me from doing what I feel is valuable research.
Deconstructionists begone!
OK, forgive the silly tone, but there seem to be a lot of words here that just aren't going anywhere. Maybe I am just dumb.
Mike
On 3/8/2002 at 11:03pm, joe_llama wrote:
RE: GNS Showdown
Le Joueur wrote: I'd call that an oversimplification. As I said, it cuts out a lot of things that have a "role-playing element."
Exactly. The goal of these games is not "role playing". The new names I gave represent the true goals of these games. I refer to them by goal and not by element. In addition, I didn't put too much effort in choosing these names so they are probably incorrect and somewhat misleading. They were just an example to the type of change needed in this field. We need to change our way of thinking. We are stuck in the past. We are stuck with wrong concepts which we keep arguing about.
Le Joueur wrote: What I need to know in order to respond is which is it? Are you a GNS convert or have you disposed of it? Have we witnessed an epiphany?
I'm beyond GNS :)
Really, what I mean is the GNS model has some pretty ineteresting points on game elements but the view is too narrow. It's too focused on the so called 'role playing games'. I mention this again - there is no such thing! Games are catalogued by people. People tend to overemphasize a certain game element to their like/dislike. So in a way I'm the biggest fan of GNS but would never support or encourage its principles.
Confusing, you say? OK, here's the blunt version: The GNS model is on to something but it got stuck in the middle. We need to let go of the 'old skool' term of 'RPG game design' and start dealing with 'game design'. Role playing is cool. I love it. You love it. Evreyone here on the forum loves it. But it's just a cool game element. It is EQUAL in power to other elements. It has NO advantage over them. It has NO disadvantage compared to them. It is an element that MAY be useful when you design a game but it isn't a game in itself. And it isn't a goal, either. It is an element that helps in expressing certain aspects of the game's goal and it is just like any other element - it serves a cause. It is one of the means to an end. It is used by the game designer ONLY if it's suitable. It does not define the game. It is only part of the game. It can be a big part or a small part. It can be specific or encompassing. It is a flexible element. But it is just an element. We need to investigate this element and we need to do it without messing around with issues that are not specificly concerned with it. There is too much noise here. This whole "RPG theory" is wrong. It should be "Role Playing Element theory". And there should be a "Fortune Element theory" too. And "Diplomacy Element theory", and "Color Element theory" and "Goal theory" and "Resource Management theory" and "Element Mapping theory". We need to move on. We are stuck.
You want to design games? Cool. Start from scratch. Think about it as "my game" instead of "my role playing game". Later on, if it suits the goals of your game you might put in a role playing element. If not, then don't. That's it. No special theories, no nothing.
You want to delve in deeper? You wanna know how games work? You want theory? Cool. Start from scratch. Think about it as "game design" instead of "RPG design". Recognize what elements appear in a game. Investigate those elements seperately. Investigate how they react to each other later on. Map those elements. Identify what goals do games have, maybe even discover new goals. If it interests you, go and investigate the role playing element. But when you do so, for heavens sake do not look back. Forget about old theories and game habits. Examine role playing in its pure form as a game element. Later, you could test it in the field with other elements and observe some neat results. But for heavens sake do not look back. You will turn to stone. And you will be perpetuated as "just another RPG designer" in the huge forest of stone figures already behind you.
What I'm going to write is aimed personally at Fang but yall can listen in if you like :)
Fang, we speak the same language. There is a slight off-set, that's all. If we ever sit down and play Poker together I'm sure we'll have a good time. However, it's very possible that you and I play different versions of Poker. Both are valid forms of the same game recognized by the National Association of Poker and Legitimate Modifications (NAPALM). What are we going to play? And if we come up with our own 'house rules' in the process? Are they less valid than the official versions? Of course not. Who cares about NAPALM? We play this game for fun. But is this 'just or fun' the goal of the game? No. It's the byproduct of us playing the game. We could drop the game and start telling jokes and we would still have fun.
I have gone through the whole process of having fun with official rules, modified rules and no rules. The game categories don't mean shit. They are made for the convenience of game stores who need an orderly catalog to work with. They are made for the convenience of gamers who are looking for specific kinds of games and don't want to go through an alphabetic list and check every game there. And once the gamer finds a game, they will only play it if they like it. If they don't like some elements, they will do some tweaking. If they don't like it at all, they don't buy it or throw it away. The game index brings down search time - it does not create actual/absolute/universal types and categories.
When it comes to game design, we need to establish some common ground. In the process, we will create TEMPORARY types and categories simply for the sake of better understanding of each other. These concepts could change in time - grow bigger, smaller, or disppear altogether.
But one thing will always remain the same: Games have goals. Games are made of elements. Rules are elements of the game. Games have rules that lead to the goals. All else is redundant.
With respect,
Joe Llama
On 3/8/2002 at 11:44pm, joe_llama wrote:
RE: GNS Showdown
Bankuei wrote: Plus, I'm glad to hear I'm not the only one who can't stand people getting too serious about theory
We should get serious about theory, but the RIGHT kind of theory. What has been done up until now is plenty of babbling with occasional useful information emerging from the chaotic soup. Lots of noise and very litle progress. I can count the useful game design articles on one hand. Quality always comes in small quantities, but this is far too little and far between.
Mike Holmes wrote: Or, I'm really missing the point of this whole thread. Um, does it have one?
Yes. Games are made of elements. All games have goals. Rules lead to the goal. All else is redundant.
Mike Holmes wrote: Funny, I thought that GNS was about goals. Seems like it to me.
You are correct. The GMS model is about goals, but these are
1) design goals (they concern only aspects of game design and not actual play)
2) proto-goals (they are designer concepts which provide a guideline towards a certain 'feeling' of game).
Later on, the GNS article describes specific game elements to achieve these goals.
So GNS goals aren't really game goals, just design goals. They help you create a specific gaming environment such as 'storymaking' 'competition' or 'simulation'. But this doesn't give your game a goal. You still need to design a goal for your game. In 'storymaking' games, frex, the goal is called Premise.
My problem is that people might confuse 'design goals' with 'game goals'. People already confuse the 'super goal' of 'having fun' with the game goal. (and don't forget: fun is only called a goal because we are bypassing the reason we have fun playing games in the first place - good practice for the LIFE game).
Mike, all the rest of your concerns I believe are answered in my previous post (which came as a reply to Fang and further grinding of my point).
With respect,
Joe Llama
On 3/8/2002 at 11:58pm, Fabrice G. wrote:
RE: GNS Showdown
Joe,
hum...I understand what you mean. But I don't see where you're going. You say that we make categories, witch are artificial, old school, etc.
Well, first that's the way the huaman psyche works. You make categories in order to be able to deal with the mass of information that you receive. It lessen the cognitive charge of your brain.
So, IMHO we NEED categories.
Second. If you decide that in your game, you 'll want to include one particular aspect ; one aspect that will make the difference in the way you choose witch game you play...and if this aspect is the fact of creating and playing a fictional personna witch will be a significant part in the creation of the enjoyment of the game...why not simply name your game a role-playing game ?
Granted, if i want to co-create a story with some friends I don't need a rpg, but when i choose to play an rpg it's because i want to use the fictional personna modality. Otherise I would simply play "Let's write together" (rules, goal, etc.)
So, IMO the de-categorization doesn't solve anything, because you're just saying that we can have fun with games that don't use the "interpretation of a fictional personna (tm)" as a fixed modality. Yes we can.
Don't get me wrong, it's great that you want to go deeper in "general game" design, but i just think that simply using goals to make a games insn't enough. You've got some mode of play (cards, discution, dices, ") that define how you treat your subject, how you come close to your goal.
You may have transcended the "fictional personna" stuff, i don't. To me, it's the major element that drives me toward rpgs (not board games, cards games, etc.)
Fabrice.
ps: i don't mean to personnally criticize you, but just to make you notice that "rpg" is just a name given to a certain fixed modality kind of game (just for sheer pleasure of repeting myself :interpretation of a fictional personna (tm) :)
pps: well, this one too came more from the heart than from the mind.
On 3/9/2002 at 4:05am, Le Joueur wrote:
We've Been Exorcized!
joe_llama wrote:Le Joueur wrote: What I need to know in order to respond is which is it? Are you a GNS convert or have you disposed of it? Have we witnessed an epiphany?
I'm beyond GNS.
I too am so beyond GNS. I am beyond trying to grasp it, comprehensively understand it, preach it, double-check it, find fault with it, attack it, build things based on it, conceive things from bits of it, generate theories in the shadow of it, hate it, and ignore it (that's all the stages I went through). No, I am definitely over it (as in: indifferent to it).
Can we please more on?
joe_llama wrote: Games are catalogued by people. People tend to overemphasize a certain game element to their like/dislike. So in a way I'm the biggest fan of GNS but would never support or encourage its principles.
Yeah, and we have to live in the world with these people. I maintain fluency in GNS only in order to communicate with people. Since you may still be in the 'attack it' phase, you may find it difficult to communicate.
Have you any terminology you care to use to classify anything? (If not, how shall we discuss anything?)
joe_llama wrote: Here's the blunt version: The GNS model is on to something but it got stuck in the middle.
Agreed. But what other communal languages are present?
joe_llama wrote: We need to let go of the 'old skool' term of 'RPG game design' and start dealing with 'game design'.
Actually, Scattershot began as a toy to play by myself. A 'make up a character' toy. Only when I felt it could 'catch' the flavor of everything, did I begin to consider other "elements."
I wanted a cool 'melee' "element." I struggled for awhile and then Magic: the Gathering hit. A card game based melee "element" was exactly what I added. And since I desired to be able to play this game while exploring the park, I maintained a derivative that allows something remarkably similiar to 'old skool' role-playing game combat systems.
Next, I desired a role-playing "element." What I concluded, even before subscribing to the Forge was that such should be kept separate from the other "elements." Mind you, I do a lot of my best thinking defending my ideas in the face of controversy. When it came to the 'melee' "element," I found that at groups.yahoo.com/rpg-create. When it came to the role-playing "element," I found that on the Forge.
I also found a lot of encouragement and I realized that when I had all the "elements" I wanted, there really wasn't anywhere else to go to discuss what I had put together, namely the Scattershot 'toy.' Because of that I realized that I needed to 'blend in' with the natives here. No offense intended, but I do consider role-playing games in a fairly different perspective than is the common parley here.
I still need a place to discuss things. So I have become fluent in the terminology of Ron Edwards' essay on the GNS. Certainly it isn't the best match for how I look at things, but like a second language, it allows me to communicate with my peers.
What am I going to do with my Scattershot toy? I plan to make up several games of course, and while my theories don't really match cleanly up to yours either Joe, you could say that each of them has a goal. Actually, that's indirectly how I differentiate them, by goal. I have clustered all my potential games around 12 loosely defined 'genres.' (And in the way I explicitly define and use them, you would clearly refer to my 'genres' as yet another "element" I plan to add to my toy before writing games with it.)
What does this mean on the Forge? Not a whole hell of a lot. The common parley does not support talking about "elements" as separate units, and probably never will. Neither does it support looking at entities with role-playing "elements" as toys either. (This is a community; you cannot make a community change its way of doing things. Well, if you have a really fantastic idea, you may be able to win them over, but that has a lot to do with alpha-theory; and let's just say that I don't see that happening.)
joe_llama wrote: We need to investigate this element and we need to do it without messing around with issues that are not specificly concerned with it.
Then stop ranting and stand and deliver! I for one will listen carefully. Go for it. Enough bashing, start building.
joe_llama wrote: There is too much noise here.
Then I guess this means goodbye?
joe_llama wrote: What I'm going to write is aimed personally at Fang but y'all can listen in if you like :)
Fang, we speak the same language.
Well, possibly. I am inclined to believe yours and mine may be similar dialects, but not the same. However, as a philosopher, I am fluent in a number of "languages." Will I gain anything speaking a 'foreign' one here at the Forge?
joe_llama wrote: When it comes to game design, we need to establish some common ground. In the process, we will create TEMPORARY types and categories simply for the sake of better understanding of each other. These concepts could change in time - grow bigger, smaller, or disppear altogether.
You seem to grasp the use of the concept of language. I hope you learn the patience for how the language of a community progresses slowly.
Now that you've cleared the air, I need to point out that since Mike pronounced, "Deconstructionists begone!" we have been banished.
Let's make a clean breast of it, take the "elements" theory over to the so-called RPG theory forum and get 'building.' You first. Go establish some common ground, a few temporary types and categories; be warned I won't understand what they are at first and will ask questions to learn. Do not take them as attacks; curiosity is one of my passions.
I look forward to your constructions.
Fang Langford
On 3/9/2002 at 10:34am, joe_llama wrote:
RE: GNS Showdown
little nicky wrote: Well, first that's the way the huaman psyche works. You make categories in order to be able to deal with the mass of information that you receive. It lessen the cognitive charge of your brain.
So, IMHO we NEED categories.
Exactly. What we need are NEW categories. The old ones are hindering us. I'm saying, let's take the GNS model and Greg's model and other models I'm not yet familiar of, disassemble them, take all the good parts and build a bigger better theory. Surprisingly, this 'bigger' and 'better' theory is actually more simple. Why? Because it has better structure. It will probably include many things you already know from GNS and other theories but the order will make more sense. We have Greg's article as a good start to how this new model would possibly look like and GNS as a good start to how one 'tree branch' of this model would possibly look like.
Should we work on a 'Universal Game Design' model? Yes. Will it ever really be complete? No. Does it stop scientists from looking for the Grand Unified Theory? No. Game design is like science in a way. You build theories and hope they predict results. GNS was damn good at it, but only in a certain narrow field. You wanna make games with a strong element of role playing? Cool. Think about all the potential we are still unaware of in the dynamics between the role playing element and other elements. Think about all the complemenetary elements (to RPing) out there we are not yet familar with. Think about game goals yet uncovered. There is very little theory about it that I'm aware of.
We will build categories and use them because they will produce good games. Then we will disassemble these categories and assemble new ones which will bring even more goods games. We will increase the game design potential every time.
little nicky wrote: Second. If you decide that in your game, you'll want to include one particular aspect ...why not simply name your game a role-playing game ?
No problem here. But the current definition of the term is incorrect. It creates the wrong kind of discussion (the 'factions' I mentioned earlier) and a whole bunch of dissatisfied players. The GNS model was trying to treat and prevent such cases, and succeeded to some extent. But the greater illness comes not from playing the wrong RPG - it comes from playing the wrong game in general. We are widening the circle here. We are throwing away an old definiton given to us by our 'ancestors' that is holding us back. Once you accept that 'role playing' is not a game but an element, you can call your game RPG and it will be understood within the right proportions.
little nicky wrote: You may have transcended the "fictional personna" stuff, i don't. To me, it's the major element that drives me toward rpgs (not board games, cards games, etc.)
No way. I'm right here. I want to play games with role playing in them. I have played them my whole life. But I want to play good games. I want to play new games. I want "RPG's" in the traditional meaning of the term to grow into a new and even more beautiful tree. It can do that ("I have seen the light" :) But there are issues that hold it back. Let's overcome the obstacles, bring the role playing element into a larger area, and let it grow.
Le Joueur wrote: Can we please move on?
Yes! That's what I'm talking about, moving on.
Le Joueur wrote: Since you may still be in the 'attack it' phase, you may find it difficult to communicate.
'Attack it' phase? I'm in 'praising it' phase!. I'm saying: "look guys! Ron came up with this cool idea and it made me think about another cool idea"
Le Joueur wrote: Have you any terminology you care to use to classify anything? (If not, how shall we discuss anything?)
Yes. The new terminology is what I'm saying here all the time. Let's talk game elements, let's talk game goals. You want more details? Read Greg's article and we could all start working together on even more details. (Fang, you've read it already - this is for those who haven't).
Le Joueur wrote: Agreed. But what other communal languages are present?
The one we are going to build ourselves.
Le Joueur wrote: Because of that I realized that I needed to 'blend in' with the natives here. No offense intended, but I do consider role-playing games in a fairly different perspective than is the common parley here.
Ok. I understand that. The Forge kicks ass when it comes to intelligent discussion about role playing, but as a member of this forum I would like to see MORE intelligent discussions about the RIGHT kind of things. I feel that everyone here (including yours truly) are still in a middle phase and that we have the works of Ron and Greg as 'kickers' into a new common ground of game design. Greg discusses the skeleton of game design while Ron addresses specific elements in more detail. That's great! This means we already have stuff working, we just need to assemble it properly.
Le Joueur wrote: The common parley does not support talking about "elements" as separate units, and probably never will. Neither does it support looking at entities with role-playing "elements" as toys either.
I'm hearing different voices here. Sure, we discuss this issue fervently but some people do agree here to at least some of the points that have been raised. There is room for further discussion. And I'll always lose to the alhpa-theory because that's the way things work. The GNS model lost to the alpha-theory too. There is a large group of people out there hating it as if it were a disease to be rid of. But this doesn't mean we have to sit quiet. We are not hiding away from the Inquisition. We will write these things down and people who have enough patience will give it some thought and discuss it further. This is why I write these things here at the Forge. In RPG Net I was completely ignored after one post for even trying to raise such a 'stupid' claim. Here I get support and discussion.
These are MY people. I AM a native. I speak fluent GNS and it was damn hard to achieve. I don't want to start a new 'tribe'. I want the good of MY 'tribe'. I raise a controversial concept - it's quite natural to hear different voices about it. When Mike says: "Deconstructionists begone!" he reflects the confusion and shock from such strange claims. And I'm not helping him either. I'm so excited about this new (actually very old) perspective that I speak in emotional and somewhat incoherent sentences. Maybe I need to calm down and write this thing in an orderly fashion. But I'm afarid this thing will die out and be remembered as "a bad idea that we all agreed earlier to drop". And this will happen on a subconscious level. No one will actually say it but everyone will feel that way about it.
Le Joueur wrote: Then stop ranting and stand and deliver! I for one will listen carefully. Go for it.
You got it, skipper! But I'm gonna need a few good men (and women) to help me with building this new huge theory. What I'm doing now is recruiting, I suppose. Of course I'll give the head start - it's the decent thing to do. You wanna help?
Le Joueur wrote: Then I guess this means goodbye?
Not really. But there are going to be some changes.
Le Joueur wrote: You seem to grasp the use of the concept of language. I hope you learn the patience for how the language of a community progresses slowly.
I'm working on it. This thread is supposed to generate the initial shock. It's supposed to bring this issue into the concsious level of the community.
Le Joueur wrote: Let's make a clean breast of it, take the "elements" theory over to the so-called RPG theory forum and get 'building.' You first. Go establish some common ground, a few temporary types and categories;
OK. It will be a tough one. I have very little time these days. This constant reply issue is eating away some real-life time slots. But I'm afraid once the flame dies away there will be no chance to revive it. I have the energy here and now - later could mean never.
People of the Forge, this is a call to arms! We have here the finest minds in the game design world. Let them come forth and put their hands into a new and exciting endeavor. See you soon in the 'RPG theory' forum.
With respect,
Joe Llama
On 3/11/2002 at 3:14pm, Emily Care wrote:
RE: GNS Showdown
It is a useful distinction to say that role-playing is just one element among many in game design.
However, getting rid of role-playing games as a category because most of them don't have a "goal" ignores the reason why role-playing exists as a category. The terms board-bames, ball-games, card-games, and role-playing games all exist because we humans use these abstractions called words in order to communicate with one another. Every word is a lie, to use hyperbole, because it is just a symbolic representation and useful (or it wouldn't be used, and words do slide in and out of use as they gain and lose usefulness) abstraction that facilitates interactions of human beings. Words also change meaning all the time. Whoever coined each of these categories simply chose the element of the game that distinguished it from other types of games.
So, anyway, most games that do not have a role-playing element have a very specific victory condition. Diplomacy, Hearts and Volleyball all have this in common. I would argue that they don't have goals--they have objectives, they have victory conditions, and those are both types of goals, but the word goal is broader than either of these. It also includes things like "create a complex and interesting society or world", "co-create a compelling story with the following moral conflict".
Roleplaying has elements of gaming and elements of fiction. Fiction does not have victory conditions--unless you count being on the best-seller list as such, or making beaucoup bucks; but I would say that either of those is a side effect of writing. A meta-writing concern. It could be the goal of the author to be financially successful, but it is not a goal per se in the system of writing, if you grant that such exists.
Some roleplaying games do have specific objectives or even victory conditions. Traditional "hack and slash" play has tended to have informal objectives along the lines of "get your character's abilities to godlike levels", "get the best, biggest and baddest weapons you can find", and the classic "get the most treasure". These end up being open ended victory conditions, since there's always more power, better weapons and more treasure. Campaigns often have a specific objectives: kill the dragon, etc.
However, it ain't gotta be that way. And roleplaying lends itself to not having such a narrow objective. Because role-playing, which specifically--to even extend your point--may even be a seperate game element from Authoring, has access to all of the techniques and possibilities of writing. The addition of narrative to a game is no small thing. However, I think it has been seen as such and, finally, this is changing.
A toy is a system of play that has no victory conditions. How do you win playing with a yo-you? You don't, until you bring the yo-yo to a trick competition. A toy may or may not have a goal. However, many sports have goals without having implicit victory conditions. Many sports have the goal of self-improvement in one or more specific ways (ex. running faster, and increasing endurance in running) and the victory condition only comes into play when you introduce the element of competition. An rpg toy may be a system that has not been married to a goal (The Pool etc) or one that has a goal so broad (create a world etc.) that it's not meaningful to call it such. Perhaps we could introduce the concept of rpg sports for systems that have extremely broad goals, but into which objectives and victory conditions can easily be introduced.
There's my 2 cents. I'll be taking names, just send me a private message. :)
--Emily Care
On 3/11/2002 at 3:58pm, Valamir wrote:
RE: GNS Showdown
I've studiously avoided replying to this thread so far. I've read it. I've reread it. I've just reread it again, but I've avoided participating because I just don't get it.
I can't follow what you guys are talking about. I get a vague sense but it hasn't come together for me.
This is what I'm hearing. I'm summarizing it this way so that you can provide clarification.
1) All games have goals. Roleplaying Games that have goals are games, Roleplaying Games that don't have goals are toys. Therefor the term Roleplaying game is a misnomer and shouldn't be used.
Question: So what? And I don't mean that to be snarky, but truely so what. What is added to our ability to play or craft RPGs by the distinction between game and toy? What is promoted by inventing yet another new term (or several) to relabel what we call RPGs?
2) You are "beyond GNS". Near as I can tell you aren't disagreeing with GNS but merely find its focus on RPGs to be too narrow. You desire a theory to address games in general.
Problem: From your (Joe) opening remark in GNS I'm not convinced you have it down. You say "Ron says (at least, my impression of what he says): "There are three types of RPG's - Gamism, Simulationsim and Narrativism"." I believe it would be more accurate to say "There are three types of decisions people make when playing RPGs". Its a subtle but profound difference. Finally recognizing the implications of that difference made me realize that much of what people have been argueing about against GNS (myself included) is missing the point by a wide marging. It is what motivated me to write my Primer here in this forum.
Question: What do you hope to gain by broadening the theory to all games in general? How would such a theory be more useful then seperate theories that address each type of game? Now I'm a fan of combining types of games. In my youth I invented a monster board game that combined elements of traditional board games (like Clue and Monopoly) with traditional war games (complete with stacks of cardboard counters) with Role Playing (complete with character sheets and in character dialog), so I can see the value in thinking outside the box in terms of what elements to include in a game design. But I have no idea if this is what you are talking about when you say thinking only of RPGs is too narrow.
3) You want to craft a brand new overarching theory of game design that is not limited to RPGs, and are looking for people to help you do it.
Question: What aspects of games are you trying to analyse...why people play them, how to design them better, what? I get the sense that you want to "build a better mousetrap", but I get no sense of what type of mice you're hoping to catch or way those mice need catching (to extend the metaphor).
Finally, a plea. Can we be a bit more direct and succinct in the points that are being made. Some of these posts are so stream of conciousness and so philosophical in nature that they are quite difficult to follow. Discussions of language is all well and good, but as someone who routinely deals with legal documents, I can tell you that language in general and jargon specifically can obfuscate as well as clarify. There's alot of opacity in this thread.
Fang, I beg you to not take this the wrong way - and you can put it down to my simple American public education - but better than half the time I can't even follow what you're talking about. Its not that I don't understand the syntax...but you often delve into some pretty rarified philosophising that quite frankly leaves me, at least, scratching my head.
A humorous aside: A philosophy major once told me that philosophy was the practice of inventing new ways to communicate that seem more profound because the common man can't understand what you're talking about.
What I'm not seeing currently is what issues regarding the larger definition of game you are not seeing adequately addressed
On 3/11/2002 at 5:40pm, Ron Edwards wrote:
RE: GNS Showdown
Nadav,
I am going to call for something here - for you to settle down for a while and decide just what you are asking for. A great deal of your posts are based, by your own admission, on "feelings" - and while that was fine for your initial post, you are beginning to use that kind of rhetoric as a form of response, which is not fine. In order to generate meaningful responses, you're going to have to make sense from the bottom up.
This thread is also starting to show signs of line-by-line responses, which is a fairly bad way to conduct a discussion. Points get missed in favor of a lot of free-associating and misreading. Quoting is fine, but responding as a kind of "wave front" through someone's post is highly discouraged.
Please also consider the following.
1) No one is stuck. You are projecting your own sense of synthesis and re-wording, for your own purposes of understanding, onto the community. If we are to understand your point, it will only occur if you can explain why such a point will improve or help the overall discussion.
You wrote about how the GNS notions are "hindering us." How, exactly? If you are referring to the writings of Jocelyn, he is not being hindered - he is simply not comprehending what's being said (e.g. the confounding of goal/mode with stance). A crucial part of any call to arms - which you are getting rather fervent about - is to demonstrate to your listeners that "something needs to be done." Please elaborate why that is so. Because someone out there doesn't get it does not constitute any reason for me to be concerned.
2) The GNS essay is not a stopping-point. I wrote it so that people could discuss things that mattered within role-playing, not so that people could adopt the essay as "something to believe." In terms of the discussion so far, I too am "beyond" GNS. So are many, many people here. The only reason we continue to discuss it is that the concept is a very powerful door for people to move through, in order to get to the real topics, and as people arrive at the Forge, many of us are willing to help them through the door. You are, I think, mistaking the mentoring performed by (say) me as a fixation on the topic as an end-point in itself.
3) I only use the word "game" as a historical artifact. The use of a more technical meaning of "game," as well as its relation to "toy," "play," and "entertainment," makes for an interesting discussion - but not as a criticism of my use of the term, which is deliberately all-inclusive and not intended to be "boxed" in or out of other categories.
Incidentally, that means that I have never disagreed with Fang about his use of "toy," which seems reasonable to me but also not especially interesting or important (given that my use of "game" is overtly inclusive). Fang tends to take tacit agreement for tacit disagreement, i.e., that lack of praise must be disagreement or dismissal. To some extent that's my fault for not saying, "Fang, I agree," but there is a limit to which a person can do this, especially in dealing with several thousand words at a time.
Similarly, the notion of "elements" of games is a fine one, and I have no objection to anyone discussing them. Nor do I see any reason why I'm obliged to approve in order for people to do so. Why you and Fang seem so eager to embrace the status of "ignored voices in the wilderness" is beyond me. If you want to discuss game elements, do so, and be happy.
4) The focus on self-designated role-playing at the Forge is an aesthetic, not critical choice. I agree with you that elements of GNS are found outside role-playing games (obviously!); I agree with you that role-playing per se is is found outside role-playing games. However, this is a "problem" only if one's goal is to create an uber-theory for role-playing, gambling, competition, and many other forms of social interaction. The Forge isn't set up to address that goal - the goal is, given the existence of things called role-playing games, what terms and goals need to be addressed in order to talk about how much fun they are to play or how effectively they can be designed?
If you want to address that much larger goal, I suggest that you can discuss it here in detail in RPG Theory, or if you think that the GNS-context or role-playing-only context of the Forge is too limiting for that purpose, then on a free website or mailing list of your own. We'll be happy to link to it in the Resources section.
5) I am completely puzzled by your perception that GNS is fundamentally about design goals. It is not. It is about play-goals, of exactly the sort that you are talking about. When you repeat, over and over, "Games have goals. Games are made of elements. Rules are
elements of the game. Games have rules that lead to the goals," you are effectively quoting me, not adding content or nuance to my essay.
You have apparently misunderstood Premise completely, as you associate the term with the Narrativist goals. This boggles me - I have broken down Premise not only in terms of experience (embryonic to developed) but also in terms of goal (which is what GNS "is," basically). Your entire point, in my terms, reads, "We need to talk about Premise!!" I agree. The essay was written so that we could do that, instead of circling about with terms like "balance" or "realism" or "story."
At this point, identifying all our discourse so far as chaotic babble with fortuitous and occasional insight - which is a fair paraphrase of your exact words - borders on insulting, especially because I pinpoint my own, existing discussion of Premise as being precisely what you are looking for in terms of "goals."
Best,
Ron
On 3/11/2002 at 8:46pm, joe_llama wrote:
RE: GNS Showdown
Hi Ron,
First of all, let me say that my time is VERY short. I wish I could discuss all these issues in more detail with you and any other memeber at the Forge. I can't do that. I'm in 'read and run' mode :)
I agree with you completely. I will not even get into details. My posts were highly emotional, I was somewhat 'out of control'. It took me a few posts to realize that and when I did, I stopped posting. Many thanks here go to Chris (thickenergy) who saw this coming and notified me. Of course, thanks to you, Ron, for giving a detailed analysis of what is messy and confusing in my words.
I wasn't trying to insult anyone and I'm really sorry if this happened. I was trying to express an idea that's composed of many concepts and terms and they all got tangled up in my head. This is why they come out twisted, confusing and sometimes completely wrong. The best thing for me to do right now is rest and think things over. This could take a while - sorry to disappoint all of you who expected an answer to their questions.
To all Forgefolk, thank you for the tremendous patience you have demonstrated these last few days. This is what I like about the Forge - people stay civilized even when someone freaks out and loses control :) I was being an ass, I know. I just need to cool down a bit.
I hope that my ideas will take a more coherent shape by the end of this week - only then they will be posted in 'RPG Theory'. Until then, I let the issue rest and will not discuss it with anyone. I REALLY want to think about it - who knows, maybe I'm completely wrong?
Thanks again for all your patience.
With respect,
Joe Llama
On 3/12/2002 at 12:01am, Blake Hutchins wrote:
RE: GNS Showdown
No worries, Joe. Passion's a fine thing, and it gets all of us wound up and carried away at times. Glad to have you here.
Best,
Blake
On 3/12/2002 at 5:41am, Le Joueur wrote:
If I have to explain it...
Ron Edwards wrote: Incidentally, that means that I have never disagreed with Fang about his use of "toy," which seems reasonable to me but also not especially interesting or important (given that my use of "game" is overtly inclusive). Fang tends to take tacit agreement for tacit disagreement, i.e., that lack of praise must be disagreement or dismissal. To some extent that's my fault for not saying, "Fang, I agree," but there is a limit to which a person can do this, especially in dealing with several thousand words at a time.
Hey, you know what they say, "If you're not a part of the solution, you're a part of the precipitate." I just chalk it up to serious neglect during early childhood and move on.
(Really, I apologize for being so thin-skinned.)
Ron Edwards wrote: Similarly, the notion of "elements" of games is a fine one, and I have no objection to anyone discussing them. Nor do I see any reason why I'm obliged to approve in order for people to do so. Why you and Fang seem so eager to embrace the status of "ignored voices in the wilderness" is beyond me. If you want to discuss game elements, do so, and be happy.
Joe's being emotional, I expected most responses would be, "huh?" So, I put up a post I felt would show empathy and followed it with a reciprocal call to action. Like you, Ron, I could not see clearly where it was going, but I thought getting him there might require empathetic backing. Sort of 'meet passion, with passion.'
And the whole 'toy' thing was pretty much ignored. It is a central concept to generalist game design, and I didn't get any mileage out of it at the time....
Valamir wrote: Fang, I beg you to not take this the wrong way - and you can put it down to my simple American public education - but better than half the time I can't even follow what you're talking about. It's not that I don't understand the syntax...but you often delve into some pretty rarified philosophising that quite frankly leaves me, at least, scratching my head.
Yeah, I get a lot of that. At least on the Forge, people ask enough questions that it tends to get explained. Elsewhere, I find myself out in the cold after 'a good one.' So, no, I never take that the wrong way (no one around here seems to think I'm just being a pseudo-intellectual). If you (and that goes double for everyone) ever have a question, no matter how trivial you think it, my private message box is always open. (And I am very comfortable explaining myself.)
(Is this about that 'concept of language' thing?)
Fang Langford