The Forge Reference Project

 

Topic: Musing on true solo games and writers block
Started by: Noon
Started on: 10/28/2010
Board: First Thoughts


On 10/28/2010 at 7:17am, Noon wrote:
Musing on true solo games and writers block

I was on another forum, actually in terms of browser game design, and I decided to write a post that pitched a sort of situation and I asked what people from the forum would do (and then I'd take that and try and shape code around it)

Now one person was kind enough to respond and they said they'd climb a tree to survey the area around for dangers.

Okay, fair enough.

But in coding this - whether it applies to making a table top game or browser game - I'm at a complete blank.

And it made me realise how much the creative ball is in the hands of a player when they describe their character doing stuff. Because I don't know how to make climbing a tree interesting. And I'm presuming the player (in this case the forum person giving a responce) does find it interesting, but in what way? Like in table top gaming I think I've been there many a time "Okay, your doing X now...and?" and you look to the player for them to pursue what they actually find interesting about declaring fiction along the lines they did.

I dunno if it's excuse making, but it perhaps explains why I'm often up against a writing block in terms of game design. I just don't find climbing that tree exciting - if I were to code it, it's click to climb, no, no baddies around, click to come down. Similar for table top design. Doesn't sound thrilling to me. But if some players doing it, well I'm down with trying to see and importantly, carry some of what makes it exciting for them, even if it's not huge for me. Obviously when your sitting there trying to make up a game by yourself, your suddenly detached from A: the sorts of things other people are inclined to do and B: why they are excited about that stuff.

Anyone else hit that writers block? Is this too esoteric for first thoughts?

I will say that one thing about RPG's, is that if you've ever used 'the band' analogy (some of you have!), well the thing about RPG's is that each musician in a band can actually play their instrument by themselves and enjoy it. They don't need others to create music and enjoy it. In roleplay - how many actual single person RPG's are out there? How much is it accepted for someone to sit utterly alone and roleplay? Yet creatively and socially that's an important, perhaps vital part of how musicians and bands work.

I dunno, maybe I've been chasing some acclaim from my group and others to make up for some long, lost thing. But it's just making me lose more, as in losing time creating nothing, in trying to make up for it.

Again, I dunno, but just as a general thought for anyone it might be a really bad idea to try and engage what other people find exciting when they are not going to be there to help you actually make something about it in the end. It's like trying to tango for them. Unless they are going to write out rules, they just get in the way of making something. So, screw what other people find exciting, and cease trying to carry it. I guess a band analogy is that you can carry someone elses idea if you jammed with them as they play an instrument too, but if they don't actually pick up an instrument and just yammer about what they find exciting about music, it's a waste of time. I think I've been doing alot of listening to people yammer about music, and then trying to write music, so to speak.

Bit meandering there. Possibly didn't need to post it, but I've done a hell of alot of posts here and it's kind of on topic to that, atleast. And true solo RPG's - quite an idea (not a new one, but quite an idea to pursue).

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On 10/28/2010 at 7:35am, mreuther wrote:
Re: Musing on true solo games and writers block

I think the major difference between the application in a CRPG and a tabletop is that there's a GM or group of other players in the tabletop arena sitting there ready to provide color to any situation.

Player - "I climb a tree."

CRPG - "Top of tree. From here you can see the fields. Exits: down."

Tabletop - "Ok, as you start to boost yourself up to the top of the tree, youmanage to scramble up fairly handily. But as you come closer to the top, you wobble as the thin branches waver under your weight. Your stomach lurches, but you regain your balance, and fight down the rush of adrenaline. You look out across the fields before you, separated by low rock walls, and see naught but farmlands stretching to the horizon. Atop a nearby hill you can see the village you've just come from, smoke rising lazily from the myriad of chimneys."

The advantages here in being able to narrate on the fly are obvious. Particularly because of the character decides to JUMP down you can deal with it in a tabletop game. In a CRPG you suffer from them only being able to climb back down.

So the issue you're having, really is that you have to try and guess at what people might do, and then put in systems to cater to that. We had a big chart up on the wall highlighting the different aspects of play which appealed to people, and the design specs for the game incorporated a subset of the things on that chart. Not every thing on the chart was in the game.

Why? Because it's too much work to cater to everyone. That's true in tabletop and even moreso in CRPGs, where you have to tell the computer how things should be done, whereas in tabletop you have to THINK about what needs to be done.

I'd agree that you need to not cater to everyone. And with the fact that a solo RPG is a fun idea. I've got one of those designs sitting on the back burner too. (So many designs, so many burners, why has my apartment not burned down yet?) :D

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On 10/28/2010 at 10:27pm, Noon wrote:
RE: Re: Musing on true solo games and writers block

So the issue you're having, really is that you have to try and guess at what people might do, and then put in systems to cater to that.

To be accurate, the issue is not what people might do, it is that they have done nothing. All they have done is talked. In terms of actually playing a game (game as in sports or board games - where the word 'game' came from). Just talking is just talking - perhaps it could be written down, or simply taken as an improv performance. But in terms of playing, it is nothing. It's nothing in terms of game as much as if I narrated alot in between my chess moves it's not relevant. Someone saying they jump down from the tree isn't them doing anything, in terms of playing a game. It's hard to grip as a gamer, after Gygax had pimped the idea this stuff really is part of gameplay.

Now if someones trying to influence, via talking, a choice the mechanics give to someone else, that's play (it's a bit like bluffing in poker). But someone just saying they jump down out of a tree - it's not doing anything. It's that totally GM exhausting situation of trying to make a move out of a complete non move.

So in talking they are as much playing the game as someone who is just talking about music is making music. It's like trying to jam with someone, strumming a few cords, they pick up the guitar - and talk about what music. Here, it's trying to craft rules for a new game with someone and...they just talk, instead of craft as well.

So the real problem I'm describing is that engagement in a fundimentally broken creative loop.

I previously would have taken it as an issue of trying to encapsulate what people 'might do'. Now I'm suggesting the idea they are doing nothing, and to try and create a new game by engaging that actually hinders creating new games. Perhaps explaining the astonishing repeatition of 'new' games people make, which have 6-8 stats, which are renamed versions of str,dex,int, etc, a roll over arbitrary difficulty number (with perhaps some dice pool or such to make it seem like it's any different) and pretty much that's it, over and over.

Just to add to the solo game idea - the idea is that you can play by yourself. One of the other frustrating things is realising in advance that your making a game and...if no one else wants to play it, you can't even play the game you've made! It's like building a house, but if no one else wants to enter the house, you can't enter it either!! Again this sucks and musicians don't have to put up with this sort of shit. The model I'm thinking of is that you can play alone, but can accomidate guests if they wish to join. They just aren't a necessity to enter the 'house' at all. Indeed just now I think of people who make many characters for systems, even though they aren't in a game of it - they are engaging in a  solo play. So that sort of need is out there, perhaps. Not that I'm fond of character creation, myself, but it doesn't have to be focused on that.

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On 10/29/2010 at 12:09am, FetusCommander wrote:
RE: Re: Musing on true solo games and writers block

So are you saying that narration without any mechanical results is nothing, but that narration that opens up meaningful choices within the game's mechanics is something?

I think I see what you're saying, but I halfway feel like those "nothing" things- like somebody saying they jump down out of a tree- are sort of like the RPG equivalent of people saying "uh" or "umm" in conversation, since they're usually followed by something more.  You could focus down to only the parts that reference back to the game, but it wouldn't be as "conversational" if that makes any sense.

In solo role play, how would you know that what you were doing was "something?"  Would that just be defined by if you're maintaining interest or not?  Would it matter?  How could you accommodate guests who played if your "somethings" are different?

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On 10/29/2010 at 6:21am, Noon wrote:
RE: Re: Musing on true solo games and writers block

So are you saying that narration without any mechanical results is nothing,

Yes. It's just some seperate improv, like if I started narrating during chess it's just a seperate thing
but that narration that opens up meaningful choices within the game's mechanics is something?

I've said nothing like that. But if the mechanics give person B two options to choose from after hearing person A's narration, person A's narration may help influence B to choose the option A wants chosen. Trying to influence by narration is like trying to influence via bluffing in poker, or suchlike in other games. So it is part of the game - but I've said nothing about narration/sound waves somehow opening mechanics by soundwaves somehow. Side note: In traditional RP culture alot of people just like to act as if they say they get the can of peaches, then they 'have it' (and they give a weird, slightly manic look to anyone questioning their assertion - which seems their way of 'keeping it'). Traditional RP culture doesn't grasp what interaction is actually happening.

I think I see what you're saying, but I halfway feel like those "nothing" things- like somebody saying they jump down out of a tree- are sort of like the RPG equivalent of people saying "uh" or "umm" in conversation, since they're usually followed by something more.  You could focus down to only the parts that reference back to the game, but it wouldn't be as "conversational" if that makes any sense

Are you thinking of this as a bug, rather than a feature?

In solo role play, how would you know that what you were doing was "something?" Would that just be defined by if you're maintaining interest or not?  Would it matter?

I think I know what your talking about and I'll say I don't work at that level, nor do I think (as per my peaches example above) think it exists to work at. Someone playing solitare has with each card layed, done something (layed a card). Game end conditions met, even more so. To check if I do know the subject your talking about : How do you know when somethings done?

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On 10/29/2010 at 9:21am, masqueradeball wrote:
RE: Re: Musing on true solo games and writers block

From the Online Etymology Dictionary:

O.E. gamen "joy, fun, amusement," common Gmc. (cf. O.Fris. game, O.N. gaman, O.H.G. gaman "joy, glee"), regarded as identical with Goth. gaman "participation, communion," from P.Gmc. *ga- collective prefix + *mann "person," giving a sense of "people together." Meaning "contest played according to rules" is first attested c.1300. Sense of "wild animals caught for sport" is late 13c.; hence fair game (1825), also gamey "having the flavor of game" (1863). Adjective sense of "brave, spirited" is 1725, from the noun, especially in game-cock "bird for fighting." Game plan is 1941, from U.S. football; game show first attested 1961.


Cops and robbers is a game. You pretend to be a cop stopping robbers, or one of the robbers. What your identifying as nothing is very much something.

A solo RPG is, I think an impossible thing, if by RPG you mean the experience most people have playing games that run the spectrum from D&D to Shooting the Moon. You can only make a dice game or some other form of game with RPG like elements where RPG-like means narrative elements. When you roll this die it means this, and what it means might have a value to you separate from the value the roll has on the dice game or whatever other game your adding the narrative elements on top of.

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On 10/29/2010 at 10:56am, mreuther wrote:
RE: Re: Musing on true solo games and writers block

I role-play solo all the time.

Of course most people call it "talking to himself, what's that weird bastard up to . . ." but hey, I'm ROLEPLAYING. :)

In all seriousness, it depends on what you define things as. Is "playing a role" something which requires you to speak in character? Half the gaming groups I've been in aren't role-playing if that's the case.

If, on the other hand, it is taking control of a fictional construct and exploring a made-up world through them, well, that's a lot closer to 100% . . . and that probably is something you can so solo.

I have a bundle of solo adventures for various systems sitting around here. Eventually I'll make myself clear some time on the schedule to play them. :)

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On 10/29/2010 at 5:47pm, FetusCommander wrote:
RE: Re: Musing on true solo games and writers block

Are you thinking of this as a bug, rather than a feature?


Well, what I mean is that it seems to me like the little bits of "separate improv" function in a way that extends or compliments the overall experience.  In-character speech, like what Mathew mentioned, is a big part of play for a lot of groups, but it doesn't necessarily open up mechanical choices- it really is people just sitting around and talking.

I think I know what your talking about and I'll say I don't work at that level, nor do I think (as per my peaches example above) think it exists to work at. Someone playing solitare has with each card layed, done something (layed a card). Game end conditions met, even more so. To check if I do know the subject your talking about : How do you know when somethings done?


I think you might be reading too far into what I was saying.  Maybe my questions were too obtuse.  I was just trying to figure out what kinds of things would be important to you in a solo RPG project.  I was mostly interested in what you said to the effect of "built as a solo activity that can accommodate guests" since that sounds like something that's not really been done before.

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