Topic: Holographics: A Possible Future Evolution of Gaming?
Started by: Kester Pelagius
Started on: 2/24/2003
Board: RPG Theory
On 2/24/2003 at 9:08pm, Kester Pelagius wrote:
Holographics: A Possible Future Evolution of Gaming?
Greetings All,
While reading the thread on Historical Wargaming I was suddenly struck by a very interesting thought and was wondering what your opinions of it might be. My thought is namely this:
Given that at some point (one assumes) we may develop holographic technology how do you perceive a actual dynamic table-top 3D environment might affect the evolution of role-playing and wargames?
Thus instead of heavy lead miniatures it would be a single heavy table that could have programmed into it just about any character profile needed. Yet there would be controls of some sort that allowed only the players to control their characters, sort of like the multiplayer coinops allow for now.
Just imagine if it was possible to have a table that gamers could sit at where everyone literally had some control over the environment yet, at the same time, could also be overseen by a GM (or AI) in real time face to face play?
Rather than sitting in dark rooms in front of a screen, anonymously connected to servers to play games with people, it seems to me that this might be like the 'good old days'; only much better. (If anyone remembers the BBS game Tradewars try to imagine what it would be like if you could have played that on a 3D holographic viewer with your friends. Be neat, eh?)
Or do you think the time will ever come where we have technology like that in our lifetimes?
Kind Regards,
Kester Pelagius
Forge Reference Links:
Topic 5290
On 2/24/2003 at 9:47pm, Mike Holmes wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Hmm. I've always found that predicting technology is fraught with pitfalls. For one, we assume that because we've theorized of the technology that it will be what comes to pass. This is true to an extent, actually; once people could send audio signals through the air (radio) the idea to send a picture seemed a logical conclusion and people began working on TV. But just as often technoloy we're sure will arive does not.
Where's my robot to do all my chores, damnit!
What happens often is that unexpected technologies come along and become economically viable replacements long before the expected technology is even feasible.
Even just looking at available technologies, what's more likely, holographic tables, or electronic images beamed to your optic nerve? Right now, people with some sorts of blindness are being enabled to see paritally by signals being radioed to thier optic nerves. Presumably, if this technology is refined, 3D images would be simple to project.
But that's still off in the future a bit. What about VR headsets? Given binocular operation 3D images are easy to create. This would just be an improvement of very currently available technology.
Hell, 3d glasses and a compter gives you 3d space. And that technology has been around since the fifties.
The question is not whether or not we can do something like what you describe Kester. Like all questions of technology just over the horizon, it's merely a question of what it takes to make the technology economically viable. The home robot is actually not too far fetched in some ways, but takes a back seat to much cheaper automation such as self-propelled vaccuums and dishwashers. If/when it becomes cheap to make appropriate robots, then we'll see the chore robot.
But more liklely we'll see living spaces designed to further promote automation. It's simpler to design.
So, will virtual spaces come to dominate gaming? Maybe. What prevents us from all being Everquest addicts? Whatever that missing element is, that's the only thing that'll stop us from all playing in the virtual environment all the time. If they fix that factor, then, yes, all virtual, all the time for RPGs. Why not? You can always just display yourself as you are if you don't want to effect a costume, and that's pretty close to being there.
Mike
On 2/24/2003 at 9:50pm, Drew Stevens wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Actually, holographic (as in, it looks like a fricken crystal ball that you can walk around and see the image in full 3D, full color, with a refresh rate high enough to seem choppy) already exists. I'll see if I can find the article I read on 'em again.
Now, when they'll replace my 19", that I don't know :) (I think the maximum viewing size was 8" diameter...)
On 2/24/2003 at 10:02pm, Mike Holmes wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Bionic eyes: http://www.azom.com/details.asp?ArticleID=1544
As for holographic displays, flat ones can be gotten that are pretty damn big, and for not much more than a plasma display of the same size. Yep, like 72" for less than $10,000.
Any day now...
Mike
On 2/24/2003 at 10:14pm, contracycle wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
I can't help but go COOL! Hmm, didn't Gibson predict Russian pop music too?
Man, if I had a holographic projector I'd use it do special effects rather than necessarily a fully VR walkabout game. Too much real time to script, far too much. The other alternative is of the Uber-LARP, which might be much more the kind of thing you meant, but this would probably require a fair sized building and hence be playing in the same ballpark as things like cinemas and theatres today.
Assuming we had "holographic technology", what we build a TOOL to do, might be a more productive question.
On 2/24/2003 at 10:20pm, Mike Holmes wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
contracycle wrote: The other alternative is of the Uber-LARP, which might be much more the kind of thing you meant, but this would probably require a fair sized building and hence be playing in the same ballpark as things like cinemas and theatres today.See this is why I point to the VR goggles or the eye chip as the ultimate solution. It can be linked to kinesthestic sensors that tell where you are. So, you just get a big empty space, and LARP away, while it all looks like something else. As good as a holodeck, visually speaking.
Mike
On 2/25/2003 at 12:38am, Kester Pelagius wrote:
Wow, just wow!
Greetings,
Don't know where to start, save to say everyone has come up with unique takes on the idea. Some (Mike) that just didn't occur to me at the time but, now that you mention it, yeah... wow. Technology can be funny that way. Some futurists projected personal flying cars by the 1990s and, here we are, 2003, and no flying cars.
Point taken.
That said I didn't really mean the immersive sort of VR ala a holodeck hologrid live action novel sort of thing so much as I meant holographic chess ala Star Wars (Episode 3, A New Hope, aboard the Falcon?) ... sort of like a holo display that allows for table top gaming with animated holograms, or something. Maybe even voice controlled and activated.
Of course Mike is right the technology may never manifest since other technologies may become reality far sooner than the sort of thing I was talking about.
So, given the idea mentioned thus far, which do you think (want) to be more likely to actually happen? And how do you foresee such technologies affected how we play wargames and RPGs?
Kind Regards,
Kester Pelagius
On 2/25/2003 at 12:53am, Walt Freitag wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
The holography is unnecessary. Just give me a plasma screen big enough to attach four legs to and use as a gaming table (image side up, of course).
Actually, I've been seriously considering for several years the more economical idea of using an LCD projector and a mirror or two to achieve a similar net effect.
No revolutionary effect on game play intended, just a crunchy gizmonic power boost for the old school stuff. Realistic dungeon lighting, anyone? Nice coincidence, just today on another thread I was talking about how areas of effect and miniatures play go hand in hand...
- Walt
On 2/25/2003 at 1:32am, Jack Spencer Jr wrote:
Re: Holographics: A Possible Future Evolution of Gaming?
Kester Pelagius wrote: Just imagine if it was possible to have a table that gamers could sit at where everyone literally had some control over the environment yet, at the same time, could also be overseen by a GM (or AI) in real time face to face play?
There may be some kind of future in this, but I doubt if it'll be the future of RPGs at all. RPGs are an activity that require and take place mostly in the imagination. Whenever technology comes into play, it tends to take away at least a little of that imagintive content. I mean, movies have not replaced books. Not by a longshot. So a holographic RPG environment will not replace tabletop RPGs because they are not the same thing. At least I don't think so.
On 2/25/2003 at 2:15am, RobMuadib wrote:
Ultimate Gaming Stuff
Kester
It seems to me that the main problem with these types of setups is not the graphics/iconics used, that is fairly trivial for which we have several options. What would really make this stuff go is some kind of expert system that could generate imagery and game entities given only archetypal or fragmentary constraint input, and do so in real time. And, insert those into the environment so they are scripted and such, to be able to react to other entities appropriately, based on their object type, or whatever. Then allow different people control over those elements as needed. Plus have databases and "information" path's associated with those entities, based on who is querying it and such.
You know, all the things that actual people can do in collaboration and cooperation. But then spit it back at you in awesome 3d graphics with resolution system support. Of course, constructing that expert system would be a truly awesome feat of engineering, or you could just jack a few creative gamer types for slave brains I guess:)
Now that would be truly cool to me. Kind of like the ultimate expression of my game vision for TMW:COTEC.
Oh well, at least I can finish the PPD version for use with the Mark 1 gamer brain:)
best
On 2/25/2003 at 5:18am, Kester Pelagius wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Greetings,
wfreitag wrote: The holography is unnecessary. Just give me a plasma screen big enough to attach four legs to and use as a gaming table (image side up, of course).
Actually, I've been seriously considering for several years the more economical idea of using an LCD projector and a mirror or two to achieve a similar net effect.
No revolutionary effect on game play intended, just a crunchy gizmonic power boost for the old school stuff. Realistic dungeon lighting, anyone? Nice coincidence, just today on another thread I was talking about how areas of effect and miniatures play go hand in hand...
Isn't really the same. I mean, way way back now, we're talking high school, I remember sitting in on a game of (well something Star Trek) that the astronomy teacher was playing projected onto the wall from a... liquid display thingy? ANYhow the long and the short of it is, it was just a projection on a wall.
A chess board where the pieces move, in 3D, on my tabletop... that would be something. Turn that into a tabletop environment where I get to watch my characters explore dungeonland... *smiles*
Of course it would also bring a whole new context to Napoleonic battles. No more rolling dice, measuring distances, it would be like a computer wargame, only back to the tabletop where wouldbe generals can once more vye for world domination mono-a-mono as wargames were meant to be played!
Course I also forsee those who might want to make this too 'realistic' and add in things like effects for horse spoor and dysentery, all to be played out in full animated sequences in 3D. Who'd want to see that?
Kind Regards,
Kester Pelagius
On 2/25/2003 at 5:24am, Kester Pelagius wrote:
RE: Re: Holographics: A Possible Future Evolution of Gaming?
Greetings Jack,
Jack Spencer Jr wrote:Kester Pelagius wrote: Just imagine if it was possible to have a table that gamers could sit at where everyone literally had some control over the environment yet, at the same time, could also be overseen by a GM (or AI) in real time face to face play?
There may be some kind of future in this, but I doubt if it'll be the future of RPGs at all. RPGs are an activity that require and take place mostly in the imagination. Whenever technology comes into play, it tends to take away at least a little of that imagintive content.
In that case I say let's hope someone sells the idea to the military as a simulation aide for combat troops, or maybe for urban wargare training, and that after they bankroll the development of the technology it trickles down to us.
Preferrably in a compact, portable, bug free version free of any involvement with any comapnies whose names rhyme with micro or soft.
Speaking of which, are wargames strictly limited to re-enactments of battles? Or would you say that a simulation of a corporate environment using chits to represent the workers fighting against the megacorp could be classified as a wargame?
Kind Regards,
Kester Pelagius
On 2/25/2003 at 5:37am, Kester Pelagius wrote:
Re: Ultimate Gaming Stuff
Greetings RobMuadid,
You really know how to rain on a parade. As I read your post I was reminded of my vain and hapless efforts, in the long long ago of BBSland, to work on my own door program. (Anyone remember Pascal?)
I had a heck of a time getting the dice game to work right in the casino. (Too many 'tweaks' to the base code. My own fault.) But I did, eventually, then the menu's weren't working right. (Again trying to get them to do something fancy when I should have known better.) Fixed them, then the game wouldn't work for some people but would work for others and I never could figure out why. Nor could I ever recreate the
exact same problems when I ran the game locally.
The long and the short of it being this: It would involve a LOT of work to get it done up right, that's for sure. Be nice if it could be done though.
We already have computer wargames. And they've come a long way from the ones I remember playing on my C=64! But I can't help but think it would be nice to get back to a gaming mode that actually put real life people in the same room to play against each other, rather than just over the internet, don't you?
Kind Regards,
Kester Pelagius
On 2/25/2003 at 6:02am, greyorm wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
You know, Kester, I read your post and I thought to myself: "He's never played Neverwinter Nights." Because that is exactly what you're talking about, except adding the detail of 3D holography to the package.
Ultimately, that's not much of a change of the package. Would it change RPGing if it came about? Undoubtedly -- and emphatically -- no. Because it hasn't yet and it already exists on the mass market.
In fact, if Neverwinter Nights doesn't meet your criteria, there are a number of computer-based role-playing software solutions that would, and groups use them with laptops and projectors and such around a gaming table. Though, point in fact, my wife and I play Neverwinter Nights together...same room, facing one another...and play various 2-player games on the play station all the time (some of which meet your full criteria: an envrionment you can interact with via an avatar).
I'm afraid the technology has already passed your idea by, and even holography (of the sort you're referring to) doesn't add much to it or change it notably.
Full-scale immersive holography would certainly change simulated role-playing experiences and MMORPGs considerably, but as you've indicated, that isn't what you're talking about.
On 2/25/2003 at 9:27am, contracycle wrote:
Re: Wow, just wow!
Kester Pelagius wrote: Technology can be funny that way. Some futurists projected personal flying cars by the 1990s and, here we are, 2003, and no flying cars.
http://www.moller.com/skycar/
I agree that immersive holography will probably not quite replace RPG as it is today, because unless we develope extremely intelleigent agents that can and will reliably create the holographic world on the fly as we move about, the sheer volume of detail to be processed will rapidly exceed the players ability to keep up the pace. But I think there is a lot of room for then use of something holography-like, or multiple projectors, to raise the level of effects that the players can bring to bear to enhance their own experience.
Imagine a gaming table surrounded by a ring of white sheeting. On the ceiling is the projector which swivels point to point. This could be used to generate a horizon, just a sense of "whats in the landscape", a sense of place and placement. Also, simpole automated cues could be used in much the way that many existing games do - when within X distance of the woodcutter, load "wood-chop.wav" type thing.
Another concept might be boards placed in such a way that only subsets of players can see a given board. A villain sneaking up behind someone could be revealed to another player via their own display board. Or, a table which is a plasma screen for the display of your top-down maps, for your equipment lists and the like, in fact for browsing the rule text.
On 2/25/2003 at 8:01pm, Kester Pelagius wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Greetings greyorm,
greyorm wrote: You know, Kester, I read your post and I thought to myself: "He's never played Neverwinter Nights." Because that is exactly what you're talking about, except adding the detail of 3D holography to the package.
Ultimately, that's not much of a change of the package. Would it change RPGing if it came about? Undoubtedly -- and emphatically -- no. Because it hasn't yet and it already exists on the mass market.
So far as that goes we managed to play AD&D on the C=64, with the gold box games, with one or two player-characters being controlled by each of us. Most of us here probably did something similar with other games, not at all the same thing as having a table, or even board game sized pad, that could be capable of 3D pop-up display. (Think virtual chess board of the sort that looks like a chess boad, has pieces like a chess board, but is a holographic table-top projection.)
Think of it as a device designed as a game-aid, sort of like those flat maps and cardboard cutout minis of the early days, only the map is a dynamic device and the minis 3D holographs. Now, remember playing those space opera games, the ones in which you always had to pick up the minis to demonstrage visually the sort of maneuver you wanted to attempt? That would be possible in this sort of 3D game, on the table top, in full color real-time display.
greyorm wrote: I'm afraid the technology has already passed your idea by, and even holography (of the sort you're referring to) doesn't add much to it or change it notably.
Full-scale immersive holography would certainly change simulated role-playing experiences and MMORPGs considerably, but as you've indicated, that isn't what you're talking about.
Right, though I wouldn't discluded that technology as being yet to be created. In fact it's probably more likely to be developed than the sort of thing I am talking about. But which would you prefer, a VR world, or some sort of game aide that allows you to play a traditional game with your friends, in the same room, without having to fold and unfold maps or carry around umpteen tons of lead miniatures?
Ah, pipe dreams.
Kind Regards,
Kester Pelagius
On 2/25/2003 at 8:07pm, Kester Pelagius wrote:
RE: Re: Wow, just wow!
Greetings contracycle,
Those are some interesting ideas (and nice link, BTW) that could probably be implemented in a LARP today. Definitely worth thinking about.
Though I think greyorm is right about the idea being one that isn't likely to be implemented, leastwise not anytime soon. (And probably not as holograms.) Guess all we can do is wait and see what direction our technology takes us... unless anyone here would like to take the ideas presented in this thread and run with them.
Kind Regards,
Kester Pelagius
On 2/25/2003 at 8:54pm, Jack Spencer Jr wrote:
RE: Re: Wow, just wow!
contracycle wrote:Kester Pelagius wrote: Technology can be funny that way. Some futurists projected personal flying cars by the 1990s and, here we are, 2003, and no flying cars.
http://www.moller.com/skycar/
I agree that immersive holography will probably not quite replace RPG as it is today, because unless we develope extremely intelleigent agents that can and will reliably create the holographic world on the fly as we move about, the sheer volume of detail to be processed will rapidly exceed the players ability to keep up the pace. But I think there is a lot of room for then use of something holography-like, or multiple projectors, to raise the level of effects that the players can bring to bear to enhance their own experience.
heh heh heh Flying Car
I'm don't think that holography will replace RPGs but not because of processing speed or anything like that.
Over on RPGnet someone posted a quote from a kid about the first Harry Potter movie. Paraphrasing, the kid said something to the effect of she didn't like the movie as much as the book because because when reading the book, she built it in her head but watching the movie she couldn't do that. This is what I meant by the imaginative necessity of RPGs. When playing the locations, persons and events are built up completely in the imagination of the participants. When the GM says the characters go into a seedy bar, the players use their own imagination for what a seedy bar looks like. The result is actually better than if the GM described the surroundings in detail because the players work backwards from the description of a seedy bar.
That is, with pure description, the GM has to describe everything and as the details are laid out the players eventually come to the conclusion that this is a seedy bar. The other way is the GM just says "seedy bar" and the players use their own imagination to fill in the details of what a seedy bar is, whatever may constitute "seedy" to that player so that the Color of a seedy bar is definately in everyone's mind. The description method can sometimes fall short of the intended atmosphere (This place isn't so bad. I used to eat breakfast in worse places in real life) and takes more effort on all of the players' parts, GM included.
This is what I mean when I say that a hologram RPG game might be great, but it really isn't a substitute or replacement for RPGs. They'd be related but are not the same thing.
On 2/25/2003 at 9:00pm, Drew Stevens wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Heh.
That'd actually be amusing. A Narrativist driven MMORPG- instead of the DM building each individual 'shady bar', the Player could build a stable of a half a dozen or so. The DM would designate an area 'Shady bar', and each player would see a slightly different scene. Or it'd grab one of the player's. Or something. :)
On 2/25/2003 at 11:13pm, Le Joueur wrote:
Holography or Self-Doubt?
Okay; it looks like this is going nowhere but quick.
Listen, from the get go - beyond the 'gee golly' gizmo idea - hasn't this thread been mostly about patent self-doubt?
Should you need a holographic projector if you're confident that you can present a colorful description of a 'seedy bar?' I'd like to think that bordering on 'machine intuition' it would take far longer to program in what you would think of as a 'seedy bar' than it would to simply 'paint a picture with words.'
Honestly, last night the local CBS affiliate did a news story on a schizophrenic who got so lost in Neverwinter Nights that when someone online rebuffed the proposal of marriage he made with a character called 'I love you,' he shot himself.
I'd like to think by now it would be obvious where MUDDs, MUSHes, and online games (like The Sims Online, Phantasy Star Online, or Neverwinter Nights) differed drastically from role-playing games. Ron spelled it out a few months back with a five part 'statement' about gaming.
It isn't the imaginary space, the descriptions, or neat toys; it's the socializing. I think it's clear (because of the fact that movies didn't destroy theatre and television didn't destroy the movies, and CRPGs haven't destroyed tabletop gaming) that even if a German Scientist offered you the ultimate holographic gaming suite (even if it was only for your left foot), there would be things that it was better at than role-playing games and things that role-playing games are better at than it. I just don't see people giving up the 'face to face' of gaming even for their left foot.
That's why I'm concerned with how much social contract I can write into my games without 'crossing the line' and making the consumer uncomfortable. (Better yet, how much I can imply and get away with when they're not looking.) I mean, I'm all for gadgets, but television hasn't destroyed movies (except the 'soap opera' kind), movies haven't destroyed theatre (except vaudeville), and so on. If anything, I don't consider CRPGs the same thing as tabletop RPGs and all I would expect this holographic 'thingie' to do is make tabletop role-playing games focus on what they're really good at.
And that is...¹?
Fang Langford
¹ left to the reader as an exercise.
On 2/25/2003 at 11:52pm, M. J. Young wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Kester Pelagius wrote: I mean, way way back now, we're talking high school, I remember sitting in on a game of (well something Star Trek) that the astronomy teacher was playing projected onto the wall from a... liquid display thingy? ANYhow the long and the short of it is, it was just a projection on a wall.
A chess board where the pieces move, in 3D, on my tabletop... that would be something. Turn that into a tabletop environment where I get to watch my characters explore dungeonland... *smiles*
Kester, I think you're jaded. Please don't take offense. I think we're all jaded.
I remember when Pong was an exciting innovation. It was, I think, the first home game in which real-time on-screen graphic interaction with the computer model was possible. Prior to that, the computer games we played required line-by-line response/response in a move by turns format, often with periodic printouts on paper of the current position. This was new; it was different.
I'm not sure whether we've got a copy of Pong in the house today.
The Intellivoice unit for Intellivision was brilliant voice synthesis; it was not surpassed in console games until a few years ago when 64-bit systems started hitting the market. In fact, I remember thinking how wonderful the Intellivision was overall as an improvement over the Atari, and how much you could do with it. Today, my kids play a PS2, and sometimes it takes me a moment upon entering the room to be certain whether they are playing a game or watching a television show. The distance between the audio and video of the games and those of television is narrowing rapidly. Yet they regularly complain about the poor graphics of one game or another, all of which are way ahead of anything the Intellivision or Atari would even have attempted.
The only thing that really interests you about a holographic display of the game world, I suspect, is that you can't have it. A video display of the same thing doesn't interest you. Is that because it's not 3D, or is it because it's something we already have if we want it? I'd say it's the latter.
If you had holographic images, would you be complaining that they lacked olfactory and tactile sensory components?
Sometimes it's useful in running a game to have a picture of something the characters see, so the players can examine it. That's about as much as I'll admit for your holographic idea: sometimes it's useful, and if it's done as well as you dream, it works better than miniatures and drawings. In the end, though, your kids will think it's an old-fashioned piece of junk, right alongside the PS2, the Intellivision, and Pong.
Jaded people like us will never really be impressed, at least not for more than a brief moment.
Think about it.
--M. J. Young
On 2/26/2003 at 1:15am, Kester Pelagius wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Greetings All,
Jack, quite right. There is much to be said for using our own innate imagination. We all see things differently, it’s what makes us individuals. And perhaps is also something of a warning about technologies that might attempt to be wholly immersive on a virtual level.
Le Joueur, well said. Of course that doesn’t mean something like what I’ve outlined couldn’t be used. Heck even using our current technology, with a flat screen large enough, I could imagine a top-down view of a game being played out with multiple players sitting around. Course, as you point out, such a thing wouldn’t necessarily be the same sort of RPG as we remember from our youth.
M. J. Young, ah but being jaded is at least proof we’re still alive and kicking (or rather b!tching). And I understand what you mean about the graphics. Emulators aside, there just isn’t anything quite like the real thing. Be it a Atari or Odyssey. Almost hard to believe we actually used to sit around and try to beat our friends top scores considering the sorts of games that are produced today.
Plus, just imagine the complaints of the players when you have to shut the game down because of a storm or power outage? Definitely worse than not being able to get your nightly Tradewars fix. (Now there was a genre of games that went the way of the dodo!)
Kind Regards,
Kester Pelagius
On 2/26/2003 at 5:14am, greyorm wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Kester, I'm afraid you either did not read what I wrote very carefully, or are so unfamiliar with Neverwinter Nights, and some of the other programs to which I referred, as to be unable to properly guage my answer.
Neverwinter Nights is precisely what you are talking about, and used in the manner you are precisely talking about, by people in the same room with one another in a game being guided by a GM.
I am not talking about a CRPG ala the old SSI series, or a modern CRPG ala Baldur's Gate or even Everquest.
NWN is an environment creation program which allows the manufacture of a 3D RPG world (via 2D) which can be DM'd by a live human being on the fly; obviously quite unlike anything you are referring to in the manner of CRPGs.
NWN and simpler programs (moreso the latter, a list follows below) are one of those "flat maps and minis" programs which serve as a game aide, and certainly meet all criteria you have suggested, including the demonstration of "manuevers" you mention.
Perhaps you are not aware of these programs, their capabilities or their usage in actual games among groups who continue to meet locally and socially when utilizing them for actual otherwise pen-and-paper sessions.
And please note again, because you seem to be confused about this, that I am not speaking about groups playing a pre-existing scenario governed by a computer; nor am I speaking about players physically seperated from one another.
What you are talking about, I can already do, and what you are talking about, a number of groups already do -- minus the sole element of holography: an image you can pass your hand through. Rather, the maps and minis are bound inside a screen; and addition which would do little more than add some glitz to the existant technology.
If you would like, I can explain the exact network setup for such a game, including a main, projected image to which everyone can refer before moving the controls for their character on their local host...but I hope my point is clear enough without such detail.
But which would you prefer, a VR world, or some sort of game aide that allows you to play a traditional game with your friends, in the same room, without having to fold and unfold maps or carry around umpteen tons of lead miniatures?
Oh, you mean like Neverwinter Nights? Or Klooge? Or IGM? Or d20 Map? Or GRIP? Or WebRPG? Or...
Well, my point is made. I and my friends can each bring our own laptop to a group and do precisely what you are referring to...or even use a group of computers in an existing lab to accomplish the same.
As I said, the technology to do precisely what you are requesting already exists and is being utilized by the general gaming public, minus a 3D image which is vastly unimportant to your initial question regarding maps, minis and so forth. If you do not believe me, you can stop by the Kloogewerks booth next GenCon for an actual demonstration of such.
On 2/26/2003 at 5:40am, Jack Spencer Jr wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Kester, rereading a bit of this thread I have to ask, are you talking about a virtual reality thing or a hologram table like seen in the movie X-Men (albeit move colorful) so you can play Warhammer without having to purchase, paint, store, and carry figures and terrain. If it's the second, then I personally don't see much difference in how it plays compared to the first.
On 2/26/2003 at 7:37pm, Kester Pelagius wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Greetings Jack,
Jack Spencer Jr wrote: Kester, rereading a bit of this thread I have to ask, are you talking about a virtual reality thing or a hologram table like seen in the movie X-Men (albeit move colorful) so you can play Warhammer without having to purchase, paint, store, and carry figures and terrain. If it's the second, then I personally don't see much difference in how it plays compared to the first.
Yeah, that kind of thing, only perhaps on somewhat larger scale (at least to be able to properly display a field of battle for a wargame).
Or like in Star Wars, the 3D chess game?
Though some of the other ideas being bandied about, I think, might have a bit more merit.
Then again for all I know we'll become like the Borg and be able to jack into a central terminal and literally have the game created out of our subconscious minds while we are in a semi-consciuos dream state.
Kind Regards,
Kester Pelagius
On 2/26/2003 at 7:42pm, Kester Pelagius wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Greetings Kester,
greyorm wrote: Kester, I'm afraid you either did not read what I wrote very carefully, or are so unfamiliar with Neverwinter Nights, and some of the other programs to which I referred, as to be unable to properly guage my answer.
Not meaning any offense here, greyorm, but I am not talking about gaming over LANs or by modem.
Yes, those sorts of possibilities have existed since the days of the Trash 80, and they continue to evolve. Mostly in graphics, interface, and number of users able to interact in real time at the same time.
This is what exists in the here and now, I was meanign more of a "what might be one day in the future many many years from now" based upon what we know, would like to see, and the sorts of technology we have available to us.
Wasn't trying to sound like I was ignoring what you were saying, and I apologize if it seemed that way.
Kind Regards,
Kester 'pipe dreamer' Pelagius
P.S. Just for the record, back in the days of BBS, I used to play such games online. They had ASCii graphics, of course, but man was it fun to be able to interact with other players online. My favorite was a post-apocalyptic little game called Chaos something or the other. Anyone else remember those door games of years gone by?
On 2/26/2003 at 9:01pm, greyorm wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Kester Pelagius wrote: Not meaning any offense here, greyorm, but I am not talking about gaming over LANs or by modem.
Damnit, Kester, third and last time: neither am I.
Please carefully reread the two posts previous to this.
I'm specifically talking about utilizing current technology to achieve precisely the effect you are talking about: it is not "gaming via X" it is "gaming, with X as tool." There is a vast difference between these two items.
Sorry to sound so annoyed in response, perhaps that will clarify my meaning for you.
This is what exists in the here and now, I was meanign more of a "what might be one day in the future many many years from now" based upon what we know, would like to see, and the sorts of technology we have available to us.
For this? Fully-interactive VR -- Exploration of Setting big-time, which would be really fun, and for me, the only really fun way to do Exploration of Setting.
On 2/27/2003 at 9:25am, contracycle wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Well, I think theres a huge amount of ground between NWN and a fully immersive environment. We could potentially radically enhance our smoke-and-mirrors bag of tricks, I feel, without going to the fully immersive form. But I don't see much of this being very similar to NWN.
Jack raised the prospect that a large part of the fun arises from the internal visualisation, citing the oft-experienced let down when someone elses realised vision of a work does not match your own. But, I contend, thats exactly the problem that increased special effects tends to solve, becuase it materialises the image directly to all participants simultaneously. If there is no oppurtunity to apprehend and imagine a described image prior to seeing its realisation, no contradictory visualisations are created. To demonstrate by illogical extension, nobody imagines the Mona Lisa, they observe it. As an already extant image, it is data to be processed not a field for creative expression. It is untrue to assert that we would all have a different image of the Mona Lisa due to our individuality, because we have not recieved descriptions of the ML independant of the image (as a general rule). This is IMO strictly a problem with sequencing.
Secondly, I don't use NWN (I've not even seen it) or any of the other mapping programmes for one major reason - IMO, these take me back to top-down mapping, OOC mindsest approaches to play. Thats not what I want - what I want is tools that get the "gosh wow" response by producing media. Most of my concern revolves around the mechanical data transfere rate between people; many of the descriptions I would like to do are far too long to be practicable in play, as in effect I-the-GM would be grossly hogging the spotlight. I really don;t think that a verbal description of Geiger's Alien, and attendant imagination by a hearer, would in any sense match up to the rather visceral and discomforting level of threat the beastie, as visualised and imaged by Geiger, generates of its own accord.
To me, the independant visualisations of players is not a Feature to be treasured, but a Bug to be ruthlessly hunted down and eliminated. And I say this as a player too; it is extremely annoying to me to find that my own visualsation has produced a detail that the GM may well tacitly, and unkowningly, over-rule. Clarity above all; for such a subjective and multiply-authored form of entertainment, being sure that we are all on the same page is IMO vitally important; it is ONLY that shared vision, IMO, which for practical ourposes constitutes the game space.
I recall an anecdote about the English rugby team going out to play Wales; one remarked that walking onto the pitch was very intimidating, because the whole stadium was singing. He said it felt like "going out to fight 15 of gods greatest angels". I can TELL you that, but I cannot really make you FEEL it. But if I had a full blown audio suite and could reproduce a 5,000 strong voice male choir... THEN I might be able to make you feel it. (aside: IMO we pay too little attention to sound).
I do not want to lose direct verbal and body language communication; I do not want my GMing to mediated through an interface; I want it be empowered to produce Bigger, Better, More. Managing the MECHANACS of play is IMO uninteresting (make better mechanics), producing and enhancing the EXPERIENCE of play is a much more worthy goal IMO.
On 2/27/2003 at 2:56pm, Jack Spencer Jr wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
contracycle wrote: Jack raised the prospect that a large part of the fun arises from the internal visualisation, citing the oft-experienced let down when someone elses realised vision of a work does not match your own. But, I contend, thats exactly the problem that increased special effects tends to solve, becuase it materialises the image directly to all participants simultaneously. If there is no oppurtunity to apprehend and imagine a described image prior to seeing its realisation, no contradictory visualisations are created.
I think we're talking past each other a bit here. I was pointing out that a computer game, holographic or otherwise, is not going to be the same as an RPG because, well, it isn't the same and that's all there is to it. I'm talking about how such a technilogical monstrosity should never be confused with or thought of as a replacement for or the next development of RPGs. Such talk has been around since the popularity of the Colossal Cave Adventure (advent) but it just isn't true. I'm also talking about a feature of the human imagination.
In Danse Macabre, King notes how movies can spoil it a little. Paraphrasing here, he describes the big reveal when we finally see the 6-foot monster. The audience goes "whew, I thought it was going to be 7-feet tall." Or the monster is revealed to be 9-feet tall. The audience goes "whew, I thought it was going to be ten feet tall."
The point here is that the audience did not have any size in mind for the size of the monster. The monster was as big as their imagination, the size of fear, as it were, and bringing it into a solid reality is naturally a let down from this. But this is the arena in which RPGs function but a holographic game does not.
Some people seem to understand the power of leaving it up to the imagination, others found it out by accident, like old movie makers who could not actually show a love scene because the censors of the time wouldn't allow it, thus the love scene was as steamy as the viewer decided it would be.
But there is a huge group who seems to want to see things concretely. The obvious thing to assume is that this is a Simulationist mindset, but I disagree. I think this reflect something that is found in all three modes. It may reflect a tool for exploring setting in Simulationism, reflect a tool for challenge or strategy in Gamism, or be a facillitator of plausability in Narrativism.
In all cases, it could reflect a simple preference but it could also, and this is my theory here, reflect an uncertainty on the part of the players. They lack confidence in what they're doing in some way so being able to see the physical environment provides a form of comfort that they are "doing it right" whatever that means. Or such is my theory for some.
On 2/27/2003 at 4:11pm, Le Joueur wrote:
Trust What You Have
Gareth,
contracycle wrote: Jack raised the prospect that a large part of the fun arises from the internal visualization, citing the oft-experienced let down when someone else's realized vision of a work does not match your own. But, I contend, that's exactly the problem that increased special effects tends to solve...
I can't see how increased special effects curb 'let down' in the least. I mean what we're really talking about here is the 'snapped my suspenders of disbelief' aren't we? How is the poorly chosen snide remark during a movie any less of a 'let down' than finding out you've 'got it wrong' from the gamemaster.
I'll tell you how.
The player is more forgiving than the moviegoer. That's right; the 'social contracting' of your typical role-playing game is much more forgiving than any video or cinema presentation. Moviemakers hate that. Cinematography literature is chock full of all kinds of advice on how to draw out your audience, how to entrance them, how to engage them, how to 'touch' them; I think it was there that the concept of 'suspension of disbelief' was minted.
Why?
Because they can't get the kind of 'forgiving atmosphere' even the worst role-playing game scenario provides. Once the film goes in the truck to the theatre, there's nothing more they can do. With gaming, you can 'repair' it as you go, you can reestablish it when it breaks down, you can 'start over' if necessary. They can't; it sucks.
But then why are you so concerned with this? Like I said before, I can't help but hear a lack of confidence. I'm all for cool graphics and neat images, I'd love to see my thoughts instantly transformed to epic panoramas, It'd be really great to just snap my fingers and have it all, but that's totally unrealistic.
Giger's alien is the product of the genius of not just one man, but a team. His vision was chosen by the production, made real by the special effects crew, and brought to life by filming. I don't know about you, but I'm pretty sure my imagination can't produce that much impact, especially on a regular basis. Not only that, but to achieve the 'clarity of vision' you are preaching about would take hours!
Unless you borrow.
Unless you use someone else's work, unless you take advantage of someone else's designs, crafting, and programming. And if you're gonna do that, why not choose the person your player most likes the works of?
Their own imagination.
See, I just don't understand why so many gamemasters put down their own effect on the imaginations of the players. I mean, what's the deal? Don't you realize how much more work it would take to achieve the quality, engrossing nature, the consistency, and community using a technological crutch rather than working with what you already have?
And about the Mona Lisa. How often do you actually see it? I haven't seen it, except in passing, in years; yet the moment you mention it - the reason you mention it - is because of the obvious persistence of the memory. I could mention the 'one red shoe' Tom Hanks wore in the movie of the same name and I'll bet you can't remember it. That is what you can do in role-playing games that you can't with any amount of technology. Taking advantage of communal cultural literacy is the strength of role-playing games.
contracycle wrote: ...What I want is tools that get the "gosh wow" response by producing media.
Many of the descriptions I would like to do are far too long to be practicable in play...
I think you underestimate how much scarier Giger's alien is in the dark. Why? Because you can't see it all. How is that important? 'Fragmentary descriptions' are actually worse than seeing (or not seeing, actually) something in the dark. However, there is an art to it.
It isn't so much that 'a picture is worth a thousand words,' but a that a 'glance speaks volumes.' With scaring, you want them 'in the dark.' Using words and forcing them to 'wait for it' is a far better tool than some freakin' cool visual presentation. Why? Because you engage their minds in creating the horror, when you get their brains 'working' with yours, they are more engaged, more connected, more 'in' the action, than any immersive technology will be able to provide for at least decades.
When they 'help you do it' (by filling in the blanks of your 'fragmentary description'), they almost can't avoid 'getting caught up in the action.' Novel writers know this, movie houses know this (why else watch the show 'in the dark,' but to reduce distractions?), my question is why don't you?
contracycle wrote: The independent visualizations of players [are] not a Feature to be treasured, but a Bug to be ruthlessly hunted down and eliminated.
I'm sorry, is the goal of role-playing games to provide some kind of visual entertainment for the players? No? Then how much can it matter if they have the exact, clear image that the gamemaster has? You worry that you might unknowingly over-rule some detail that the player has imagined that the gamemaster didn't? Big deal, you're as human as the next guy; they know it and you know it.
Expect mistakes and allow for them; introducing advance visualization technology will only breed more errors due to the massive time requirements. Don't fool yourself, gee-whiz technology is always more work than just describing it; consider how much work and how long of preparation Alien took. They had to scrap the whole 'victim morphing into an egg' sequence because of their limitations and that was one of the best parts.
I really doubt you could convey something like 'walking onto the rugby field' with any amount of technology. Why? Because your players aren't a rugby team. No matter how 'realistically' your whiz-bang technology renders the situation, they'll still be 'ordinary people.' That's part of the point. You keep putting all the emphasis upon what the gamemaster does. That's a big mistake in my opinion.
Y'see, role-playing games aren't about a gamemaster entertaining the players. It isn't about some amazing scope or incredible images. A role-playing game is first, and foremost, about getting together and sharing play. If the gamemaster is 'doing all the work' it can't impact the players the same way as if they partake of it too. That's what I'm talking about.
The first thing they teach you about scary stories is what not to say, about how silence is scarier than description, about how half-seen shapes in the dark are far more horrible than any sculpture. Why do you suppose that is? Because it engages the viewer.
Scott McCloud has a really good point about how 'the gutters' separating comics panels don't just invite, but force the reader to become a part of the action. His classic example is a two panel masterpiece; panel one shows a man chasing a woman with an axe, panel two shows a cityscape blanketed with a scream. What did the guy do? Where did the axe land? How much blood was there? It's all up to the reader. He insists that in that tiny white gap between panels the reader become his accomplice and that's the basis of the medium!
contracycle wrote: I do not want to lose direct verbal and body language communication; I do not want my GMing to mediated through an interface; I want it be empowered to produce Bigger, Better, More. Managing the MECHANACS of play is IMO uninteresting (make better mechanics), producing and enhancing the EXPERIENCE of play is a much more worthy goal IMO.
I just cannot see how this isn't exactly what will happen if you attempt to 'enhance role-playing gaming with technology.' Short of an intuitive, mind-reading computer, the technology will require your attention; you may be able to produce "Bigger, Better, [and] More," but at the expense of everything else listed.
How could learning to communicate better not deliver all this in spades? I mean that's all you've really complained about, not being able to deliver your imaginings to your players. Role-playing games are about community, the kind of a community that works together. Technology may facilitate contact, but it cannot improve upon community, only people can do that.
That's why I'm less than thrilled with any of the technological gimmicks so far presented in this thread. I still see them as doing nothing more than creating another medium that people will complain is 'taking players away from role-playing games.'
Fang Langford
On 2/27/2003 at 4:43pm, Jack Spencer Jr wrote:
Re: Trust What You Have
Le Joueur wrote: Giger's alien is the product of the genius of not just one man, but a team. His vision was chosen by the production, made real by the special effects crew, and brought to life by filming.
As an interesting side note to this, having read Giger's Alien which is an art book as well as a view of filmmaking process from the perspective of an outsider: Giger himself, quite a bit of the original vision did not come through in the finished product. They wanted to make the alien's head transparent so you could see the brains and such, but the clear latex they tried using didn't hold together and they ran out of time to experiment with it. There was also a scene where they found the missing crewmen near the end who were being turned into eggs. Yes, originally a queen alien was unnecessary. But the scene was cut because of pacing.
What I'm pointing out here is bringing a vision to life, especially in the medium of film but I suspect any medium is like this, you're lucky if you get even a small amount of your original vision into the finished product.
I think you underestimate how much scarier Giger's alien is in the dark. Why? Because you can't see it all. How is that important? 'Fragmentary descriptions' are actually worse than seeing (or not seeing, actually) something in the dark. However, there is an art to it.
See my above paraphrasing.
I'm with you, Fang. And the most important sentence here is: however, there's an art to it.
contracycle wrote: The independent visualizations of players [are] not a Feature to be treasured, but a Bug to be ruthlessly hunted down and eliminated.
And this is where the art comes in. There is absolutely nothing wrong with independant visualizations of the player. It's when these visualizations come into conflict that there's a problem. The art is avoiding this without bogging down in describing every single detail. What Pixar refers to as sanding the underside of the drawers.
On 2/27/2003 at 6:24pm, contracycle wrote:
RE: Re: Trust What You Have
Jack Spencer Jr wrote:
And this is where the art comes in. There is absolutely nothing wrong with independant visualizations of the player. It's when these visualizations come into conflict that there's a problem. The art is avoiding this without bogging down in describing every single detail. What Pixar refers to as sanding the underside of the drawers.
We are indeed talking at slightly cross purposes. The situation I am adressing in this case is where a scebne is set, doesn;t matter by who. During parsing of this scene, the audience will inteporlate it according to their expectations etc etc...
Now, if at a later date, one of those non-explicit assumptions explicitly enters play, this may cause a clash of expectations, or at least one interpretation will have to be nominated as correct so that play can procede with all in agreement.
From my perspective, these clashes of assumption/expectation are a wholly avoidable problem, not a virtue in any way. I'm addressing situations in which the clash does/has happened. They are confusion, not creation.
Fang wrote:
Unless you use someone else's work, unless you take advantage of someone else's designs, crafting, and programming. And if you're gonna do that, why not choose the person your player most likes the works of?
Their own imagination.
Because, I can't see it and none of the other players can see it, and hence we are in serious danger of working at cross purposes.
I can't see how increased special effects curb 'let down' in the least. I mean what we're really talking about here is the 'snapped my suspenders of disbelief' aren't we? How is the poorly chosen snide remark during a movie any less of a 'let down' than finding out you've 'got it wrong' from the gamemaster.
No we're not - or at least, I'm not. I'm just talking about simple stuff... like "we go into the bar" might carry, in the GM's mind, the necessity of walking up steps - but there might be no steps in the players apprehension of the strict text of the GM's description. If the player had seen a picture of the bar, the steps would have been explicit and unquestioned.
And about the Mona Lisa. How often do you actually see it? I haven't seen it, except in passing, in years; yet the moment you mention it - the reason you mention it - is because of the obvious persistence of the memory. I could mention the 'one red shoe' Tom Hanks wore in the movie of the same name and I'll bet you can't remember it. That is what you can do in role-playing games that you can't with any amount of technology. Taking advantage of communal cultural literacy is the strength of role-playing games.
Whether I remmeber it is not important - the point is that the words "mona lisa" conjure up a specific image in the mind of everyone who knows what those words are referring to. There is no confusion; we both know what we are talking about.
I think you underestimate how much scarier Giger's alien is in the dark. Why? Because you can't see it all. How is that important? 'Fragmentary descriptions' are actually worse than seeing (or not seeing, actually) something in the dark. However, there is an art to it.
Yes but a) I havent addressed horror anywhere, and b) then I'll show them a picture of the alien in the dark, just like the movie did. That way, the bit we all saw is the bit we all saw, and the bits that were occluded likewise. That can be quite significant. What I'm trying to get at, is that if Alien had succeeded as a novel first, then a filmic interpertation of the alien would necessarily have contradicted some of the readers imaginings as to what the alien looked like; but because it succeeded as a film first, everyone who read the later book-version had exactly the same alien in mind. Whether thats virtuous in the case of alien is not important, but I think having the same image, in RPG, is important.
I'm sorry, is the goal of role-playing games to provide some kind of visual entertainment for the players? No? Then how much can it matter if they have the exact, clear image that the gamemaster has? You worry that you might unknowingly over-rule some detail that the player has imagined that the gamemaster didn't? Big deal, you're as human as the next guy; they know it and you know it.
Yes, it is to provide a sort of visual entertainment - look: IMAG[e]ination, VISUALisation. We create mental pictures of our thoughts (at least, I certaionly do); my approach is to work directly towards the image that the observer forms in their mind, not hope that the effect I intend occurs by happenstance. Having the exact smae image is to my mind directly analogous to having a common rules set, and I have argued in the past that the only purpose of rules, in fact, is to guide and regulate the images we develop such that they remain common, or nearly so; such that we are all inhabiting the same game space.
I really doubt you could convey something like 'walking onto the rugby field' with any amount of technology. Why? Because your players aren't a rugby team. No matter how 'realistically' your whiz-bang technology renders the situation, they'll still be 'ordinary people.' That's part of the point. You keep putting all the emphasis upon what the gamemaster does. That's a big mistake in my opinion.
Are you immune to the Carmina Burana? I'm not, and I know for a fact, neither are my players. I've used it in RPG, and it was so succesful there we used it in Paintball - and we won, of course, because we had better morale ;). And yes, I do put an emphasis on strong-GM play, because that is my preffered mode of play both as player anf GM, and thus it is naturally what I think towards - making my own game better.
How could learning to communicate better not deliver all this in spades? I mean that's all you've really complained about, not being able to deliver your imaginings to your players.
Exactly so. But the volume of data I can transmit orally is limited. We use a lot of technical devices to overcome this limitation - writing, drawing, even clothing is a form of communication, an additional channel. Communication is not restricted to verbalisation and I would argue that "learning to communicate better" is exactly what I am doing - with all my faculties, including my technical skills.
On 2/27/2003 at 8:55pm, Le Joueur wrote:
Arguing Past "The Point"
Hey Gareth,
You site many examples of really small, theoretically minor, misunderstandings. I'm not going to debate the particulars. But are these really that big of problem?
No really. You create this 'big bad thing.' Your players don't get every iota of information they wind up needing. So? Does it cause such a huge problem that you'd resort to the technologies being discussed?
contracycle wrote:Fang wrote: I'm sorry, is the goal of role-playing games to provide some kind of visual entertainment for the players? No? Then how much can it matter if they have the exact, clear image that the gamemaster has? You worry that you might unknowingly over-rule some detail that the player has imagined that the gamemaster didn't? Big deal, you're as human as the next guy; they know it and you know it.
Yes, it is to provide a sort of visual entertainment - look: IMAG[e]ination, VISUALisation.
Sorry, we obviously disagree here. Certainly role-playing games can include visual imaginings, but to make that the top priority loses a lot of good stuff. To your specification, why not go rent Final Fantasy IX and forget about it? I see a lot more 'this is me' ideaform work than imagery in games; the images simply support these. Have you gamed with people who aren't so visually oriented?
This is missing the point anyway. I don't really care what senses are replaced by the technological innovations, it is whether you are the one providing the stimuli. If your gaming is such a 'one way street' (out of your head, images only go playerward), then I can't help you; you missing a good three-quarters of the fun.
If you don't supply all the imaginary stimuli, if as much or more comes from the players, there isn't much point in employing the fantastic technology because it can only serve as an impediment to this communication.
See, it works like this; you and your players 'dump stuff' into the imaginary 'place.' Provided the unbelievable technology being discussed, there must be a way to 'dump' accurately (or else we're back at square one in terms of misunderstandings) and quickly. You 'dump,' they 'dump,' or both do simultaneously.
Now how long do you think it will take to describe all the details your example suggest are necessary? Okay, the gamemaster gets to cheat, preparing much in advance, but what about the players? For example, I'd say that spellcasting, like throwing an illusion, is going to be just about as labor intensive (or else the gamemaster will misunderstand just as badly).
Some way is necessary to simplify this process (and make the gamemaster's prep time doable). Let's say the technology offers a number of archetypes or templates to work with and let's say that these are given proprietary identification tags to make indexing them so much quicker. Now let's say you need only specify a few tags and the system knows enough about plausibility to 'fill in the rest.' Short of telepathy, for ease of use, let's make it voice activated. Let's improve on that, let's allow the 'end of the system' the players are connected to subtly influence how it is presented to them, much like browser controls on the world wide web; this makes it not only accurate, quick, but it also appeals to the private aesthetics of each player individually. Lastly, let's do something so we don't have to lug around huge packages of equipment to do this.
Let's use words.
A good description does exactly the above. Specific words (the "proprietary...tags"), held in common, yield subtly modified imagery in the imaginations of the players. Those same imaginations are exactly what "knows enough about plausibility to 'fill in the rest;'" best of all they're free.
I'm saying I just don't get how going all 'techy' is going to solve the problem without making a huge number of complications or concessions. If the 'tiny details' like stairs and such are not being conveyed, resorting to computer imagery won't improve on that much, you're just as likely to forget to create an image as to say part of the description (more so, I'm afraid).
What it really sounds like is one of two problems. 1) You don't share enough expectations within the language you use with your players to communicate clearly. (Do brownstone apartments usually have stairs out front or not? I'm from the country, I don't know.) 2) You don't enjoy the confidence that your words will communicate this level of information. (Did I sufficiently imply that there are stairs outside?) Either way, I can't believe you'd think that adding technology to the mix would simplify the problem any.
That's why I say 'bunk' to all this techy talk. I like dreaming about gadgets as much as the next guy, but when it comes to gaming, I'm like a neo-Luddite; I don't think it's necessary or useful. Furthermore, I make the case that, if we did conjure up all this technological role-playing aids, we'd find ourselves creating yet another form of expression. One that ultimately wouldn't be role-playing games anyway.
So finally, whether the details trip you up or not, this is only an argument about what each of us has as an opinion of what role-playing games are.
Fang Langford
On 2/27/2003 at 9:51pm, M. J. Young wrote:
Trying to get back to the thread focus
People are talking about a lot of different things. What Kester Pelagius is talking about is something very specific. He likens it to the chess board in Star Wars IV (he got the number wrong, but we knew which one he meant), and someone gave another example. But perhaps it will work better if it's described this way:
Kester wants living miniatures. He wants to be able to look down and see the scene as it unfolds, to walk around it and view it from every angle, and to be able to see all the detail--how tall is the troll, relative to the elf? just how far is are the Centauri standing from the Space Marines? where is the cover, and how much cover is there for the characters?
Now he's not so foolish as to suggest we could have living miniatures, so he suggests holographic ones. A century ago, it would have been clockwork ones that were suggested, but it's the same idea. We can see the exactly where everyone is, how the move, what the terrain is like. We can see whether John can reach out and touch Joe without bending or stretching, whether Ralph has a clear shot at the villain, how far the tree will reach if it falls this direction. It gives us a clear image of what is happening.
He's not asking for a character's-eye view of things. That would be different--not bad, probably good, but different. He's asking for the ability to create sets on the fly, slice them open to see the action inside, put them away and bring them back with a couple of buttons. He thinks that this would enhance his role playing experience.
I think if you're the sort of player who finds miniatures and prepared images helpful, this will enhance role playing. If, like Jack and Fang (great post, by the way, Fang), and me, you see what's happening in your mind and think that's probably better than whatever would be drawn, such an "aid" would be a detriment.
On the other hand, Gareth (a.k.a. Contracycle) makes a very important point. It is often the case that detail is vital to the situation. It is also often the case that you need to know that certain details are there without being overly cognizant of the fact. For example, when I run The Dancing Princess, there's a portal under the throw rug in the middle of the bedroom. That means I have to make the players aware that there's a throw rug in the middle of the floor in the bedroom without calling undue attention to it. The way I do it in play is by describing tapestries on walls, canopy beds, fireplace with mantel, throw rug, dressers, chests of drawers, vanities, dry sink, night stands, chairs--overwhelm them with detail so they can't pick out the important bit. Can't do this all the time, though, because then the high level of detail says that there is an important bit. An alternative is to mention it casually--"the room is so luxuriously appointed, even the throw rug under your feet is soft and warm despite the cold stone floor". But any technique you overuse is going to be recognized by the players eventually. A gadget that actually allows you to show the room permits the players to get the detail right without having to describe it.
Over in the meaningless detail thread, I think it was, I mentioned the creation of detail by players during play in little things. If the referee says there's a dresser in the room, the player might say he's going to dig through the clothes in the drawers, even though the dresser might be empty. As I think of it now, if I mention a dresser, I see some sort of period-appropriate lamp on it, a mirror behind it, a bureau scarf, perhaps a jewelry box or other knick-knacks. Never mind that the only dressers I've known in reality for the last quarter century have been buried in folded clothes that need to be put in drawers--but maybe that's an image someone else at the table has. This is all fine, as long as the detail doesn't matter. But if I suddenly pick up the lamp to throw at the ghost, and no one else thought there was a lamp there, someone's suspenders get snapped. Whether they're mine or someone else's might depend on the social contract, but Gareth is right, detail can be important.
I've not used NeverWinter Nights, but it does sound like it's supposed to be a game aid for live play that gives players a character's eye view of the setting. In that sense it's neither what Kester wants nor what he thinks it is; nor is it what Gareth thinks it is. But I could be mistaken.
So, hands up, how many think that a set of fully-functional holographic "living miniatures" with full terrain presentation and building slice-away capabilities would be useful to their ability to accurately imagine what's happening?
I think I wouldn't find it useful enough to take it out of the box before the game.
--M. J. Young
On 2/27/2003 at 9:55pm, Mike Holmes wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
I'm with Gareth on this one.
But I also see it as a preference thing. Fang doesn't like his games to be presented visually, Gareth does. I'd love to have a visual presentation.
This almost links to GNS. The Sim player wants to discover the world. The Nar player wants to create it for himself. Players like Gareth and me like to find a world that has an objective appearance to it. Fang and others like to have a world which they can alter in their minds to their taste.
So, yes, there will be some players for whom the VR thing will not be the be-all, and end-all of gaming. But for many it will be compelling. Note that I am as fond of playing CRPGs like Final Fantasy (and all manner of other sorts of gaming) as I am of TableTop RPGs. So that should be no surprise to anyone.
Mike
On 2/27/2003 at 10:08pm, greyorm wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Mike Holmes wrote: This almost links to GNS. The Sim player wants to discover the world. The Nar player wants to create it for himself.
And then there's me. I like Narrativism and prefer it or Gamism for table-top; but if I'm going to do Setting-based Sim, I want the world.
MJ Young wrote: I've not used NeverWinter Nights, but it does sound like it's supposed to be a game aid for live play that gives players a character's eye view of the setting. In that sense it's neither what Kester wants nor what he thinks it is; nor is it what Gareth thinks it is. But I could be mistaken.
Right on, MJ. That's what I've been trying to get through the thick skulls around here <wink>: NWN can be played as a CRPG by creating a pre-scripted module with it, but it also has utility as (and was developed to be) a game aide providing a 3-D environment and moveable avatars/interactive features.
It, and the other programs I mention, are computerized versions of miniatures, maps/3D terrain models, not computer games. Most of them are completely useless without a gaming group and a GM doing the traditional tabletop thing.
On 2/28/2003 at 12:21am, Le Joueur wrote:
I'm Not Very Clear (Surprise!)
Mike Holmes wrote: But I also see it as a preference thing. Fang doesn't like his games to be presented visually, Gareth does. I'd love to have a visual presentation.
That's not it at all.
I prefer visually referenced gaming; it is my art form. What I am saying is that you don't have to be Hemmingway to convey it with words. Communicating images with words can be tough, but Gareth only complains about what accounts as minor details; I like the way M. J. puts it and shows how it can be done.
What I am saying is that in all the examples Gareth lists, these are all small details that a little practice or a little confidence would solve. Throwing 'great guns' technology into it cannot, will not, make it any easier; in fact I see no way that it would not make 'capturing all the detail' all that more harder.
The point I'm driving home behind all of this is that should such a beast be created, a ultimate 'visual presentation' gaming aid, it would right away turn out to be much better suited at a whole new medium of presentations (and quickly be snatched up by such leaving role-playing gaming in the dust wondering what it had wrought). That, in fact, even 'old time' tabletop gamers like us would quickly not use it for 'just gaming.'
Don't get me wrong, I have that ache to see the games I'm running given a full Hollywood production in 3D-Omni-theatre-THX-surround-sound, in real time, as I run it, but honestly, you have to admit, if you could do that you wouldn't bother with role-playing games would you? You'd do something else. Which leaves me with my ultimate question....
What (the hell) is wrong with words?!?
Anyone who has a problem with them either a) lacks confidence or b) needs practice. (A good knowledge of your audience and how to play on their expectations, and voilà!) It's not so hard; anyone can do it. (And the extra effort needed to create the 'visual presentation' database is of a completely different magnitude as the payoff, IMNSHO.)
Fang Langford
p. s. For your information, I loved playing Final Fantasy IX 'for the kids' as much as any game I've run (and I don't have a problem with words). We read the dialogue to them with real panache and 'camped it up' a whole bunch; it was a blast. We're eagerly awaiting XI. (Can't seen to like the even numbered ones, don't know why.)
On 2/28/2003 at 8:55am, contracycle wrote:
Re: I'm Not Very Clear (Surprise!)
Le Joueur wrote:
What (the hell) is wrong with words?!?
I've told you - the transmission rate is too low.
If there is nothing wrong with words, why did TV replace radio as the dominant mass medium? Why is advertising so strongly image based?
Anyone who has a problem with them either a) lacks confidence or b) needs practice.
Thank you for patronizing.
This is missing the point anyway. I don't really care what senses are replaced by the technological innovations, it is whether you are the one providing the stimuli. If your gaming is such a 'one way street' (out of your head, images only go playerward), then I can't help you; you missing a good three-quarters of the fun.
No, I am most certainly not missing three quarters of the fun. And lets not get carried away wioth the one-way street thing either; my play is not a lecture delivered straight to the players, nor am I passive and pliant as a player. All you are describing is a preference for co-creation, which you will find I have consistently described as not being to my taste, for good or ill. I don't particularly whether that suits you or not, my Explorative desires demand that the world be a) apparently objective and b) complex. This means that the volume of data is large - has to be so.
Now how long do you think it will take to describe all the details your example suggest are necessary? Okay, the gamemaster gets to cheat, preparing much in advance, but what about the players? For example, I'd say that spellcasting, like throwing an illusion, is going to be just about as labor intensive (or else the gamemaster will misunderstand just as badly).
you know, I have already addressed this - and as I said, it will depend on how smart the tools are, becuase of exactly this limit - which is nothing more than the comms-rate limit restated. But I have every confidence that not only will we have tools that smart, but smarter. Maybe not yet, but we will.
A good description does exactly the above. Specific words (the "proprietary...tags"), held in common, yield subtly modified imagery in the imaginations of the players. Those same imaginations are exactly what "knows enough about plausibility to 'fill in the rest;'" best of all they're free.
and
Let's improve on that, let's allow the 'end of the system' the players are connected to subtly influence how it is presented to them, much like browser controls on the world wide web
And for the n'th time, I regard that as a Bad Thing.
I'm saying I just don't get how going all 'techy' is going to solve the problem without making a huge number of complications or concessions. If the 'tiny details' like stairs and such are not being conveyed, resorting to computer imagery won't improve on that much, you're just as likely to forget to create an image as to say part of the description (more so, I'm afraid).
I thought MJ gacve an excellent description of the problem. No, I am not likely to "forget" the stairs when creating an image, becuase that is when I will be free to concentrate on the creation. I am much more likely to do so in the heat of the moment. This also obviates the player forgetting, which I cannot control.
That's why I say 'bunk' to all this techy talk. I like dreaming about gadgets as much as the next guy, but when it comes to gaming, I'm like a neo-Luddite; I don't think it's necessary or useful. Furthermore, I make the case that, if we did conjure up all this technological role-playing aids, we'd find ourselves creating yet another form of expression. One that ultimately wouldn't be role-playing games anyway.
Really? You've been driven to desperate destitution by ruthless capitalists and feel the need to destroy the means of production which have themselves destroyed your livelihood?
It may well be a different form of expression - bring it on, say I.
I've said repeatedly that I don' wan't to cut off existing channels of body language and voice, and it is for that reason I do not use NWN. That does not mean that there is no role for technology to play. I regard such a claim as franky shortsighted.
On 2/28/2003 at 2:54pm, Ron Edwards wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Hi there,
Fang, Gareth, it's pretty clear where each of your sets of social and aesthetic concerns are coming from. Both of you have stated the respective personal case in full.
So, can I ask that you do the "H'm, you do it differently" dance and be happy?
Best,
Ron
On 2/28/2003 at 3:49pm, Le Joueur wrote:
RE: Re: I'm Not Very Clear (Surprise!)
contracycle wrote:Le Joueur wrote: What (the hell) is wrong with words?!?
I've told you - the transmission rate is too low.
And exactly what makes you think that the data-entry/display cycle of the proposed 'visual presentation' system would be anywhere near as fast as simply saying it?
contracycle wrote: If there is nothing wrong with words, why did TV replace radio as the dominant mass medium? Why is advertising so strongly image based?
Sorry, you've lost me; words are the most dominant form of communication and advertising is idea-based. Television is how both are presented (especially with words all over it), hence the pictures. Notice they don't actually show sex in advertising, they present the idea of it with words and pictures. Radio does it with words and music; the medium does not vary the fact that they're presenting ideas. So you're there with yer 'mates...
What's wrong with words?
They're faster, more common, need less exposition, derive more from context than most images can, and quite frankly are easier than creating actual imagery.
contracycle wrote:Le Joueur wrote: This is missing the point anyway. I don't really care what senses are replaced by the technological innovations, it is whether you are the one providing the stimuli. If your gaming is such a 'one way street' (out of your head, images only go playerward), then I can't help you; you missing a good three-quarters of the fun.
No, I am most certainly not missing three quarters of the fun. And lets not get carried away with the one-way street thing either;
Hey, make an ad hoc argument, face an ad hoc argument.
contracycle wrote: ...My Explorative desires demand that the world be a) apparently objective and b) complex. This means that the volume of data is large – [it] has to be so.
And you repeated dodge my point that such a large volume of data becomes several factors more work to present as technological images than as words. If you must craft every step on the stairs, light them, and set the angle, how is that easier than saying 'there are stairs outside?' (You've got no argument from me that it is more descriptive than what you do now, but there's no way you can convince me that it could be done more easily than words.)
contracycle wrote:Le Joueur wrote: Now how long do you think it will take to describe all the details your example suggest are necessary? Okay, the gamemaster gets to cheat, preparing much in advance, but what about the players? For example, I'd say that spellcasting, like throwing an illusion, is going to be just about as labor intensive (or else the gamemaster will misunderstand just as badly).
You know, I have already addressed this - and as I said, it will depend on how smart the tools are, because of exactly this limit - which is nothing more than the comms-rate limit restated. But I have every confidence that not only will we have tools that smart, but smarter. Maybe not yet, but we will.
I'm not going to debate it here, but simply put, short of telepathy, language will always be more efficient. Defending this pipedream is creating a straw man with passive aggressive techniques. I'll not argue it.
Let me put it another way, why don't you practice your verbal communication skills while we wait for the impossible? Isn't your complaint mostly about your own failings and not those of language?
contracycle wrote:Le Joueur wrote: ...yield subtly modified imagery in the imaginations of the players
...subtly influence how it is presented to them
And for the n'th time, I regard that as a Bad Thing.
So, let me get this straight, you don't want player participation, input, or sharing in your vision?
Yet you proclaim that it isn't a one-way street.
Okay, I'm confused...
And you know what? I don't care. Yours is such a minority opinion, I'd be hard pressed to find another with it.
contracycle wrote:Le Joueur wrote: I'm saying I just don't get how going all 'techy' is going to solve the problem without making a huge number of complications or concessions. If the 'tiny details' like stairs and such are not being conveyed, resorting to computer imagery won't improve on that much, you're just as likely to forget to create an image as to say part of the description (more so, I'm afraid).
I thought MJ gave an excellent description of the problem. No, I am not likely to "forget" the stairs when creating an image, because that is when I will be free to concentrate on the creation. I am much more likely to do so in the heat of the moment. This also obviates the player forgetting, which I cannot control.
I don't seem to be able to communicate this to you. Unless you plan on using a linear story or railroading, the problem of detailing an entire world (remember the players can go anywhere) factor the amount of preliminary work to an unbelievable degree.
It's like this, either you detail out the whole entire world to the complete satisfaction of what you worry about forgetting, even though the players will never get to more than a fraction of it, or you create some of it on the fly. I just can't believe that you think it is any less likely that you'd forget stuff doing either of these than what you are doing now. I say it is more likely since, short of telepathy, these systems would be more work than talking.
contracycle wrote: It may well be a different form of expression - bring it on, say I.
I've said repeatedly that I don' want to cut off existing channels of body language and voice, and it is for that reason I do not use NWN. That does not mean that there is no role for technology to play. I regard such a claim as frankly shortsighted.
Oh please. Again with the false dichotomy? What kind of straw man are you building here? (Either I must advocate the telepathic 'visual presentation' suite or eschew the electric light?) To put my point into these terms, wouldn't the effort to perfect your verbal skills have far more payoff per the amount of work than ignoring them for the sake of technological inclusiveness?
I'm saying that if you can't understand the difficulties that make verbal presentation a problem, using any other kind of media will ultimately provide a similar problem. If you can't understand how to convey ideas to your players (by not understanding the players perceptions), it won't matter what technology you use.
I don't care what media or combination you choose, thinking that 'different than what you have now' is better without having 'to work for it' is naïve. Choose whatever combination you like (technological or otherwise), these same problems will dog every step. Until you address your problems dealing with communicating ideas (not words, picture, sounds, or graphics) because of the differences between 'how you see things' and 'how they see things' you won't make any progress. Why not use the most available medium to practice communicating ideas, words?
So again, what is wrong with words (first)?
Fang Langford
On 2/28/2003 at 3:50pm, Le Joueur wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
Whoops, cross-posted.
On 2/28/2003 at 4:09pm, Ron Edwards wrote:
RE: Holographics: A Possible Future Evolution of Gaming?
See, that's exactly what I didn't want to happen.
For anyone who's interested, the above exchange between Fang and Gareth is now being moderated.
You play differently with different social aesthetic priorities. Neither of you has "what role-playing is" in your pocket. Both of you have explained your positions.
I can see no further benefit to dialogue, as you're now engaged in picking apart one another's posts, and I smell the stink of ego.
The thread is now closed. If anyone wants to follow up on its contents, please start a new thread.
Best,
Ron