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Topic: GNS, Intent and Motivations
Started by: Valamir
Started on: 9/23/2002
Board: GNS Model Discussion


On 9/23/2002 at 3:21pm, Valamir wrote:
GNS, Intent and Motivations

From the Ying in the Yang? thread.

Ron Edwards wrote: Hi there,

No one seems to be understanding my point: that "intent" as you see it is perfectly all right for you to be seeing. Thus I am not excluding it from the model - I am permitting you to customize the model in its "internal origins" or the psychology of it, if you will, as you see fit.

Best,
Ron


Well, you'er right (for me anyway)...I'm not understanding your point.

Specifically #1, I'm having difficulty reconciling your above comment, with the comment that started this tangent:

there's one point of phrasing I'd like to object to in your presentations, because it offers a lot of pitfalls and isn't actually part of my model at all.



At one point your objecting to the use of the phrasing, and later its "perfectly all right"

Note: I'm not trying to catch you in a contradiction here. Just trying to figure out where this dividing line between what's in the model vs. what's individually customized from the model is, and what the value is in making this distinction.


Specifically #2:
but the model works without motives being explicitly identified.


I'm not seeing where it does. An extended "instance of play" allowing you to be rigorous in your analysis still boils down (it seems to me) to identifying motive. Whether you try to do this atomically, or whether you believe (and I agree) that atomically is fine theory but practicality demands longer instances of play, GNS is still inferring motive from observed player decisions.

Can you give more detail if I'm off here?

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On 9/23/2002 at 3:33pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Ralph,

Aagghh!

OK, I'm better. The two statements you've quoted are not contradictory. The one is referring to a given person's understanding of GNS, and the (apparently irreversible) drive people have to link an internal "motivation" to a set of behaviors. I'm saying, "Go ahead, explain GNS in motivational terms to yourself as you see fit."

The other statement is referring to associating a given motivation with the written form of the model itself, or to turn it around, calling the GNS modes themselves motivations or intents. That's the "phrasing" that I am suggesting that people avoid. I still suggest this - the "customizing" that I'm suggesting above is not going to be compatible from person to person.

I say:

1) "Leave motivations/intents out of your direct reading of what I'm saying,"

2) "Put'em in as you see fit for your own peace of mind," and

3) "Realize that others are not going to share your outlooks when you talk about GNS (or anything else) in these terms."

All of these are complementary, not contradictory.

Everyone so far is saying, "But intentions have to be involved! Obviously you're talking about intentions!" I shrug. Feel free to think so and to interpret those intentions as you see fit; feel free even to discuss such thing among yourselves as long as no one is claiming to paraphrase or quote me in doing so.

Meanwhile, I'll be talking about what people do and say.

Best,
Ron

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On 9/23/2002 at 3:41pm, deadpanbob wrote:
Piling on here...

Ron,

I understand that you are trying to say that you neither support nor deny the application of intent/motivation to GNS discussions, but...

Ron Edwards wrote:
Your use of "motivation" isn't the same as mine. When I see Bob the Player say, "Yeah! You suck!" and eagerly grab the dice for his turn as his fellow player laughs ruefully, gazing at his failed saving throw, then I recognize one of the many kinds of Gamism in action ... or at least I'm alerted to keep an eye on how the group reacts over the course of the whole session to this sort of behavior. Three rounds later, the two players cooperate like fiends to double-team the troll wizard and a good roll saves their bacon - they high-five each other, and Sam the Player says to the GM, "Yeah! You suck!" and they all laugh, delighted. OK, I say, point 2 for Gamism goin' on here, and keep watching.

To you, I might be talking about "motivation." As with my comments above, that's your privilege and it's OK for you to perceive that. Don't let my claim that I'm not including motivation to confuse you - it does not exclude your interpretation, it simply means that you are free to add it without any input/specs from me.



The above quote was also from the Yin and Yang thread Valamir mentions. My confusion here stems from the fact that Ron's example seems clearly to indicate the players are leaning toward Gamisim modes of play over the course of a single Instance (as defined as one gaming session).

But, Ron, your claim that identifying this as Gamism isn't you ascribing motivation to these players confuses me. In the exmple you created, the players don't come right out and say "I'm in a Gamist mode here with my decisions" - and yet you identify them as such. How do you do this without ascribing intent or motivation to the players?

Are you saying "In my view, in my opinion, this is Gamism regardless of what motivations or intents the players have..."?

If so, that means that GNS correlates, again in your opinion, to certain types of observable behaviors. So you might have an internal list of behaviors, tells if you will, that inform you that a group you are playing with may be leaning toward Gamism in play (or Narrativism or Simulationism).

Does this further mean then that one of the discussions you intended with GNS was a discussion about the behaviors that you think indicated a Gamist mode might be in play vs. the behaviors that I think indicated a Gamist mode might be in play?

Cheers,

Jason

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On 9/23/2002 at 4:04pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Jason,

Yes, I am saying that observing those players leads me to say, This is Gamism, regardless of whatever intents and motivations they might have. Or rather, whatever intents and motivations they have (which are forever and ever inaccessible to me and debatable whether they exist anyway), those things are resulting in Gamism.

You guys are so used to identifying behaviors with intents that what I'm saying is confusing you - even though my ultimate point is to free you from having to worry about it.

This confusion showing up when you deduce that GNS must correlate in my mind to a set of observable behaviors ... which is exactly how I've defined "goals and modes" from the beginning. Yes, GNS refers to a bunch of behaviors - we knew that. We can talk about what those behaviors are. We can use examples from play, we can categorize principles on which the diversity of each mode is based, etc. All that stuff. It's not an internal list of criteria, hidden from all of you, known only to myself - it's exactly what the essay describes.

Interested in whether someone's playing Gamist-ly? Look for the prioritized competition, scoring, winning, and reinforcement thereof across the group.

Interested in whether someone's playing Simulationist-ly? Look for the prioritized attention and commitment to the Exploration, reinforced across the group.

Interested in whether someone's playing Narrativist-ly? Look for the prioritized commitment to addressing Premise (as defined specifically for Narrativism), reinforced across the group.

Really, it's way easier than what you're confusing yourself with.

You also wrote,
Does this further mean then that one of the discussions you intended with GNS was a discussion about the behaviors that you think indicated a Gamist mode might be in play vs. the behaviors that I think indicated a Gamist mode might be in play?

In a word, yes. This is precisely the discussion that has been occurring for almost four years now, when people haven't been flipping out over "divisiveness" or "you can't label me" or other non-issues, which fortunately has died down over the last year.

From this discussion have arisen dozens of useful terms and concepts, e.g. Illusionism, Balance of Power, Stance refinements, Protagonism, and more. Hell, Exploration itself arose from discussions like this, and it totally revolutionized my outlook (compare System Does Matter to the big essay, for instance). I also recommend Fang's essays and terminology in the Scattershot forum, which I think are highly complementary to the GNS ones.

So yes, let's talk about those observable behaviors which we ascribe or categorize in GNS terms. That's what we've been doing all along.

Best,
Ron

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On 9/23/2002 at 4:21pm, deadpanbob wrote:
Eureka!

Ron,

Thanks. This adds another layer to my understanding of the GNS theory.

I appreciate the clairification.

Cheers,

Jason

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On 9/23/2002 at 6:21pm, jdagna wrote:
RE: GNS, Intent and Motivations

Ron, doesn't even the use of "prioritized" indicate a reference to motive or intent?

I'm not really disagreeing with you here. I know that you can observe GNS modes and preferences strictly by behavior. I just think putting a discussion of motive or intent in might help ease the confusion exhibited by some new readers - such as those who keep getting hung up on whether multiple modes can co-exist.

Let me analyze my own play as an example. In different sessions of play, I can be observed performing a variety of Simulationist and Gamist acts. There are instances of play that have strong Gamist tendencies, and other instances that have strong Sim tendencies. Narritivist tendencies are right out - when I want to do that, I write a story instead.

So, looking only at observable actions, you'd have a harder time coming up with a GNS mode. At GenCon, I got to play my own game as a player, and took the chance to show off, take some ridiculous risks and accrue a sickening body count. Was I being Gamist by competing with other players or the GM, or was it more Simulationist-Character, using a psychopathic character with a love of high body counts and a deep psychological need to prove her own worth?

From the observable evidence, I'm not sure you could tell because both are quite close. From my own examination of myself, I can easily tell you: that was Gamist, pure and simple. I was kicking back, showing off and not going to bog myself down with anything but Author stance. In fact, I said something to myself before playing that essentially boiled down to "I'm going to be Gamist today" even though I hadn't read the GNS essay yet.

In cases like this, looking at motive as well as observable action gives us a much more complete and definitive picture. It may not be as rigorous as looking at actions only (because motivation comes from the player, who is potentially unreliable).

So, I will definitely continue to think in terms of motivation because I feel it to be the core of GNS, even though I recognize that your "instances of play" does not need to use or address motivation.

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On 9/23/2002 at 6:48pm, Mike Holmes wrote:
RE: GNS, Intent and Motivations

jdagna wrote: Ron, doesn't even the use of "prioritized" indicate a reference to motive or intent?


Presumably there is a motive or intent behind everything that humans do. GNS just doesn't say what.

GNS says people make these certain categories of decisions. It does not say why they make these decisions.

Mike

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On 9/23/2002 at 7:21pm, Marco wrote:
RE: GNS, Intent and Motivations

I think the urge to ascribe intentions comes from using GNS to analyze someone else's game, scenario, or play.

I'm not saying that an observable behavior doesn't exist, but as jdagna points out, without a known motivation it's often unclear to an observer what a given instance of play is.

Subsequently, I don't think GNS is that useful as a tool for describing or analyzing someone else's play ("My players are a bunch of gamists.") It is a good tool for analyzing your own behavior and preferences.

-Marco

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On 9/24/2002 at 12:40am, M. J. Young wrote:
Semantics and Motivations

Ron is an excellent biologist, I believe; my strengths are in theology, philosophy, and law, primarily. That probably gives us very different vocabularies right up front, and very different approaches to certain concepts.

That said, I'm having trouble with his distinction between action and intent, particularly given the nature of the taxonomy. In law, the words intent and motive are extremely close in meaning, and difficult to distinguish. I might stumble into confusing them here, but will try to keep them distinct.

It has been observed that GNS "decisions" are identified by observing actions. This would be the scientific approach; it also strikes me as the only workable approach. However, I don't see how you can escape motives and intents in the process.

Several examples have already been adduced in which the actions of the players might or might not point to a particular mode of play. Our players giving each other the high-five after a particularly clever move resulting in a success looks gamist to us; but it could reflect any mode of play if it is accompanied by close character identification (immersive play) and the belief that this is expressive either of the present actions or the present emotions of the characters. Thus the action alone tells us nothing.

But, we are told, if we continue to watch play we will see additional actions which similarly could be gamist; or which equally could be narrativist or simulationist. Thus again each of these actions, in themselves, tell us nothing. And the sum of all we have learned from actions is nothing.

The only way any of these actions have any value in the question is by inference. We see the players congratulate each other, and we infer from that action a reason; that is, we create a hypothesis as to why they are acting in this manner. But this why is not inherent to the action; as we have seen, the same action could be based on any of several why's of which this is in our estimation the most likely.

Further, when we are inferring why the players did something, we are imputing intent or imputing motive. At least in the fields of law and theology, intent and motive are the ordinary answers to the question "why" when attached to human actions. Reasons and causes are also possible answers to that question; but in this context, they do not seem to be the sorts of answers we are seeking. That is, we could answer the question Why did George have his character attack the orcs in any of these ways:
--because the game rules suggest that attacking the orcs is the appropriate move to make at this time.
--because his anger at his mother needed to be vented and this was an acceptable outlet for that.
--because he enjoys beating the odds in the game.
Of those, the first would be a reason, the second a cause, and the third a motive. It is that motive that matters in the consideration of GNS. It is not exactly what the players and characters do in the game that informs us, but what we infer from what they do; and we are inferring why they do it, which is intent or motivation.

So, where am I missing it?

--M. J. Young

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On 9/24/2002 at 3:29am, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi M.J.,

All of your post, it seems to me, is a fine example of how you consider "intent" and "motive" to be intertwined with discussing GNS. None of your interpretation is going to cause trouble - it's yours and I'm happy you look at it that way.

Guys, it's painful, but you're going to have to live with it ... odd as it may seem, where you see obvious intent and motivation implied in identifying a set of consistent/coherent behaviors, I just shrug. It's OK. It's not a big deal, because it doesn't affect how we are able to speak about the actual stuff in action.

Just chalk it up to me being weird about something-or-other, and recognize that bringing these terms into discourse will cause more problems than it's worth (which no one has argued with, so I guess that's not a problem, I hope), and all is well.

Best,
Ron

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On 9/24/2002 at 3:55am, Valamir wrote:
RE: GNS, Intent and Motivations

Its not that we're trying to debate you or change your mind Ron.

In point of fact, I couldn't debate you if I wanted to, because I can't even fathom your statements.

From my perspective what you are saying isn't wrong...it isn't even possible. But since you aren't prone to making statements such as that, I have to assume that there is some reason you are saying something which on the surface seems like utter nonsense to me.

So, since your explanation up to this point has been to shrug and say it isn't necessary for me to understand (why do I get this image of a Vorlon encounter suit with a big grinning face on it...) I can only wait until you are feeling in an more explanatory mood, or have sufficient time, or get over whatever other hurdle is causing the shrugging.

Until then as far as I'm concerned GNS decisions remain entirely about identifying (or as MJ puts it impuning) player intent from observed behavior...because that's the only explaination that even remotely makes sense to me.

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On 9/24/2002 at 8:32am, contracycle wrote:
RE: GNS, Intent and Motivations

Marco wrote: I'm not saying that an observable behavior doesn't exist, but as jdagna points out, without a known motivation it's often unclear to an observer what a given instance of play is.


Why? I suggest it is effectively impossible, under most circumstances, to understand the motivation. What we are able to observe are the actions carried out by the physical person; and on that basis we can start to analyse the range of observed actions and develop a model of their relationship. I say again: trying to comprehend something based on a notional state-of-mind is meaningless.

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On 9/24/2002 at 8:51am, contracycle wrote:
Re: Semantics and Motivations

M. J. Young wrote:

Several examples have already been adduced in which the actions of the players might or might not point to a particular mode of play. Our players giving each other the high-five after a particularly clever move resulting in a success looks gamist to us; but it could reflect any mode of play if it is accompanied by close character identification (immersive play) and the belief that this is expressive either of the present actions or the present emotions of the characters. Thus the action alone tells us nothing.


Quite correct. Only after building up a picture of a sequence of actions, the intentionally fuzzy instance of play, would we be in a position to make a confident analysis.



But, we are told, if we continue to watch play we will see additional actions which similarly could be gamist; or which equally could be narrativist or simulationist. Thus again each of these actions, in themselves, tell us nothing. And the sum of all we have learned from actions is nothing.


Nope, you're falling into the trap of abtraction. To say that it is possible - IN THE MODEL - that the next decision will reinforce or challenge our perspetion of mode preference X is not to say that they are indistinguishable in the real world. The equal weight granted to these potential outcomes in the abstract model should NOT be projected back on to material reality.


The only way any of these actions have any value in the question is by inference. We see the players congratulate each other, and we infer from that action a reason; that is, we create a hypothesis as to why they are acting in this manner. But this why is not inherent to the action; as we have seen, the same action could be based on any of several why's of which this is in our estimation the most likely.


Again, you are using the abstracted nature of the model as an excuse to lump what would almost certainly, in practive, be very distinct behaviours into a single category. If we were to FAIL to come up with at least a tentative "why" from the "what" we saw, then the only answer would be that we do not know. But how probable is it that these two behaviours are really, over time, indistinguishable? About nil I'd say. And if we did find players whose decision pattern consistently refused to be categorised, then it might suggest that the categorisation is wrong.


Of those, the first would be a reason, the second a cause, and the third a motive. It is that motive that matters in the consideration of GNS. It is not exactly what the players and characters do in the game that informs us, but what we infer from what they do; and we are inferring why they do it, which is intent or motivation.


This might hold on the assumption that the behaviours are indistinguishable; unfortunately you gave us a list of potential motivations instead of a list of observed behaviours. Let us say in condition A, we have a player who makes their decisions after poring over the tables of modifiers, and shriek with joy at their lucky roll, and dance around the room beating their chest and yelling "I'm the greatest", then it seems reasonable to me to conclude that their motivation was probably gamist. In condition B, the mod tables are still consulted but the player responds entirely in character; attributes credit and luck to the character rather than the player. Again, it seems reasonable to me that these behaviours and their apparently implied motivations are indeed observable and useful.

The only rider is that A single gamist-type decision does not NECESSARILY imply a gamist mode for that player all the time; it may have been an aberration.

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On 9/24/2002 at 11:56am, Marco wrote:
RE: GNS, Intent and Motivations

contracycle wrote:
Marco wrote:
Why? I suggest it is effectively impossible, under most circumstances, to understand the motivation. What we are able to observe are the actions carried out by the physical person; and on that basis we can start to analyse the range of observed actions and develop a model of their relationship. I say again: trying to comprehend something based on a notional state-of-mind is meaningless.


I also suggest that it is impossible, under most circumstances, to understand the motivation. I suspect that if one tries, one projects their own motivations over the person's ... leading to mis-reading the objectively observed facts (a player is rabidly acquiring power in AD&D ... his motivation is to win the upcoming dramatic showdown of good vs. evil which is what he feels must happen for Narrativist satisfaction with the story ... the GM recognizes the behavior as Gamist character building because that's how he'd play it).

-Marco

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On 9/24/2002 at 12:59pm, deadpanbob wrote:
RE: Re: Semantics and Motivations

contracycle wrote:

This might hold on the assumption that the behaviours are indistinguishable; unfortunately you gave us a list of potential motivations instead of a list of observed behaviours. Let us say in condition A, we have a player who makes their decisions after poring over the tables of modifiers, and shriek with joy at their lucky roll, and dance around the room beating their chest and yelling "I'm the greatest", then it seems reasonable to me to conclude that their motivation was probably gamist. In condition B, the mod tables are still consulted but the player responds entirely in character; attributes credit and luck to the character rather than the player. Again, it seems reasonable to me that these behaviours and their apparently implied motivations are indeed observable and useful.



Well, I agree that some behaviors exhibited by gamers will be as extreme as your example - but in the real world, in my experience gaming, finding people who pour over charts and jump up and down hooting and hollering after a lucky roll is rare. The behaviors that might indicate a G/N/S mode during play are, again in my experience, quite subtle. Especially hard for me in my own observations is ferreting out the difference between certain behaviors that could be either Gamist or Narrativist.

And of course, I'll point out that in your example you also say that once we see such definitive behavior, we can ascribe a gamist motivation to the player for that instance of play.

Again and again it seems that motivation must enter into the discussion - largely because we are talking about human nature.

I would agree that observance of the behavior in the abscense of ascribing intent/motivation would be great - if we were talking about machines or natural processes or chemical reactions. Because as far as I know, none of these things is capable of motivation/intent.

Humans, however, have motivations and intentions - and because we at least have this illusion in our brains (the illusion that we have free will and that we can actually make a choice in any given situation), its natural for us to try and figure out the motivations of our fellow men.

I get what Ron is saying - he's saying that there is a rigorous model or rubrick if you will that correlates certain specific behaviors with certain favored modes of play - and that through observation alone the G/N/S taxonomy can be mapped to these behaviors.

Except that G/N/S is a taxonomy that screams motivation - that answers the question "Why did he jump up and down and tell the GM he sucked when he made that role?" "Because he preffered to make a Gamist decision during that instance of play"

If we then go on to define Gamist play as being only those behaviors that model Gamist play, well then we've succeeded in creating a definition that has no use to me other than creating a layer of obscure jargon that doesn't have any meaning.

In my mind, the definition of Gamism et.al. must be about more than just the observable behavior that might or might not indicate Gamism.

I suppose that this will remain one of those things that we as a wider community must agree to disagree about.

And just to re-iterate I understand that Ron is not saying that motivation is bad, just that he prefers to leave any and all non tangible elements at the door for his own personal use of GNS. Ron is not arguing that motivation/intent can't or shouldn't be used in conjunction with GNS discussions and observations - just that he won't be delving into that arena himself..


Cheers,

Jason

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On 9/24/2002 at 1:58pm, Mike Holmes wrote:
RE: Re: Semantics and Motivations

deadpanbob wrote: Except that G/N/S is a taxonomy that screams motivation - that answers the question "Why did he jump up and down and tell the GM he sucked when he made that role?" "Because he preffered to make a Gamist decision during that instance of play"

If we then go on to define Gamist play as being only those behaviors that model Gamist play, well then we've succeeded in creating a definition that has no use to me other than creating a layer of obscure jargon that doesn't have any meaning.


I think that this is your problem. And Ralph's as well. Ralph, I understand and agree in every way with what Ron is saying. It couldn't be your failure to understand that's the problem and not Ron's reticence to try to explain it?

If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision. I can't see how it prioritizes verisimilitude, or narrativist premise. What I can't assume is what motive caused the player to do what he did. Yes, he has "some motive that causes him to make gamist decisions" but that's just begging the question. What motive is that? Was it because he likes powerful characters? Was it because he felt that this is waht the other players expected of him? Was it because he sees monster death as winning? Was it because he's just been trained to kill all monsters he comes across and would not be comfortable in not killing them? Could be any of these motives.

(Before anyone objects, yes, this is a slanted example. But Ron never said that there were not times when you can't tell what GNS mode is employed. I use an obvious example to make a point. There will be times, as I've said when you are not at all sure.)

I can speculate as to motive, and I may even be correct on occasion. But who cares? The important thing with GNS theory is not to identify why players do what they do. It' is only to say that they do three different things. And to the extent that they do these things one can say that the player doing them likely (note, likely) prefers this sort of decision making for some reason. It does not matter for the purposes of he theory what that reason is (or reasons are). Only that they seem to have one.

As such , we can identify such players, and cater to their preference; and I can design games that support the mode I choose. This is the utility of GNS, Bob. Why must it do more to be useful? Why must it be about the motives that lead to the behavior, and not just the behavior itself.

I agree that it would be more useful if it did address motives. That would be just great. But as all of us here seem to agree, no model is likely able to do that. So, given that, I for one will be satisfied that we have a behavioral tool rather than none at all.

Mike

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On 9/24/2002 at 2:19pm, deadpanbob wrote:
RE: GNS, Intent and Motivations

Mike,

Okay, so G/N/S is only a taxonomy of behavior. It groups behaviors into three categories and says "Everything that looks like this is Gamist behavior" and so on.

Yes, that is useful, to the extent that there is some rubrick for deciding what Gamist or Simulationist or Narrativist behavoir is - but when I've asked that question before I've been told that it is mostly a matter of opinion.

I don't misunderstand at all what Ron, or what you, are saying. I don't fail to see that GNS as written can be applied as a taxonomy of only behavior.

I just don't agree. It might surprise you to find out that I think behavior is a much more powerful predictor of people's preferences than attitudes, lifestyles, demographics etc.

However, that only applies, in my opinion and my experience, when the behavior can be easily categorized and is realtively definitive - like spending money on something. A person may express a motivation to 'simplify' their life, but if they then go out and purchase a subscription to several 'Simplify your Life' magazines, and buy lots and lots of products designed to simply their life, well, the behavior and the motivation don't exactly gee up in my mind.

But with a social activity like roleplaying, there is a lot going on. I can pretty readily tell the difference between most Simulationist behaviors that I've observed (always remembering that this is IMO) and either Narrativist or Gamist behaviors. But between Narrativist and Gamist behaviors there is a lot of overlap - barring the extreme examples both you and Ron have cited.

Take killing the baby orc - this could be viewed as Narrativist behavoir if you take out the motivation you ascribed to it: if I don't kill the orcs I don't get EXP. Unless the player expresses that motivation to you explicitly - how can you be sure that he/she isn't thinking that killing the baby orc is in line with the overall theme of the story?

See, to my eyes, its a lot easier to identify Stance than it is Mode. I can readily tell when someone I'm gaiming with (again, remembering that this is IMO) is in Director or Author or Actor stance. But as GNS points out, while some of the combinations are odd, any stance could potentially apply to any behavioral mode.

Maybe, my inability to distinguish between Narrativist behavior and Gamist behavior is precisely becuase I tend to favor both modes pretty equally (after an internal examination of my motives and the types of roleplaying that I enjoy).

I'm not going to argue that anyone else should look at motivations - or is hamstrung by my own perceptive limits. However, that doesn't mean that I need to necessarily agree with the statement

Mike Holmes wrote:
...the important thing with GNS theory is not to identify why players do what they do. It' is only to say that they do three different things. And to the extent that they do these things one can say that the player doing them likely (note, likely) prefers this sort of decision making for some reason. It does not matter for the purposes of he theory what that reason is (or reasons are). Only that they seem to have one.


I also do not agree that

Mike Holmes wrote:

That would be just great. But as all of us here seem to agree, no model is likely able to do that.



While I'm not a psychologist by training or inclination - I know a little bit about this field of study from some intense discussions with my father - a child and adolescent psychiatrist. In fact, a lot of people theorize that a model of behavior that includes motivation can exist.

I'm not saying that we should try and build one. I'm just saying that the current GNS model, or rather my current internalization thereof, doesn't seem to fully meet my needs as a game designer.

Yes, it has moved my thinking forward by leaps and bounds - and caused me to think about things in ways that I never would have before - and for that reason alone the model is useful.

As I said before, we are probably at an "Agree to Disagree" moment. I don't think I'm going to convince anyone else, and so far, no one has convinced me in terms of motivation/intent and how that relates to behavior within the context of GNS.

Cheers,

Jason

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On 9/24/2002 at 2:20pm, Marco wrote:
RE: Re: Semantics and Motivations

Mike Holmes wrote:

If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision.

Mike


Not to really get into this--but isn't the "because" satisfying motivation there--I mean, the example wasn't "someone kills baby kobolds." Once someone answers the motivation question ("they're not worth XP alive") then it becomes Gamist.

I'm not arguing with anyone here. I think I get what Ron is saying but belive the application of GNS to anyone but yourself (where you do know the motivation) is shaky and fraught with bias--so is there a clearer cut case where you don't have a "because" clause?

-Marco

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On 9/24/2002 at 2:45pm, Valamir wrote:
RE: GNS, Intent and Motivations

Marco, I had this big long reply to Mike forming in my brain, but thankfully, I read your post first and you succinctly summed up exactly what I was going to say.

In my mind to say "because it isn't worth EXPs alive" IS the motive, and claim its not is just playing semantics games for which I see no point.

Simply observing behavior in isolation tells us nothing. Character A kills Baby Kobolds could easily fit into any GNS stance. There's a wealth of potential premis exploration that could be going on in accepting the murder of infants because they are of a different race...pretty powerful metaphor actually.

Its only in the REASON for this decision that GNS has any meaning at all...and the reason why IS motive.

The decision was motivated by gamism, the decision was motivated by simulationism, the decision was motivated by narrativism. The motive is built into the very definition of the terms.

I have yet to hear how it can possibly work viewed any other way.

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On 9/24/2002 at 2:52pm, Marco wrote:
RE: GNS, Intent and Motivations

Hey Val,

We agree on something! (Arrgh--RUN!! Flying Pig!!) ;)

I suspect Mike might say (has said?) that it's a series of behaviors plotted like data points that tells you something.

I submit that even with lots of data, it's still subjective. A plotted point, in this case looks like several fuzzy spots--each sharp to the percent that it fits a given mode.

While I think that eventually some general determination might be made by a sort of monte-carlo technique (more fall within the gamist zone) it's basically still the projected motivation of the observer at work for each and every given point of data--and that will eventually drive the percentage.

-Marco

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On 9/24/2002 at 3:11pm, damion wrote:
RE: GNS, Intent and Motivations

So G/N/S specifies behaviors rather than motives, priorities, ect.?
I agree with jason, et al that it doesn't make sense.


Interested in whether someone's playing Gamist-ly? Look for the prioritized competition, scoring, winning, and reinforcement thereof across the group.

Interested in whether someone's playing Simulationist-ly? Look for the prioritized attention and commitment to the Exploration, reinforced across the group.

Interested in whether someone's playing Narrativist-ly? Look for the prioritized commitment to addressing Premise (as defined specifically for Narrativism), reinforced across the group.

Now a person prioritizing something is essentally a modivation.

I think what Ron is saying is that GNS IS about motives, about why people behave in a certian way. GNS has to be about motives, because GNS is a tool to understand, make better games.
I can make a game the encourages people to kill kobolds for advancement, but I can't make a game the encourages a person to go 'die kobold, yeah! 10 EXP!' (well, not without specificly encouraging that specific thing. )

However, we have no access to a persons inner reasons, so we can only observe their behavior take what we think is their modivation. In this sense GNS is about behavior, we need to map behaviors to modivations. However, we must make a game to encourage modivations, which them map back to behaviors.

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On 9/24/2002 at 3:23pm, Valamir wrote:
RE: GNS, Intent and Motivations

Marco...heh, I think we agree on far more than we disagree on. Its just more fun to discuss the disaggree stuff :-) Further, I agree with your comments on plotting points. To me, the purpose of the data points is precisely that...to allow us to infer through the collected behaviors the motivations we can't know directly. In fact, there are some other threads around here where I discuss decisions on the atomic level, and hypothetical "decision maps" which were essentially the same concept as a monte carlo simulation (except of course you can really rerun the same parameters 1000 times in reality).

James N. You've summed up exactly how I've been thinking of GNS all along. GNS is about motivations...we can't observe motivations, so we observe a series of behaviors and from this infer the G N or S motivation that lies behind them. That's why I was so floored by Ron suddenly yanking the motivation piece out of the theory...without it...it just stops working.

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On 9/24/2002 at 4:10pm, contracycle wrote:
RE: GNS, Intent and Motivations

Well I couldn't disagree more - motivations are largely irrelevant, and are certainly of questionable reliability.

I tried to avoid this previously but really, the simplest example is politics. Almost everyone who engages in politics - please not not necessarily the party machine - does so to Make The World Better. Radically opposed Democrats and Republicans are motivated by the SAME GOAL; what they disagree on is the METHODOLOGY by which that goal is achieved.

It is therefore utterly useless to try to identify which party to support on the basis of their core motivation IMO - its either going to be essentially identical or hidden (in the case of the opportunist). But both sides can and do disagree over HOW to make the world better and what constitutes a better world in the first place.

Of course the model is subjective; it has to be. But you can sit back and think "I THINK that Bob is motivated by gamism on the basis of X and Y observations...". And you can attempt to verify that by interacting with their behaviour; you cannot investigate their motivations effectively.

Rons claim is this: according to his observations, those are the three broad categories into which Actual Play can be sliced, regardless of how or why this ocurred.

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On 9/24/2002 at 4:26pm, deadpanbob wrote:
RE: GNS, Intent and Motivations

contracycle wrote:

I tried to avoid this previously but really, the simplest example is politics. Almost everyone who engages in politics - please not not necessarily the party machine - does so to Make The World Better. Radically opposed Democrats and Republicans are motivated by the SAME GOAL; what they disagree on is the METHODOLOGY by which that goal is achieved.



Of course, no one gets into politics to further a personal agenda beyond making the world a better place. It's all about that call to serve. The lure of power, for instance, plays no part in anyone's motivation to become a politician. [/sarcasm].

Really, the motivations for why anyone does anything are varied. Nobody is arguing that. But just because the motivations are variable, doesn't mean they are unknowable. Behavior is suggestive of motivation - IMO and in my experience.

We'll just have to agree to disagree.

Cheers,

Jason

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On 9/24/2002 at 5:37pm, contracycle wrote:
RE: GNS, Intent and Motivations

deadpanbob wrote:
Of course, no one gets into politics to further a personal agenda beyond making the world a better place. It's all about that call to serve. The lure of power, for instance, plays no part in anyone's motivation to become a politician. [/sarcasm].

You missed my point.

Voter A opposes racism, and therefore votes for a Democrat who advocates affirmative action.
Voter B opposes racism, and therfefore votes for a Republican who opposes affirmative action.

How are we to tell them apart based on motivation? And if there motivations are identical, should not their decision be?

"Lust for power" is precisely an imputation made of someone elses state of mind. It is unverifiable speculation and almost totally meaningless- - if asked if they "luisted for power", they would say no.

Equally, the REASON that someone thinks that G or N or S is "the best way to have fun" is much less unimportant than the fact that they DO think that G or N or S is the best way to have fun. To challenge the observation that behaviour is broken into these three categories you would have to depart from motivation and cite something observable.

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On 9/24/2002 at 6:01pm, deadpanbob wrote:
Very Long Reply

contracycle wrote:

You missed my point.

Voter A opposes racism, and therefore votes for a Democrat who advocates affirmative action.
Voter B opposes racism, and therfefore votes for a Republican who opposes affirmative action.



This to is an imputation of motive. Both voters, per your example, voted for different candidates, based on the same motivation - i.e. an internal reasoning that we can't know unless they specifcally stated their intent. And frankly, if Voter A thinks that affirmative action is the way to oppose racism - that is part of his motivation for voting for the Democrat.

Again, I understand that G/N/S referrs to behaviors - but the distinctions to me, especially between those things that could be Gamist and those things that could be Narrativist behaviors, are too fine. There is too much common ground, as near as I can tell, to consistently make the distinction between these two without, preferrably, an explictly stated motive, or an imputed motive.

My lust for power example was a challenge to the notion that all politicians are motivated by a desire to make to the world a better place.

I challenge your last example too - on the grounds that more than an opposition to racism was in play for both voters.

Frankly, saying a person enjoys G, N, or S play, without an explicit affimative statement from them, based solely on outside observations of their behavior, is just as subjective. We are now in the realm of impuning value - as in, "This player engages in behavior over a series of Instance of Play that appears to be Gamist behavior. That is, his behavior is most consistent over time with Gamist behavior. Ergo, he enjoys Gamism."

All we can say, if we restrict ourselves to the observable behavior is "This player tends to engage in Gamist behavior. Therefore, this player tends to engage in Gamist behavior."

That's not very useful to me. If we read into the GNS essay that people won't consistently behave in ways that they find distasteful, we can impune, infer, guess that they enjoy the behaviors that they consistently behanve in.

Except that, again, in my experience, there are a lot of RPGers out there who play Game X one night a week, week after week, and claim to have fun. And yet, when introduced to a new game concept that better matches the mode of play that they preffer (here I am again getting inside people's heads), they suddenly say "Wow, this is so much better than Game X".

I lot of people day to day behavior is habitual - that is they don't think about it much. Roleplaying can be such an activity. If a player starts their gaming career with a bunch of dyed-in-the wool Gamists (that is to say a group of individuals who typically exhibit Gamist behavior as judged by observing that behavior over a long series of Instance of Play), that new player may play for years thinking that Gamist behavior is the 'right' way to play the game.

For the sake of argument, let's say this player actually would have more fun engaging in Simulationist behavior. But, he still has fun when playing with his friends (i.e. he doesn't mind the Gamist behavior too much, and he thinks, "well, this is the way the game is played, so even though I don't really enjoy this part, I like spending time with my friends, and every once in a while, I even enjoy the game for itself"). When he does enjoy the game for itself, lets say again for the sake of this argument, it is because for that brief moment, play has drifted into Simulationist behavior.

Now, lets say that this new player takes a risk and goes to play with another group who is playing TROS. All of a sudden, this player is going to think "This is the way my regular group should be playing! Wait until I introduce them to THIS!". But, when he does introduce them to TROS, they don't like it. They can't stand Simulationist or Narrativist behavoir. Now tension has been introduced. The group may find that it can no longer play with the player who prefers Simulationist behavior, and vice versa.

Now, what I'd like to know, as a game designer in-the-rough, is if I'm trying to build a game that satisfies those people who prefer Simulationist modes of play - how do I evaluate that through playtesting if I don't impune motives? What if a group of playtesters really likes new things - the so called early adopters. They might all say, "Yeah, this game is cool. Yeah I had fun." They might all engage in play over the course of several sessions that appears to be Simulationist driven - but only because the flavor text in the game suggested they play this way.

Now, when I try to distribute my game, I find a lot of people complaining about how my game isn't 'real' engouh. Or that it doesn't 'refelct the genre'. Or that its missing a whole suite of critical rules for 'things that come up quite often in this game'. Well, those complaints could all point to the fact that the game doesn't support Simulationist play.

So I'm stuck. GNS provides a great tool for us to talk critically about roleplaying in a way that is one step (at least) removed from the emotion and subjectivity that can often rear its ugly head. But as a game designer, if I, I'm sure because of my limitations, can't use the theory to design a game for a specific audience, then it is only useful as a discussion tool, and not as an evaluation tool.

Cheers,

Jason

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On 9/24/2002 at 6:17pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Jason,

Don't forget that you can apply the concept of "motives/intent" as you see fit to the model. Once you've done that, its utility to you as a designer re-appears.

Best,
Ron

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On 9/24/2002 at 6:26pm, deadpanbob wrote:
RE: GNS, Intent and Motivations

Ron Edwards wrote: Jason,

Don't forget that you can apply the concept of "motives/intent" as you see fit to the model. Once you've done that, its utility to you as a designer re-appears.



Ron, yeah, I know ;-)

As I stated above, I understand where you are coming from. I'm in a one-day lull at work, and thus engaging in a little Forum based Gamism - i.e. trying to get in the last word.

Actually, I love, and I mean love, a good debate about a topic that interests me - such as roleplaying.

And while this isn't actually germaine to this topic - I just want to thank you and your Forge compatriots again for providing us with the context of GNS so we can have these debates in a relatively civilized fashion and for providing the Forge as a forum to do so.

Cheers,

Jason

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On 9/24/2002 at 6:41pm, jdagna wrote:
RE: GNS, Intent and Motivations

The politics analogy brings up some interesting comparisons.

Politics gives us a powerful argument in favor of a "behavior-only" set of modes. In politics, those modes are easily defined, be they liberal/conservative or Democrat/Republic/Libertarian/etc. It is a good bet that you can tell a Senator's political mode (i.e. party) merely by observing his voting record. We really don't need a motive to determine this with great precision. On the other hand, motive may help. Does the candidate want to reduce government? He's probably conservative.

Politics provides us with a significant advantage, however. In politics, decisions are discrete and measurable. He voted yes or no (or didn't vote). He did so 51 times.

In a game environment, it isn't going to be so simple. Think of a simple decision in a game, for example: "You see a group of orcs." Some people charge in, others sneak around for an ambush, others simply avoid the orcs. Which of those decisions corresponds to which GNS mode? You can't say. Even a group of Gamists might argue which of the three choices to take - and the number of choices isn't even limited to three!

If gaming were as simple as politics we could say "Just look at the player's record" and establish his mode with great precision. We can still insist on measuring modes via behavior - it is still a valid approach. I just don't think it is sufficient given the complexity of the behavior.

Mike Young's example was perfect. "If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision." We assume this is Gamist because prioritizing EXP is a Gamist mode.

If you remove the because and say "If I see a player kill the baby kobolds, then I will assume that this is a Gamist decision" you're left with a statement that just doesn't hold up any more. Without the intent behind the action, we cannot easily assign it to a mode. Gaming actions are just too complicated most of the time.

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On 9/24/2002 at 6:54pm, Valamir wrote:
RE: GNS, Intent and Motivations

I think part of the disagreement here, especially Gareth's, stems from two different degrees of thinking about motive here.

When I use the word motive or intent I'm not referring to the deep dark secrets lying in the recesses of someones mind which even THEY probably don't understand, and often would flat out deny anyway.

Thus, when discussing why someone killed the kobold babies I'm not interested in knowing whether it was because of some long harbored resentment towards his baby brother. If this is the sort of motivation you're claiming is irrelevant, than absolutely, I'm with you. I'll label this "Psychological Motive" merely to distinguish it.

But one can't circumvent the "Game Motive" that is at work. As J's pointed out yet again "because they aren't worth XP alive" IS the only thing in that example that distinguishes G from N from S in the decision.

Instance of Play isn't going to get us there. No matter how many data points we collect, if they are all devoid of Game Motive they are never going to lead to a GNS determination.

Using these labels for clarification I stand firmly by my assertion that Motive (i.e. Game Motive) is completely inseperable from GNS. Or to put it another way. GNS does not exist in a meaningful way apart from this motive.

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On 9/24/2002 at 7:01pm, Marco wrote:
RE: GNS, Intent and Motivations

Valamir wrote:
Using these labels for clarification I stand firmly by my assertion that Motive (i.e. Game Motive) is completely inseperable from GNS. Or to put it another way. GNS does not exist in a meaningful way apart from this motive.


Which does not make GNS less valuable to a game designer--who can use their own motives as Ron pointed out. It does make it a poor tool as a way to rate games or describe play other's play (which gets done a lot "that's drift" when the person in question isn't the player).

One of the reasons I think 'Drift' is not an especially useful term (in the way it gets used--if speaking from one's own perspective then it describes what *I* did to the game system to make it play that way) then it's verifiable. Otherwise it's as easy as ascribing GNS motivations to someone else.

-Marco

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On 9/24/2002 at 7:31pm, Seth L. Blumberg wrote:
RE: GNS, Intent and Motivations

I must be some kind of freakin' idiot to jump into this discussion.

jdagna wrote: Mike Young's example was perfect. "If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision." We assume this is Gamist because prioritizing EXP is a Gamist mode.

If you remove the because and say "If I see a player kill the baby kobolds, then I will assume that this is a Gamist decision" you're left with a statement that just doesn't hold up any more. Without the intent behind the action, we cannot easily assign it to a mode.

Note that the examples of Gamist behavior that Ron (who is the primary proponent of leaving motive out of the question) supplied are quite different.

From the Ying in the Yang thread:

Ron wrote: When I see Bob the Player say, "Yeah! You suck!" and eagerly grab the dice for his turn as his fellow player laughs ruefully, gazing at his failed saving throw, then I recognize one of the many kinds of Gamism in action ... or at least I'm alerted to keep an eye on how the group reacts over the course of the whole session to this sort of behavior. Three rounds later, the two players cooperate like fiends to double-team the troll wizard and a good roll saves their bacon - they high-five each other, and Sam the Player says to the GM, "Yeah! You suck!" and they all laugh, delighted. OK, I say, point 2 for Gamism goin' on here, and keep watching.


In other words, the behaviors that indicate in which mode someone is playing in a given instance are not, repeat, not the actions of their character. They are metagame behaviors, and they exist in the social sphere surrounding the game.

(This was a revelation to me, and yet again transformed my understanding of GNS.)

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On 9/24/2002 at 7:36pm, damion wrote:
RE: GNS, Intent and Motivations

contracycle:


Voter A opposes racism, and therefore votes for a Democrat who advocates affirmative action.
Voter B opposes racism, and therfefore votes for a Republican who opposes affirmative action.

How are we to tell them apart based on motivation? And if there motivations are identical, should not their decision be?


I think there are several reasons we are disconnecting.
1)I think it's obvious that people can make the same decision with different modivations. GNS specific examples are the the previous posts.

2)You seem to be confusing the granularity of modivation. Your example is like saying all players have the same modivation becuase they are trying to have fun while gaming. GNS cares about the outcome a person is
striving for in their decisions. It doesn't care why they want that outcome. Your right, that's irrelevent and unknowable.

A republican may think that affermative action encourages racism, so they want to ban it.
A democrat may think affermative action discourages racism, so they are in favor of it.
GNS would be like classifying them as pro/con affermative action, which is pretty easy from their actions.

We classify GNS by actions, because that is what we can see, we can't see goals, reasons, modivations, priorities, or anything like that. Say an observer see's a decision and says it's Narrativist. This decision is Narrativist because the observer sees that behavior as indicating the person had a Narrativist goal when they made the decision . Yes, there is error because we are trying to get inside people's heads, but there's not much you can do about. Classifying behavior is meaningless, it's like saying a behavior is happy or sad, it makes no sense.

[edit]: Actually, valamir said what I meant pretty well. Their modivations relative to the game are what matter.

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On 9/24/2002 at 7:58pm, Marco wrote:
RE: GNS, Intent and Motivations

Seth L. Blumberg wrote: I must be some kind of freakin' idiot to jump into this discussion.


Actually, that's a real good point--but while the "chicken dance" may indicate gamist behavior and someone saying "now ... to further the plot I do THIS!" will indicate Narrativist behavior, in the absence of such a motivation-explaining cue how does one judge?

(What I'm saying is that a victory dance is about the same as saying "because they're worth no XP alive ... ")

-Marco

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On 9/24/2002 at 8:08pm, deadpanbob wrote:
RE: GNS, Intent and Motivations

Seth L. Blumberg wrote:

In other words, the behaviors that indicate in which mode someone is playing in a given instance are not, repeat, not the actions of their character. They are metagame behaviors, and they exist in the social sphere surrounding the game.

(This was a revelation to me, and yet again transformed my understanding of GNS.)



Seth,

I absolutely agree that, in particular with Gamist behaviors, there are meta-game behaviors that the players engage in that help to determine a preffered mode of play (again if observed over a long enough series of Instances of play).

However, and at the risk of sounding like a broken record, even these meta-game behaviors (the high fives, the name calling) could represent other modes of play. With Ron's example, it may be unlikely that we are seeing Narrativist behavior in action - but its possible. It is probably impossible that Ron's example represents Simulationist behavior - probably.

And, even if we restrict ourselves to only making a longer term series of observations about meta-game or OOC behavior on the part of the players, all we can really say with the model sans motivation is:

"These players typically engage in gamist behavior. Therefore, these players typically engage in gamist behavior."

Not germaine to this thread - but in designing a game, it would be nice to have, although unlikely, a much clearer definition of what rules/premises/color/themes etc. support which types of behavior.

They only way I as a game designer can apply GNS to my game, AFAIK, is through second-hand observation of playtesting. That is to say, only by asking others not myself to play test and then either watching or reading a journal can I apply the theory to my game.

If I want to design a game that heavily supports/encourages/rewards Narrativist and Gamist modes of play, what am I to do?

In my mind, in my opinion, based on my experience (i.e. probably not relevant to you, your milage may vary, you are likely going to disagree) - I will need to impune the Game Motives of the play testers to figure out if they don't like the game because specific components don't support Gamist or Narrativist modes of play - especially because they themselves prefer Gamist or Narrativist modes of play.

Without either an explicit stipulation of the playtesters perfered mode(s) of play (which necessarily requires an explicit understanding of GNS) and/or specific and explicit statements of motivation for why they played in a certain fashion - the playtest will not be worth much to me, and I won't be able to repair or redesign my game in such a way as to meet my goals.

Cheers,

Jason

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On 9/24/2002 at 8:23pm, C. Edwards wrote:
RE: GNS, Intent and Motivations

I would like to throw something into the mix.

According to modern behavioral science, our feelings don't actually do anything. Consciousness - subjective experience,sentience - has zero behavioral manifestations; it doesn't do anything.

In technical terms: consciousness, subjective experience, is "epiphenomenal" - it is always an effect, never a cause.

I think that renders motivation, in the emotional sense, invalid as a determiner of GNS goals. Valamir's use of "game motivation" seems much more like a response to physical stimuli and that makes it, in my opinion, sound more plausible. Then again, I'm no scientist.

-Chris

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On 9/24/2002 at 8:34pm, deadpanbob wrote:
RE: GNS, Intent and Motivations

C. Edwards wrote:
I think that renders motivation, in the emotional sense, invalid as a determiner of GNS goals. Valamir's use of "game motivation" seems much more like a response to physical stimuli and that makes it, in my opinion, sound more plausible. Then again, I'm no scientist.



Much as my gamist tendencies and my joy at being the Devil's Advocate might pull me in the other direction...

I must admit that I like this concept too. While I do think that, for my own personal uses, GNS requires something deeper than an analysis of behavior, Valamir's coining of the term Game Motivation makes a lot of sense to me too.

Frankly, I don't want to think about the deeper "psychological" conditions that drive my players to kill orc children. Don't want to know.

In any case, this has been a very good discussion so far - IMO. I appreciate everyone's comments.

Cheers,

Jason

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On 9/24/2002 at 9:11pm, jdagna wrote:
RE: GNS, Intent and Motivations

Seth L. Blumberg wrote:
Ron wrote: When I see Bob the Player say, "Yeah! You suck!" and eagerly grab the dice for his turn as his fellow player laughs ruefully, gazing at his failed saving throw, then I recognize one of the many kinds of Gamism in action ... or at least I'm alerted to keep an eye on how the group reacts over the course of the whole session to this sort of behavior. Three rounds later, the two players cooperate like fiends to double-team the troll wizard and a good roll saves their bacon - they high-five each other, and Sam the Player says to the GM, "Yeah! You suck!" and they all laugh, delighted. OK, I say, point 2 for Gamism goin' on here, and keep watching.


In other words, the behaviors that indicate in which mode someone is playing in a given instance are not, repeat, not the actions of their character. They are metagame behaviors, and they exist in the social sphere surrounding the game.


Granted, that metagame behavior may be more revealing than in-character or in-game behavior.

On the other hand, in Ron's own example, he admits that even a seemingly obvious case of Gamism "at least I'malerted to keep an eye on how the group reacts over the course of the whole session." So even in a metagame context, we're still not sure what mode is represented by a given action. We still need a larger sample of activity to base our judgements on. Add in the complexity of drift, and you're still left with a situation that I feel is too complex to deal with strictly in observable terms. We can limit our discussion to what is observable, but I feel that it's like studying a tree by only looking at its shadow.

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On 9/24/2002 at 9:33pm, Seth L. Blumberg wrote:
RE: GNS, Intent and Motivations

We can limit our discussion to what is observable, but I feel that it's like studying a tree by only looking at its shadow.

Actually, it's more like the situation faced by experimental physicists, which has been compared to trying to figure out how to make a Swiss watch by slamming two watches together at high speed and examining the debris.

It is impossible to determine someone's mode of play by examining their motives, because you cannot ever observe their motives. You can only observe their behavior. (Saying "I am motivated by X" is a behavior, too, and--as has often been observed in this forum--not always the most significant behavioral indicator of actual mode of play. Sometimes people aren't clear on their own priorities.)

On the other hand, "prioritizing" is not an observable behavior; it is a conclusion about someone's value system, reached by induction. (I have never seen anyone prioritize anything. Have you?) Thus, GNS involves consideration of what could loosely be called "motive," if only as a hypothesized and epiphenomenal determinant of behavior.

To sum up: you're both right. Now go talk about something productive. :)

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On 9/25/2002 at 2:47am, M. J. Young wrote:
Three Sides

I actually see three sides to this debate.

The side that make the most sense to me is that which maintains that conduct is only relevant as it implies motive or intent. Gamism isn't about what you do, but about why you do it. The same is true for simulationism and narrativism.

The side which opposes this maintains that we can't know motive or intent, we can only know actions. This seems to have the stench of Hume about it--we can't know reality, only perception. To take this seriously, it would seem that there are no gamist motives, only gamist actions; no narrativist intents, only narrativist choices.

But every time this side attempts to illustrate what it means, it slips into impugning motive.
In response to me,

Contracycle wrote: Again, you are using the abstracted nature of the model as an excuse to lump what would almost certainly, in practive, be very distinct behaviours into a single category. If we were to FAIL to come up with at least a tentative "why" from the "what" we saw, then the only answer would be that we do not know. But how probable is it that these two behaviours are really, over time, indistinguishable?

Notably agreeing that we must "come up with at least a tentative why", which, I insist, is motivation or intent.
Similarly, this has been caught by others,
Mike Holmes wrote: If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision. I can't see how it prioritizes verisimilitude, or narrativist premise. What I can't assume is what motive caused the player to do what he did.

Yet clearly he has either inferred or been told that the player killed the baby kobolds from the motivation of gaining experience points. Again, he could have done it because his character recognizes baby kobolds are irredeemably evil and will only grow to be wicked killers; or because his character background states that his baby brother was killed by kobolds giving him a hatred for the entire race; or because knights of his order are the sworn enemies of kobolds and do not spare the young. It is only that motivation--the experience points--that makes this a gamist decision.

Incidentally, it could equally be a gamist decision not to kill these kobolds, if for example the player was assessing his resources for future combat in which he might gain more experience or more treasure, or in which his character might be at risk.

I have yet to read a post here that explains how behavior can lead to classification without passing through the step of impugning motive or intent; in fact, it seems to me that the classification itself is defined by motive or intent. The majority seem to agree with this; the minority can't seem to explain otherwise without falling into some hidden trap of letting motive or intent in through the back door. It is there in all the posts on both of these sides.

The third side is represented solely by Ron. He maintains that motive and intent have nothing to do with this whatsoever, as he understands them. They are a taxonomy, like observing the spot patterns on the wings of butterflies. Gamists are gamists because they act like gamists, not because they have gamist motives, and so for simulationists and narrativists. He never slips into letting motive in through the back door.

Yet at the same time, elsewhere, he has consistently denied that anything within the context of the game can be pigeonholed as exclusively belonging to one genus. All mechanics can be used for any mode. Stances are not strictly relevant. Immersion is not a guaranteed tell. There is not a single behavior of which it can be said that this belongs exclusively to one, or even that it is inherently excluded by any one. It is only in the totality of the behaviors that we find the pattern. Yet what is that pattern? What is it that we are able to deduce from the totality of behaviors, that thing that causes them to be related to each other--that suggests victory dances are like killing baby kobolds, and both of these like gloating over successes and cursing failures?

Ron says that the connecting thread is not motive, and not intent.

I could suggest that the connecting thread is attitude; but to my mind, I don't see how that is different from motive or intent--and I don't see any reason why attitude would be acceptable where motive and intent are not (the same objections all apply).

In the end, what is the quality of gamist behavior that makes it gamist, that can be defined without creating a tautology?

--M. J. Young

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On 9/25/2002 at 9:35am, contracycle wrote:
RE: GNS, Intent and Motivations

Marco wrote:
Actually, that's a real good point--but while the "chicken dance" may indicate gamist behavior and someone saying "now ... to further the plot I do THIS!" will indicate Narrativist behavior, in the absence of such a motivation-explaining cue how does one judge?


You can't - you can only observe the behaviours in search of such of clues. So the subject of our investigation must be the actual behaviour of the participants; without such observation any proposal as to the motive of the players is pure speculation. Motives are multiple - maybe a given player is living out a power fantasy or working out some parental issue - what drives people to undertake actions is seldom simple. If, however, there are patterns of behaviour which are roughly universal across the activity, then it doesn't particularly matter what the motives are, or how complex they are. You do you not need to know what motivates the use of a hamemr - knowing the behaviour for which the hammer will be employed, you can design accordingly.

In the case of someone who is gaming socially, cited above, and is a "true X" but playing in a game generally "Y", the example I feel is abused. Nobody is proposing - indeed everyone strenuously objects to - attempting to impose a given play style on anyone. But identifying that there is a disparity in stylistic preference allows us to assess how profound a problem it is, and what it is that constitutes the problem. Otherwise all we would be able to do is complain.

We might for example propose that this player might be better off in another game of type X, if the quality of the play experience is important enough to them. If the socialising aspect is more important to them, we could at least try to design a quality game of type Y which is at least tries to avoid being a bad and particularly annoying game of its type, this might make the experience less painful for the player. Perhaps games can be built which explicitly contain elements which cross from one mode to another - this has not been much explored yet but given that the model accepts co-existance of modes, albeit at differentiated priorities, its possible that such a design might be feasible.

At least with such a model of behaviour we can start looking at the options and engaging in constructuive behaviour. Without such a model all we would be able to do is say "too bad" and pat them on the back. To an extent that might be all we can do anyway, but at least we have something to work with now - or at least, those that think the model is worth adhering to do. It gives us a place to go looking for cues, and a theory as to how interpret those cues. Even if the theory is wrong in some siginificant way, going out and accumulating the data which disproves it would lay the groundwork for whatever model, if any, should succeed it. We will necessarily have to speculate on the motivations of players in this process; we will have to ask questions, discuss our experiences, explore our own motives and those of our players - but to priviliege those aspects above what is observable would be to use the least reliable available data. When we see behaviour, we are seeing motive expressed - but it is the behaviour which is accessible.

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On 9/25/2002 at 10:22am, contracycle wrote:
Re: Three Sides

M. J. Young wrote:

Similarly, this has been caught by others,
Mike Holmes wrote: If I see a player kill the baby kobolds, because they aren't worth any EXP alive, then I will assume that this is a Gamist decision. I can't see how it prioritizes verisimilitude, or narrativist premise. What I can't assume is what motive caused the player to do what he did.

Yet clearly he has either inferred or been told that the player killed the baby kobolds from the motivation of gaining experience points. Again, he could have done it because his character recognizes baby kobolds are irredeemably evil and will only grow to be wicked killers; or because his character background states that his baby brother was killed by kobolds giving him a hatred for the entire race; or because knights of his order are the sworn enemies of kobolds and do not spare the young. It is only that motivation--the experience points--that makes this a gamist decision.


Any of those might be a "true" motive, and any of them may well be claimed by the player if asked. But by examining the intentionally fuzzy "instance of play" we can develop an opinion as to which of the behavioural modes that player is likely to adopt in the future.

If for example, this behaviour was most prevalent when the player was nearing level changes, such that small numbers of XP were worth the hassle of pursuing, I would suggest this would reinforce the interpretation that the goal of the player is related to the mechanical expression and capacity of their character. All of these may be incorrect perceptions; nothing absolves the observer of the capacity for error. But at least it holds the potential for independant verification - you could pass on your analysis of a players mode to other observers, who may agree or disagree with your analysis. In my experience, players do not play significantly differently with different GM's, and to me this supports the models argument.


I have yet to read a post here that explains how behavior can lead to classification without passing through the step of impugning motive or intent; in fact, it seems to me that the classification itself is defined by motive or intent. The majority seem to agree with this; the minority can't seem to explain otherwise without falling into some hidden trap of letting motive or intent in through the back door. It is there in all the posts on both of these sides.


Not exactly. As I see it, the claim is that ALL expressions of A motive will fall into one of three forms; we can concretely address those forms whereas we cannot concretely address motivations anywhere nearly as easily. One of the opportunities this offers is to reverse engineer motiviation in those circumstances where none is apparent, or none that makes sense. This, again, is opbviously unreliable IMO based as it is on speculation - but if it can be argued that, indeed, the behaviour is consistent with a certain observable mode then it is at least not baseless speculation. This has allowed two things to date: people have said "aha, now I understand what so and so was thinking better" and as someone has recently posted, understanding a given games mode expectations helped them enjoy a game for what it was better than they had done previously. I consider both of these successes based uppon the fact that the model is deliberately limited to actual behaviour rather than the motivations which are claimed to lead to such behaviour.

Lots of people assert that the motive for gamism is competition; I disagree as to this motive. I think it is based on "doing" rather than competing, but that is an argument for other times. But in proposing an alternate motivation for gamism, or challenging an existing perception of gamism, and whether rightly or wrongly, I am not challenging the EXISTANCE of gamism. Conflicting interpretations may well produce differing mechanical structures, but I think we'd have a better chance of a constructive discussion.

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On 9/25/2002 at 11:50am, deadpanbob wrote:
RE: GNS, Intent and Motivations

contracycle wrote:

Even if the theory is wrong in some siginificant way, going out and accumulating the data which disproves it would lay the groundwork for whatever model, if any, should succeed it. We will necessarily have to speculate on the motivations of players in this process; we will have to ask questions, discuss our experiences, explore our own motives and those of our players - but to priviliege those aspects above what is observable would be to use the least reliable available data. When we see behaviour, we are seeing motive expressed - but it is the behaviour which is accessible.



Contra,

I don't think the model is wrong. I also agree that the model provides us with a much more stable common language for and better tools for productive discussions about roleplaying instances, and how/why certain game designs may or may not support particular modes of play (behavior) for a given instance of play (or more likely over a series of Instances).

But, the behavior that is exhibited by RPGers in my experience isn't that easy to classify - even over long periods of observation. I've been playing with the same group for almost ten years now, and I'll be darned if I know exactly what their behaviors indicate about their preferred mode(s) of play.

Sure, I haven't had much current experience observing them play filtered through my newfound (yet strangely limited) understanding of GNS. But still, I have distinct memories of how they behave, and more than that a general sense of what they'll react well to and what they won't.

The problem is that their behavior exhibits pretty equal characterisitcs of all three modes of play. Is this even possible? I find it much easier, through behavior alone, to mark their stance preferences.

Perhaps I should start another thread to discuss what behaviors correspond to which modes of play. Because if the model can be applied using only behavior - then we should all be able to come to a consensus agreement about which behavior maps to which mode. Because it sounds to me like the 'behavior only' camp is arguing that behavior is a more rigorous method of assessing GNS procilivities. But this is where I have the problem - I suspect that we can't come to any agreement about more than just the most obvious behaviors.

My point of view on this is that the behavior is important (perhaps even more so than motive/intent), but that the model works better, for me, when I filter through the necessarily arbitrary imputation of my players motives. I think, again just for me, that asking my players about their specific Game Motives and getting an explicit understanding of them makes the model work even better.

My biggest problem is: I'm designing a game, and I'd like to be able to get some playtesters outside my circle to try it out. Chances are I won't be there to observe their behavior - most likely I'll only get a written journal about the game (or at best a voice recording of the session). From that scant evidence, how do I determine that my game is meeting one of its core design goals: Encouraging/supporting Narrativist and Gamist modes of play (in almost equal measure)?

Cheers,

Jason

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On 9/25/2002 at 3:29pm, Mike Holmes wrote:
RE: GNS, Intent and Motivations

I've made a great mess with my baby kobolds, haven't I. I should have left it to Ron. My point has been all along that I think Ron is correct. I hold no third position. If I've done a poor job of it, then my comments should be ignored, not disected.

That said, and at the risk of further complicating things, the baby kobolds example, is, to me all behavior. The definition of Gamism, is making decisions based on in game metrics or some sort of striving by the player. Or something to that effect. So, doing something for EXP is the behavior known as Gamism. If Ralph wants to call that a "Game Motive" then great. But that's just relabeling something we've already got a label for. Motives, I assumed would be what caused the player to "Make a decision based on in game metrics or some sort of striving".

This is entirely semantic. I see making a decision that follows certain criteria as a behavior (in fact it seems the very definition of a behavior). Ralph sees it as a motive. The point of our "side" has been and always will be that looking at the specific decision, what is observable most offten, and most importantly, is the behavior itself. And that we don't have to look any deeper than that. And in that, Ralph seems to agree. We don't need to look at what he calls "Psychological" motives.

So, since we seem to only disagree on terminology, I can only attack it sematnically. To which I'd say that unless we adopt Ralphs coventions, and even possibly then, calling the isms motives will be confusing to people who will think that we are looking beyond the "game motives". calling it behavior would certainly serve to maintain the distinctions between what certainly is notable behavior, and what are most certainly motives (Ralph's "psychological motives").

So that's my vote on what terminology to use.

Mike

P.S. Is it just me, or does it seem that in a roundabout way we're just rehashing the age old debate between Behavioralism, and Personality theory? And if so, isn't that a good reason to drop the debate (I certainly wouldn't claim to be an expert on any of this).

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On 9/25/2002 at 3:55pm, Marco wrote:
RE: GNS, Intent and Motivations

I think the crux of the debate for me is: "How can you identify, say, Narrativist behavior without a dead-giveaway (the player goes "mmm ... this will be good for the story")?"

If you can't then using GNS to analyze anyone else's play is an exercise in seeing what you want to see.

If you can, I'd like to know how.

If you're pretty sure you can most of the time, what are the objective-tells?

-Marco

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On 9/25/2002 at 4:12pm, Valamir wrote:
RE: GNS, Intent and Motivations

I'm not sure where to begin to explain why I think you're wrong Mike...I'm not even sure if there's a point to it.

But I shall try.

You are saying that your baby kobolds example is a behavior. It isn't. It can't be.

"Player killed baby kobolds": THAT'S the behavior. That's what's observable.

"Because they aren't worth any XPs alive" This is NOT part of the behavior. It can't be because it isn't observable. We only know this is the reason he killed the kobolds because you told us, because he actually said it in the game. So if its not part of the behavior what is it? Its part of the REASON for the behavior. Its the part of the reason thats relevant for our purposes. This is the piece I called motive, and later called Game Motive to distinguish it from other issues that were muddying the discussion.

"Because they aren't worth any XPs alive" is the REASON...the "because" gives it away. Behaviors don't involve "because". Motives involve "because".


And this "because" is the key piece of the whole thing. "Player killed baby kobolds" tells us nothing about GNS mode. As has been pointed out above and won't be repeated again this sentence could be ANY mode.

GNS can only be distinguished from the "because". Without the "because" there is absolutely no way whatsoever to categorize any behavior as being G, N, or S. Playing in Character is a behavior. It does not equal Simulationism. Using the rules to help the character perform better is a behavior. It does not equal Gamism. Only if we know the WHY of these things can we determine one or the other. Without the "because" GNS is devoid of all meaning whatsoever.


But now we get to the good stuff. How do we uncover the "because" when players aren't so accomodating as to announce it? This is why, while the theory is about decision making, we can't look at decisions on an atomic level. Because by themselves...we can't. This is why Instance of Play becomes important. Because over time and enough observations we can (in a mental process much like trying to guess the right pattern in Master Mind based on vague clues) deduce or infer the "Because" even when its not explicitly stated.

What started me off on this whole road to begin with is Ron's claim that motive (i.e. the "because" part) isn't part of the model at all and if we put it there is our own customization. To which I say "Rubbish and Bollocks". The motive part is there; has been there since the beginning, and to say otherwise is to me complete and utter nonsense.

Including the idea of motive doesn't make the model harder to understand. Its the only thing that makes it possible TO understand.


Unless you, Ron, et.al. are prepared to make a laundry list of every possible roleplaying behavior and ascribe to that behavior a corresponding GNS mode, behavior by itself its insufficient for determining GNS.

Unless you are prepared to document a pattern of behaviors such as "in character dialog", followed by "ignoring a possible positive modifier", followed by "whatever" is and always is a Simulationist event without exception; behavior by itself is insufficient for determining GNS.

Behavior is what is observed. Motive is what is inferred from observing a sufficient amount of behavior. Motive is what translates to a GNS mode.

GNS is WHY a player chose to do A instead of B.

This is what I've said since the beginning. This is what I remain convinced of now.

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On 9/25/2002 at 4:24pm, Valamir wrote:
RE: GNS, Intent and Motivations

Marco wrote: I think the crux of the debate for me is: "How can you identify, say, Narrativist behavior without a dead-giveaway (the player goes "mmm ... this will be good for the story")?"

If you can't then using GNS to analyze anyone else's play is an exercise in seeing what you want to see.

If you can, I'd like to know how.

If you're pretty sure you can most of the time, what are the objective-tells?

-Marco


Good question Marco...and one you've been hinting around at for a while.

For me the answer is simple.

The same way a jury decides whether a suspect is innocent or guilty (only in the case of GNS there is no "guilt" just different positions).

We look at the evidence as its presented, piece together the puzzle and reach a conclusion. As in all discussions that occur in a forum, everyone throws in their two cents and some consensus is reached. There will usually be some dissenters, who, like in the Supreme Court, will write up their minority opinion on the matter. Since this is hardly a life and death situation, there is no need for a unanimous verdict.

Like the justice system, no doubt sometimes the analysis will be wrong. As Ron said this is where being "rigorous" comes in, in a scientific sense.

In a management sense its the difference between making a wrong decision vs. making a bad decision. A decision can still be a good one, even if it winds up being wrong, if it were made intelligently based on the information available at the time (i.e. rigorously).

I sense a touch of "but how can you be sure when you perform your GNS analysis that you're not wrong?" in your question. My response can only be...we can't be. Any more than a jury can be sure they didn't just let a criminal off or send an innocent man to jail. Only since we don't have peoples lives riding on the outcome, right or wrong is still a learning experience.

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On 9/25/2002 at 4:31pm, damion wrote:
RE: GNS, Intent and Motivations

Here's my definition for GNS modes.

(you can substitute any mode in the example, I just got tired of people always using N and G)

Observer sees behavors from player Y that cause the observer to think Y is making simulationist decisions.

Observer then introduces Y and the rest of the group to a game that
promotes simulationist decisions.

During ths game the Observers see's more behaviors from Y and the rest of the group that the observer believes are indicative of simulationist decisions. (doesn't have to be, and probably won't be the same behaviors as originally observed).

Thus the observer can conclude that these players are making simulationist decisions, because
1)The observers induction of the Game Motives from the behaviors are consistent with the definition of simulationism.(This requires the observer to understand the definitions of course).

2)Promoting these decisions has increased the behavior.


I don't think there ARE objective tell-alls, other than a player explicitly vocalizing their modivation, and even then you could be wrong. I think just having a good understanding of the people involved and the situation is the way to go.

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On 9/25/2002 at 6:11pm, Mike Holmes wrote:
RE: GNS, Intent and Motivations

Valamir wrote: You are saying that your baby kobolds example is a behavior. It isn't. It can't be.

"Player killed baby kobolds": THAT'S the behavior. That's what's observable.

"Because they aren't worth any XPs alive" This is NOT part of the behavior. It can't be because it isn't observable. We only know this is the reason he killed the kobolds because you told us, because he actually said it in the game.
How is something that someone said in a game not an observable behavior? He only said that he killed the kobolds. And the GM only said they died. And the player only said that he was happy to record them on his character sheet. How is that not all observable behavior?

"Because they aren't worth any XPs alive" is the REASON...the "because" gives it away. Behaviors don't involve "because". Motives involve "because".
The behavior of Gamism is described as making decisions based on in-gme metrics yadda yadda. Yes, that's because of the existence of that criteria. If a rat hits the red bar "because" he know's he'll get a shock from the green bar, that's a description of a particular behavior. His motive is probably avoiding pain. But we really can't ask the rat, can we?

Again, you are saying that something that some people term behavior is called motive. I disagree. Purely semantic. In the end, what is it that we disagree on other than the definition of these terms?

Playing in Character is a behavior. It does not equal Simulationism. Using the rules to help the character perform better is a behavior. It does not equal Gamism. Only if we know the WHY of these things can we determine one or the other.
Simulationism has nothing to do withy playing in character. That's not in any way a definition of it. Simulationism could be stated as making certain decisions "because" those decisions prioritze nothing beyond basic exploration. Without these Beacuses as part of the definiton of the described behavior all you have is Players make decisions. So again, the only thing we disagree on is whether or not the "because" can be used as part of a description of a behavior (my contention) or must indicate a motivation (your contention).

Either way it does not undermine our actual (IMO) agreement on the purpose or use of the theory.

But now we get to the good stuff. How do we uncover the "because" when players aren't so accomodating as to announce it? This is why, while the theory is about decision making, we can't look at decisions on an atomic level. Because by themselves...we can't. This is why Instance of Play becomes important. Because over time and enough observations we can (in a mental process much like trying to guess the right pattern in Master Mind based on vague clues) deduce or infer the "Because" even when its not explicitly stated.
Again, we're in total agreement. We can't look at the decisions by themselves. The definition of the behavior of Gamism includes the conditions under which the decision was made. How could we create a system that catered to suh a player if we could not control these conditions. But they are conditions, IMO, not motives.

What started me off on this whole road to begin with is Ron's claim that motive (i.e. the "because" part) isn't part of the model at all and if we put it there is our own customization. To which I say "Rubbish and Bollocks". The motive part is there; has been there since the beginning, and to say otherwise is to me complete and utter nonsense.
Well, that's what you may see, but I don't. He says that players are high -fiving about "Winning". Because they have won. How else could he make the determination. What we don't know is why they want to win. Which is what I'd call motivation. The condition of there being a winning metric (the death of the baddies) is what they are responding to with their Gamist behavior.

Including the idea of motive doesn't make the model harder to understand. Its the only thing that makes it possible TO understand.
Doesn't hamper me. If you need to state it this way, then I'm guessing that's why Ron said, "Hey, go ahead." I think that there may be people who are only going to see it this way. But consider that I have as much trouble seeing it from your perspective as you do seeing it from mine.

Unless you, Ron, et.al. are prepared to make a laundry list of every possible roleplaying behavior and ascribe to that behavior a corresponding GNS mode, behavior by itself its insufficient for determining GNS.
No, we only need to make a list of three behaviors. They are called Gamism, Simulationism, and Narrativism.

Unless you are prepared to document a pattern of behaviors such as "in character dialog", followed by "ignoring a possible positive modifier", followed by "whatever" is and always is a Simulationist event without exception; behavior by itself is insufficient for determining GNS.
This is silly. A player makes a decision to kill baby kobolds because there are experience points available. He tells me this. This is falls precisely under the definition of the behavior of Gamism. How could I miss it?

I have now come to where the previous poster was before. We must agree to disagree. Ron has much more wisely seen the end of this discussion before it began, I think, and essentially declined to comment. He says that if you want to call it motive, that's fine, he just will not. Which is just a way of saying before the conflict erupts that there is no solution to this problem likely, so why should I waste my time debating.

I only wish that I had seen the wisdom of this before as well.

Mike

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On 9/25/2002 at 6:52pm, Valamir wrote:
RE: GNS, Intent and Motivations

Behavior: The actions of a person in response to stimuli

Stimuli: Something that incites or rouses to action

Motive: Of or constituting an incitement to action


Abridged from Dictionary.com

Seems to me that Motive and Stimuli share pretty similiar definitions as being somthing that incites to action.

Ergo

Behavior: The actions of a person in response to Motive.



I'm done now.

As long as we agree on the ultimate application, argueing over definitions is indeed pointless.

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On 9/25/2002 at 7:45pm, jdagna wrote:
RE: GNS, Intent and Motivations

Damn, I had this great long response written when I figured out where the disagreement stems from.

Ron, your essay does not speak in terms of behaviors. It speaks in terms of "decisions." There is a vast difference between behavior and decision - since, for example, you could decide to do something, yet be prevented from expressing it as a behavior.

Perhaps I am missing it, but I always see GNS modes talked about in terms of priorities and decisions, never behavior alone.

Decisions include motive. "Killing baby kobolds beacuse they aren't worth EXP dead" is a decision. The behavior is merely "Killing baby kobolds." And the motive is merely "because they aren't worth EXP dead."

Thus, my point seems to be in keeping with the definition of GNS modes, except that I've been using the wrong terminology. Behavior + Motive = Desicision, and decision is the language of the essay.

Am I missing something here?

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On 9/26/2002 at 1:14am, M. J. Young wrote:
Back to Motivations

damion wrote: Here's my definition for GNS modes.

(you can substitute any mode in the example, I just got tired of people always using N and G)

Observer sees behavors from player Y that cause the observer to think Y is making simulationist decisions.

Observer then introduces Y and the rest of the group to a game that
promotes simulationist decisions.

During ths game the Observers see's more behaviors from Y and the rest of the group that the observer believes are indicative of simulationist decisions. (doesn't have to be, and probably won't be the same behaviors as originally observed).

Thus the observer can conclude that these players are making simulationist decisions, because
1)The observers induction of the Game Motives from the behaviors are consistent with the definition of simulationism.(This requires the observer to understand the definitions of course).

2)Promoting these decisions has increased the behavior.


I'm quoting Damion because again we have the hidden trap.
Damion wrote: Observer sees behavors from player Y that cause the observer to think Y is making simulationist decisions.

But what are simulationist decisions? Are they not decisions made to achieve simulationist results? Is not the desire to achieve simulationist results a motive or intent?

People are getting confused because of two problems:
1) The fact that GNS is about motives doesn't mean that it is about deep subconscious causal factors or something of that nature. It can be about motives and not be about all possible motives.
2) The fact that someone tells us why they do something may be behavior, but as behavior it is only relevant as evidence of motive.

This latter. deserves a bit of clarification.

Let us suppose that the player said, "I'm going to kill these kobolds because my character perceives that the only good kobold is a dead kobold, and so it would be true to the nature of this world and my character for him to do so." Now, that statement puts the killing of the kobolds in an entirely different context. Arguably now the character is killing them for simulationist purposes. We would now be justified in reading both the statement and the action as evidence that the player was performing simulationist actions.

But it is only evidence; it is not proof. The player may well have said this because his real motive is that he wants the experience points, but he knows that if he says "let's kill these kobold babies for the experience points" others at the table will object, or his girlfriend will think he's being sadistic. It could be that his real motive for killing the kobolds is that he's building a story about his character in which this will become an important factor, but doesn't think it fits the story to say "my character is going to kill the kobolds babies now because further in the story this act is going to come back to haunt him." The statement made by the player that he is doing this to retain verity in the world is no less behavior than the action of killing the kobolds; and it is equally subject to interpretation, as to whether it actually represents his reasons for the action or not.

But those "reasons" for the action are precisely what GNS is trying to infer from the actions. We might all say, "Oh, yes, Bob is always being true to the world in which play occurs, and that is exactly what his character would do." We might as likely say, "You liar, you're just doing it for the experience points and you know it," only to have him blush sheepishly and say, "well, it was worth a try."

In the end we don't care whether or not Bob's character killed the baby kobolds, and we don't care what Bob said was his reason for doing so. We are only concerned with Bob's actual motives--"Reasons", if you prefer, as long as you don't confuse these with excuses--as a player for having his character take certain actions.

Intent cannot be known from observation; yet it is usually inferred from observation. In law, we distinguish between general and specific intent. Let us consider the difference between Burglary and Breaking & Entering, and throw in something that is no crime at all.

If there is a car hurtling out of control at you on the sidewalk and you dive through the glass window of a storefront to get out of the way, you never formed any intent to enter that store illegally; it was an accident, and you are not guilty of a crime.

If you're cold and have no shelter, so you break that same window in order to get inside and avail yourself of some protection in a storm, you clearly intended to break the window and enter the building. You are guilty of breaking and entering. But you are not guilty of burglary.

Burglary requires a double intent: you must have intended to break into the building and intended to steal something. If you accidentally got locked in the building at night and decided as long as you were there you would steal something, that is still theft, but it's not burglary. If you broke into the building for warmth and did not commit any other crime while in there, that is not burglary either. You must have both intentions.

Now, whatever motivations players have when they make character decisions, some of these motives are gamist, and some are simulationist, and some are narrativist. Some aren't any of these (such as venting your frustrations, or showing off for your girlfriend, or making Bob look bad). But just because we're not interested in the wealth of motivations and intentions that make up the psychological complexity of human decision does not mean that "why did he do that" is either not relevant or not about motivation.

You can't talk about in-mode actions; you can only talk about actions which appear to imply mode motivations. Someone suggested a sort of graphing approach by which you place each action in one section of the graph and see where the majority of them fall, but even this requires that you first infer mode motivations from each of the actions in order to place them on your graph.

I'm with Ralph. My problem isn't that I feel anyone is saying I can't use the ideas of motivations and intentions in my understanding of GNS; my problem is that I can't see any other way for the model to have any meaning at all, unless you are inferring why someone did what they did from what they did. The entire taxonomy seems to be defined by "to win a game--to create a story--to explore a reality", which are themselves motivations which may be implied by actions. But "gamist decisions" are nothing more or less than "decisions which stem from a gamist motivation in play", and I don't see how this can be avoided and still have any meaning left to the concept.

--M. J. Young

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On 9/26/2002 at 11:01am, contracycle wrote:
RE: GNS, Intent and Motivations

jdagna wrote: There is a vast difference between behavior and decision - since, for example, you could decide to do something, yet be prevented from expressing it as a behavior.


In which case I would expect to see "I am frustrated" behaviour.

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On 9/26/2002 at 11:12am, contracycle wrote:
Re: Back to Motivations

M. J. Young wrote: Is not the desire to achieve simulationist results a motive or intent?


Is that question relevant or useful?


1) The fact that GNS is about motives doesn't mean that it is about deep subconscious causal factors or something of that nature. It can be about motives and not be about all possible motives.


I do not regard the GNS as being about motive. I regard it as being about behaviour. I do not care a fig for what motivation produces a given behaviour, in the general case.


2) The fact that someone tells us why they do something may be behavior, but as behavior it is only relevant as evidence of motive.


Correct. This is substantially safer than baseless speculations as to unknowable motive.


We would now be justified in reading both the statement and the action as evidence that the player was performing simulationist actions.


Tentatively, yes.


The statement made by the player that he is doing this to retain verity in the world is no less behavior than the action of killing the kobolds; and it is equally subject to interpretation, as to whether it actually represents his reasons for the action or not.


Exactly so. This is why all claims as to motive can only be provisional.


But those "reasons" for the action are precisely what GNS is trying to infer from the actions.


Why is GNS doing this? I do not see it doing this: it describes the three forms of behaviour in which all such motives are expressed (a slight extension admittedly). WHY a player is Gamist is irrleveant to me, only THAT they are Gamist.


In the end we don't care whether or not Bob's character killed the baby kobolds, and we don't care what Bob said was his reason for doing so. We are only concerned with Bob's actual motives--"Reasons", if you prefer, as long as you don't confuse these with excuses--as a player for having his character take certain actions.


This is extremely confusing. You have just demonstrated that Bobs motive is unknowable, or not reliably knowable. You are now trying to construct a theory on data which you concede is both hard to get and unreliable! Does not sound like a very useful theory to me.

Furthermore, I feel the legal analogy is misplaced. If enter a place illegaly, and are discovered by the police, you will likely be arrested REGARDLESS OF YOUR MOTIVE. The forces of "law and order" will leave determining your "true" motivation at a later date and act, now, on your behaviour alone.

Secondly, not all schools of legal thought have even considered that motive was relevant at all. The famous "ethical" dilemma used to identify emerging morality in chidlren posits the cotradiction between theft and necessity; if you could steal a drug that would save a friends life, where does your social obligation lie? The conventional answer is that you should not steal: your motivation in no way alters the criminality of your behaviour.

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On 9/26/2002 at 3:18pm, damion wrote:
RE: GNS, Intent and Motivations

Mike Holmes wrote:

Again, you are saying that something that some people term behavior is called motive. I disagree. Purely semantic. In the end, what is it that we disagree on other than the definition of these terms?



If you include WHY a person acts a certian way in behavior, rather than just HOW they act, then I'll agree the GNS is about behavior. Works for me.

from contracycle:
This is extremely confusing. You have just demonstrated that Bobs motive is unknowable, or not reliably knowable. You are now trying to construct a theory on data which you concede is both hard to get and unreliable! Does not sound like a very useful theory to me.


There is a large difference between not being able to know something directly and knowing nothing about it. I'm sure there is someone here who can come up with a great quantum phsyics example. In generaly people can infer peoples motives from their decisions.
I thought the legal analogy was great. If the police find you standing over a dead body holding a gun, they are gonna arrest you, but the crime your charged with depends on motive.(in increasing order of severity)
1)Self-defence--No crime
2)Crime of passion, argument out of control--Manslaughter
3)You followed them and ambushed them, you planned it ---Murder

In all these cases you can look at the persons behavior and get pretty good idea of why they did what they did. The fact that you can do so is important in our legal system and is the basis of alot of interpersonal interaction. 'put yourself in their shoes'.

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On 9/26/2002 at 5:05pm, jdagna wrote:
RE: GNS, Intent and Motivations

contracycle wrote:
jdagna wrote: There is a vast difference between behavior and decision - since, for example, you could decide to do something, yet be prevented from expressing it as a behavior.


In which case I would expect to see "I am frustrated" behaviour.


Yes, you probably would see such behavior.

But that wasn't my point.

Where in "GNS and Other Matters of Role-Playing Theory" does it say that GNS modes are represented only by behavior? My point is that the essay speaks in terms of decisions, which are a much deeper concept than behaviors, because they deal with reasoning - what I call a motive, what others call intent, and what the GNS essay itself calls a goal.

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On 9/26/2002 at 5:42pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Justin,

"Behavior" and "motive" mean such different things to you and me that we're not going to be able to discuss this stuff in a medium like this one.

GNS is about decisions. To me, that's not necessarily motive and it is behavior. To you, it's necessarily both. Obviously, we are using "motive" to denote different phenomena, rather than disagreeing about a fundamental issue.

If you read all of my posts in this thread carefully, you'll see that no shred of discord needs to arise in our discussions of GNS due to this difference in terms.

Best,
Ron

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On 9/26/2002 at 5:52pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Ralph,

Gareth is correct in challenging your use of the courtroom analogy. That analogy properly belongs to my presentation of GNS.

It's surprising to many people, but "motive" is not a central issue in criminal law. The question in law is not examining beyond-reasonable-doubt of motive, but examining beyond-reasonable-doubt of commission. "Motive" gets brought in as a piece of that examination when physical evidence is lacking and it comes down to jury opinion of circumstantial stuff, but it doesn't have to be brought in if physical evidence is more conclusive.

Court methods "prove" nothing, despite the courtroom or Hollywood rhetoric. They provide, at best, rigorous defense of one interpretation of a given set of past events.

My judgment of what GNS modes are operative in a group exactly parallels the courtroom method, and for the same goals - not "true knowledge," but beyond-reasonable-doubt inference.

Best,
Ron

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On 9/26/2002 at 6:54pm, Valamir wrote:
RE: GNS, Intent and Motivations

Ron Edwards wrote: Hi Ralph,

Gareth is correct in challenging your use of the courtroom analogy.


In the interest of precision, I believe it was MJ's courtroom analogy he was challenging.

That analogy properly belongs to my presentation of GNS.


I am unable to process the context of the this sentence...


Court methods "prove" nothing, despite the courtroom or Hollywood rhetoric. They provide, at best, rigorous defense of one interpretation of a given set of past events.

My judgment of what GNS modes are operative in a group exactly parallels the courtroom method, and for the same goals - not "true knowledge," but beyond-reasonable-doubt inference.

Best,
Ron


That's pretty much how I view it. I think I even explained it that way in a response to Marco somewhere around here.

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On 9/26/2002 at 8:22pm, contracycle wrote:
RE: GNS, Intent and Motivations

damion wrote:

There is a large difference between not being able to know something directly and knowing nothing about it. I'm sure there is someone here who can come up with a great quantum phsyics example. In generaly people can infer peoples motives from their decisions.


Oh indeed. If motive was completely opaque to us we would never be able to have consensual sex, and would not be here. We can infer motive motive from what people do - based on the collection of behavioural evidence. In the legal analogy you provide, of the differeing degrees of sanction, that evidence is partly interrogation - does the perps version of events stack up? If they say it was a crime of passion, can we find the third in the menages a trios to confirm the scenario?

Similarly with the kobolds scenario, we pretty much have a signed confession. When asked what their motive was they said they did it for the XP - there is no real reason to doubt their word. If they are later seen hunting for random encounters because, they say, they are only 10xp from levelling, this would be supporting evidence that it would be perverse to deny.

Speech and self description are also behavoirs. There is nothing preventing us from drawing conclusions about their motivations FROM THEIR BEHAVIOUR, including self expressive behaviour - which arguably all of RPG is. In fact we should do so, because it will enlighten our understanding of the behaviour. None of that prevents us chopping the behaviour up into categories if there seems to be reason to do so for descriptive and discursive purposes. If as claimed, the observed categories are actually distinct, and really exist, in that they are discrete, then we don't need to know what the actual motivations of any given player are to still make games. We can still think about how to do gamism well regardless of the individuals actual personal motivation.

What would be a Bad Thing, IMO, would be to fancy we can just figure out how everyone thinks. Sure, we could sit down and pull a bunch of "motivations" out of heads; but all these will be is projections of our own motivations. We will try to imagine how other people think... how reliable is that? And then we can procede to categorise people based on how WE think THEY think. How can we do that, given the differences in everyones personal life experience? I say thats impossible.

But I think we get a lot of milage out of looking at behaviour. For one thing, we dont have to speak the same language - RP in French is still G or N or S, (or so goes the claim). And RPG by 15 year olds and 45 year olds is still G, or N, or S despite the fact that there will probably be very real divergence between their actual motivations. We could still make a reasonable game recommendation.

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On 9/26/2002 at 8:28pm, contracycle wrote:
RE: GNS, Intent and Motivations

jdagna wrote:
Where in "GNS and Other Matters of Role-Playing Theory" does it say that GNS modes are represented only by behavior? quote]

Dunno. Would putting that in as clarification solve the disagreement? Ron's call of course but would that clarity resolve the problem?

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On 9/27/2002 at 5:56am, M. J. Young wrote:
Eliminating the controversial words

Apparently the problem is that "motive" means something to me that it does not mean to Ron; so, it seems, does "intent" and "attitude".

My problem is still this:

There is always a distinction between what he did and why he did it.

What he did is behavior; it is observable. Why he did it is not behavior; it cannot be observed, but can only be inferred from evidence.

What he did, by itself, never in any single or multiple case points to gamism, or to narrativism, or to simulationism. The only thing that can be said is that we infer why he did it from what he did, and this is not behavior.

What a player does is behavior, and evidence of why he does it.
What a player says is behavior, and evidence of why he does it.
But the very concept that a player has "goals" at all means that he is thinking, or feeling, or internally providing reason to his actions. That is, the behavior only gives us evidence that he has these goals; the pursuit of these goals, whether or not articulable, whether or not clearly understood by the agent, whether or not consistent, is the expression of something internal.

That is, when you say that a player tends to make simulationist decisions, you are saying that he tends to make decisions based on some internal drive or reason or desire to move toward simulationist goals. The very definition of simulationist goals implies some "reason" behind the decision.

You might say I am a conservative (although I recently was labeled a "liberal airhead" by one test); I tend to vote for conservative candidates. Now, you can observe that I vote for conservative candidates, and that I write in defense of certain conservative causes. These are behaviors. You might not know that concerns for oppressed minority rights have influenced me to oppose abortion, or that being near the poverty line has embittered me against social programs that are abused by the poor and unavailable to those barely above some arbitrary line--and if that's what you mean by "motives" they are generally not observable. But when you say that I tend to support conservative candidates, you are inferring from my conduct that I will take similar actions in the future; and those similar actions themselves can only be recognized by inferring something inside me. My actions tell you who I am; who I am tells you what I am likely to do. If you leave out the middle step--if you say that my past actions predict my future actions--you have limited the usefulness drastically.

That is, if I killed baby kobolds before, you can predict that I am likely to do so again. If I also killed baby orcs, you might be able to predict that I would kill baby gnolls. If I claimed it was because my character does not believe such creatures are redeemable, you can predict that I would claim that in the future. But you cannot claim that I am gamist, or narrativist, or simulationist without generalizing from the specific to the general, and that requires inferring that there is some overarching principle behind these actions, some internal something that causes me to take actions that are related to each other, not in such obvious and limited ways as expressed here, but in some broader way.

Let's do it this way.

--My character kills a room full of baby kobolds, and I say it's because of the experience points.
--My character steals a valuable piece of jewelry from the home of a nobleman he is visiting.
--I shout, "all right" when my character manages to get across a narrow slippery bridge to escape pursuit.
--I blow on the dice before I roll them, and say, "Come on, twenty!"
--My character flees from a dragon, leaving his long-time companions behind to face an unwinnable fight.

What is it that ties all these behaviors together in such a way that they will all be considered Gamist?

If you tell me that it is because they all demonstrate my desire to win, you have admitted that gamism, at least, is defined by the motivation of the player: motivated by a desire to succeed or win or beat the game.

The only other thing you can tell me is that through observation over time you have recognized that these behaviors tend to occur together, that is, that people who exhibit one of them tend to exhibit the others to some degree. But in that case, there is no meaning behind them except as collections of behaviors. They are, if you will, all "syndromes"--collections of symptoms occuring together with no identified cause. They are less than syndromes, because the tendency for them to occur together is itself a generalization. Ralph might not kill baby kobolds for experience points, although he always blows on his dice and gets excited by successes and steals from wealthy nobility--and he would never abandon his comrades to face their doom without him. Damion might easily kill baby kobolds and steal from noblemen and leave his companions to face the dragon, but he doesn't make such exclamations or blow on his dice. The model would seem to lose all relevance to game design or play, because all it tells us is "people who do this are somewhat more likely also to do that than are people who don't do this", like some marketing survey telling us that those who drink Coke will probably buy junk food and pop music. If GNS is nothing more than marketing theory, it is a lot less than most of us ever supposed.

Now, maybe you don't want to call that "motive"; but if "why" a player chooses as he does is at all relevant to the matter, it is more than merely behavior.

I'm sorry to push the issue like this, but I am very dissatisfied by the notion that the "why" behind the decisions is irrelevant to the model. The model itself seems to be an effort to generalize the "why" of player actions.

--M. J. Young

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On 9/27/2002 at 9:35am, contracycle wrote:
Re: Eliminating the controversial words

M. J. Young wrote: a distinction between what he did and why he did it.

On what basis do you make this claim? Apart form subjective experience, can you cite any research which attributes an ontologically independant existance to an entity called "motive"?


What he did is behavior; it is observable. Why he did it is not behavior; it cannot be observed, but can only be inferred from evidence.


Correct. That is why motive cannot play any part in a usable model. Only observation of BEHAVOIUR can provide date, FROM WHICH we can infer motive (unreliably).


The only other thing you can tell me is that through observation over time you have recognized that these behaviors tend to occur together, that is, that people who exhibit one of them tend to exhibit the others to some degree.


Yes. Thats a nice, safe, limited assesment of the avilable data, from which can safely procede to make opiniated speculations.


But in that case, there is no meaning behind them except as collections of behaviors.


Question: WHY shoudl there be meaning? What do you mean by meaning? And why is it not valid or useful to address tham AS behaviours?


They are, if you will, all "syndromes"--collections of symptoms occuring together with no identified cause.


Yes


Damion might easily kill baby kobolds and steal from noblemen and leave his companions to face the dragon, but he doesn't make such exclamations or blow on his dice. The model would seem to lose all relevance to game design or play, because all it tells us is "people who do this are somewhat more likely also to do that than are people who don't do this", like some marketing survey telling us that those who drink Coke will probably buy junk food and pop music. If GNS is nothing more than marketing theory, it is a lot less than most of us ever supposed.


I'm sorry but this is rubbish. The fact thatbthe model is NOT presecriptive, does NOT attempt to described something that is essentially invisible to us, and is not so arrogant as to presume it could identify other peoples thought processes based on nothing but navel gazing... these are its STRENGTHS.


I'm sorry to push the issue like this, but I am very dissatisfied by the notion that the "why" behind the decisions is irrelevant to the model. The model itself seems to be an effort to generalize the "why" of player actions.


It can quite conceivebly be USED to generalise motives as long as we do not confuse motivations with data. That is the PURPOSE of the model, nit its METHOD.

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On 9/27/2002 at 11:45am, Valamir wrote:
RE: Re: Eliminating the controversial words

contracycle wrote:
Correct. That is why motive cannot play any part in a usable model. Only observation of BEHAVOIUR can provide date, FROM WHICH we can infer motive (unreliably).



It can quite conceivebly be USED to generalise motives as long as we do not confuse motivations with data. That is the PURPOSE of the model, nit its METHOD.


whoa, whoa, whoa, whoa!

Gareth. That is EXACTLY what we've been saying for what....three pages now.

Observe the action...infer the motive. Which is exactly what you've said twice above.

If you agree with this...what exactly have you been disagreeing with then?

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On 9/27/2002 at 12:28pm, contracycle wrote:
RE: GNS, Intent and Motivations

The claim that the model is ABOUT motive. It is not - it is about behaviour.

Taking the model as being ABOUT motivation gives us exactly the dilema identified: we can't derive motive from behaviour becuase in order to comprehend the behaviour we need to comprehend the motive. Motive is prior to behaviour.

Restricting the model to being about behaviour obviates that dilemma. Hence it doesn;t matter one jot what a given gamers actual motiovations are for us to constructively address system; you can do so on the basis of the behaviour they adopt while doing so.

so frex when MJ says:


That is, when you say that a player tends to make simulationist decisions, you are saying that he tends to make decisions based on some internal drive or reason or desire to move toward simulationist goals. The very definition of simulationist goals implies some "reason" behind the decision.


... I consider this totally irrelevant and arguably misleading.

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On 9/27/2002 at 2:09pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Ralph,

Gareth and I have been rock-steady on our points throughout the thread. I think that you (and everyone else on the thread) might do well to read it over from the beginning - the phrases that you are finding reasonable now are not very much like the ones you were using back then.

A lot of people have been mis-reading me to say that GNS does not and can never involve what you are calling motives. That's not what I've been saying. I've been saying that everyone is free to infer the role of motive as they see fit, and we all can talk about sets of decision-making and so forth without muddying the waters with motive-terminology.

I strongly suggest that a re-read of this thread will reveal that this discussion is largely over. I'm not closing it - wouldn't dream of it, at this point - but if it starts goin' 'round and 'round with layered justifications of "what I meant was," then I will.

Best,
Ron

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On 9/27/2002 at 4:40pm, jdagna wrote:
RE: GNS, Intent and Motivations

Ron Edwards wrote: A lot of people have been mis-reading me to say that GNS does not and can never involve what you are calling motives. That's not what I've been saying. I've been saying that everyone is free to infer the role of motive as they see fit, and we all can talk about sets of decision-making and so forth without muddying the waters with motive-terminology.


Ron, I am in total agreement with you here. Decisions include not only the observable action, but whatever mental process lead the person to take the action. If you don't want to call that a motive or an intent, OK. Perhaps motive and intent can muddy the waters.

But you can't maintain that a decision and a behavior are the same thing. To say "decision" is to invoke an internal process. Rocks have behavior, but no one says "The rocks decided to start a landslide." Even a behavioral psychologist would take exception to ascribing the word decision when talking about a behavior.

GNS can be inferred from decisions, which is the word used in the essay. GNS cannot be inferred from behavior, except in a very indirect and innaccurate manner that renders it nearly meaningless.

If you think that we simply have a misunderstanding over the meanings of the words, let me turn to my dictionary:

Behavior:
1. The manner in which one behaves.
2. a. The actions or reactions of a person or animal in response to external or internal stimuli.

Although, I believe this one is the most appropriate for the discussion:
4: (psychology) the aggregate of the responses or reactions or movements made by an organism in any situation


Decision:
1. The passing of judgment on an issue under consideration.
2. The act of reaching a conclusion or making up one's mind.
3. A conclusion or judgment reached or pronounced; a verdict.

Clearly, these words cannot be interchanged.

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On 9/27/2002 at 4:47pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Justin,

Sorry, man, but the dictionary won't help. There's a whole wealth of academia which sounds a hell of a lot like this thread - i.e., confused - so turning to it won't help much either.

If you'd like to discuss what I mean by "behavior," then contact me by private email. As long as we agree on the passage of mine that you quoted, then this discussion can be over.

Best,
Ron

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On 9/27/2002 at 5:35pm, Wart wrote:
RE: GNS, Intent and Motivations

Ron:

Two questions arise:

Firstly: The original GDS rgfa threefold was all about intention and motivation. Isn't it unusual to take that and make a model independent of intent and motive?

Secondly: The GNS model is about increasing one's fun. This is an internal state...

I think the problem is that half the people in this discussion are looking at wants/motives/intents, and half are looking at practise.

For example, I could have Gamist intentions, but end up playing in a Simulationist game. I'm unlikely to be happy, unless I also like Simulationism and recognise that I'm not going to get Gamist enjoyment out of this particular game. When intent and practise match, we tend to enjoy ourselves because we're getting what we want.

The GNS model as worked out by yourself, Ron, works well for looking at practise - probably reflecting your "hard" science background. Perhaps if someone from a more soft science (psychology being the obvious example) collaborated with you on the model it could cover both?

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On 9/27/2002 at 5:53pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Arthur,

As I've stated several times, the very words "intent" and "motive" are not defined well enough across their users to be helpful. Using these words will introduce a great deal of fuzziness into the discussion, because of their incredibly wide range of meanings.

You're mis-reading me to say that things these words may denote are necessarily excluded from the model. Instead, as I've said, many things that these words are used for (sometimes) are part of the model, as encapsulated in the words "decisions" and "goals."

It seems as though people are very uncomfortable with the freedom I'm suggesting they employ. Arthur, whatever and however it is that you see "intent" or "goal" involved in the GNS model, go right ahead and see it that way - do not read my statements as excluding that perception on your part.

Best,
Ron

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On 9/27/2002 at 6:18pm, Wart wrote:
RE: GNS, Intent and Motivations

Ron Edwards wrote: It seems as though people are very uncomfortable with the freedom I'm suggesting they employ. Arthur, whatever and however it is that you see "intent" or "goal" involved in the GNS model, go right ahead and see it that way - do not read my statements as excluding that perception on your part.


Thanks for answering one of my questions, do you have anything to say on the other one? Or my suggestion about bringing more than one person in on the maintainance/writing of the Forge "manifestos"?

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On 9/27/2002 at 9:32pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Arthur,

I don't know which of your questions you're asking about. Could you state it in full, please?

Best,
Ron

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On 9/27/2002 at 9:34pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Arthur,

I don't know which of your questions you're asking about. Could you state it in full, please?

Also, regarding bringing others into the essay or argument, that's what this whole forum is. Since the essay is specifically my interpretation, it's not a "Forge manifesto" except insofar as people agree with it. I use this forum as a kind of shared brain to continue modifying or clarifying my ideas.

Finally, sometimes folks are a little too free in ascribing this-or-that argumentative standard to the "Ron's a scientist" box. Y'all might want to hold off on that kind of reasoning.

Best,
Ron

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On 9/27/2002 at 9:40pm, Wart wrote:
RE: GNS, Intent and Motivations

Ron Edwards wrote: I don't know which of your questions you're asking about. Could you state it in full, please?


Given that:

- Fun is a subjective thing, and someone's definition of what a fun game is varies from person to person.

- The point of the GNS model is to increase the fun people get out of the roleplaying hobby.

- The GNS model currently provides a vocabulary for describing what happens in a game.

- What happens in a game and what people want out of a game all too often diverge.

Is it not the case that it would aid the goals of the GNS model if a vocabulary for describing what people want out of a game (ie, their intent when they sit down and play) was added?

Intent and motive are all internal things, and only really come out in discussion. Currently, the GNS model provides a vocabulary for describing what is happening in-game, which makes such discussions easier, but a vocabulary for one's intentions and preferences and what one finds fun would make such discussions even easier.

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On 9/27/2002 at 9:53pm, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hi Arthur,

Such a terminology might be useful to someone. I suspect trying it at the group level would largely generate a thread much like this one - interminable and circular agonizing over what motives are.

In order to be valid, it would have to leave Gamism, Simulationism, and Narrativism out of the term-structure, such that these things were results, not causes. Similarly, the terms and associated concepts which are identified with GNS priorities (respectively, competition, Premise/Theme, and Exploration) would have to be left out.

It would also have to leave "fun," "enjoyment," and "socializing" out of the terms structure, as those are the universals.

Best,
Ron

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On 9/28/2002 at 12:44am, Valamir wrote:
RE: GNS, Intent and Motivations

Hi Ralph,

Gareth and I have been rock-steady on our points throughout the thread. I think that you (and everyone else on the thread) might do well to read it over from the beginning - the phrases that you are finding reasonable now are not very much like the ones you were using back then.


Ok. I was pretty much done with this thread as I had reached a level of comfort that what Jason, MJ, and myself have been saying for the last 5 pages was completely correct, and that it was unneccessary for me to understand the reasoning behind opposing claims in order to continue to use the information.

However, as I feel the above paragraph unfairly mischaracterizes my position, I feel the need to address it only to set the record straight.

At your suggestion I did reread this thread in its entirety, and my position on this issue has not budged a single jot since post one. That being the following:

GNS is about determining the intent behind decisions.
"Gamism" is an intent
"Simulationism" is an intent
"Narrativism" is an intent
Conciously, or unconciously these are intents.

Or Motives. Contrary to your statement that a dictionary isn't very helpful, I find dictionaries to be enormously helpful. And since I'm sure more people have access to a dictionary than what ever definitional source you use to define Behavior and Motive, I'm perfectly comfortable with making sure my use of the terms matches the dictionary definition. Since a Motive according to the dictionary (as I quoted above) refers to something which incites to action, I'm quite comfortable applying that definition here.


They are Intents which cannot be identified directly through observation, so we are left to observe a sequence of decisions and to infer from those decisions which G N or S intent lay behind them.

Saying that a player has made a Narrativist decision really means that the player made a decision that supported his intent to promote premise and story now (again a concious or unconcious intent).

Saying that a player has made a Gamist decision really means that the player has made a decision in line with his intent to "win" (etc).

This is what I've said a dozen different ways since the beginning. That Intent is an undeniable unseperable factor of the model since the beginning. To say that I have somehow changed my position is completely incorrect and somewhat disingenuous.

Now if you have a problem with this interpretation of GNS, I can only presume it comes from you ascribing a different meaning to the words behavior, intent, and motive than does Webster's dictionary, and not liking what THOSE definitions are in reference to the model.

If that's the case, I'm fine with that. You avoid using the words because to you they mean something else. I'll embrace the words because the definition I use (provided to me by good old pedestrian Mr Webster)perfectly describes what is going on.


I am not attempting, nor interested in getting into a "he said this" "he said that" discussion. But I felt the need to set the record straight regarding the implication that my views have shifted. They have not. It is your statement in the prior thread being at odds with my view that spawned this thread to begin with.

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On 9/28/2002 at 3:42am, Ron Edwards wrote:
RE: GNS, Intent and Motivations

Hey,

My apologies for riling you. Clearly our mutual interpretations of the very "what we said" have been incompatible from the beginning, which is only to be expected when discussing motives.

Right then. As I've said, your interpretation (as just stated) is yours to bring to the essay. If it strikes you that the essay makes no sense without it, then all the better that you do that.

As for this thread, it stands as is for whatever it's worth, and let the reader decide for himself, from now on. Unless anyone wants to keep going (I don't see why, but ...).

I think the benefit is that we are all agreed regarding the courtroom method being the right "what mode is that" investigation model.

Best,
Ron

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