The Forge Reference Project

 

Topic: Gamism: Exploration and Competition
Started by: Paganini
Started on: 5/4/2003
Board: GNS Model Discussion


On 5/4/2003 at 12:08am, Paganini wrote:
Gamism: Exploration and Competition

Some reference threads:

http://www.indie-rpgs.com/viewtopic.php?t=6269
http://www.indie-rpgs.com/viewtopic.php?t=6330

By GNS definition, all role-playing is Exploration; that is, creation of a fictional reality via communal imagination. Given this, it makes sense to me to go one step further and treat the imagined reality as a game state defined by the individual inputs from each participant in the collective.

From the definition of Gamism: "[Gamism is] competition among participants (the real people); it includes victory and loss conditions . . . [Exploring the 5 elements is] an arena for the competition."

That last bit is important. It emphasizes that the discussion must be kept in the context of Exploration. In Gamism, the imagined reality is an arena for competition.

So, competition. What is it? How can it exist in the context of the imagined reality as an arena for competition?

Competition: Endeavoring to gain what another is simultaneously endeavoring to gain; or attempting to cause what another is simultaneously attempting to prevent.

This implies Limited Currency - Obviously, the definition requires that there exist something to be gained. That thing to be gained must be limited, otherwise there is no conflict over distribution.

What do we have that can immediately fill this requirement in the scope of the shared imagination? "Lumpley Principle" Credibility! The lumply principle is that all role-playing rules distribute credibility. (This particularly means that all currency, game and meta-game, are incarnations of credibility empowerment / limitation. Example: D&D Healing potions are game currency that gives a player credibility to influence the life / death status of characters living in the imagined reality. Example: Universalis Coins are meta-game currency that gives a player credibility to establish anything he wants, subject to Challenge by another player, who also has credibility represented by Coins.)

Now, this works, but it's not enough for Gamism. Universalis, obviously, has competition for credibility; if we stopped here Universalis would be Gamist. Gamism also needs victory / loss conditions.

The open-ended nature of role-playing is such that "win / loss" isn't really a binary condition the way it is in traditional games. In traditional games, "winning" and "losing" are end-of-game signals; but an RPG is of potentially infinite duration, subject to the attention span of the participants. The fictional reality will exist as long as we have an interest in imagining it, regardless of whether or not we're doing well or poorly by some specific set of defined standards.

A "victory" condition in an RPG is more like a "doing well" flag, while a "loss" condition is more of a "sucks to be you" flag.

In terms of Currency manipulation, though, win / loss conditions behave the same in RPGs as they do in any other game. A "victory condition" is a goal to be achieved via manipulation / accumulation of currency, while a "loss condition" is something similarly to be avoided.

So, my pocket definition of Gamism is: Gaining credibility with which to complete conflicted goals in the context of the imagined reality.

(Comparing this with the starting point, it doesn't really appear that we've come that far . . . more like we've moved in a circle. Maybe for everyone else this post is a no brainer, but for me it's a big loop of understanding.)

Now, a slight tangent on plot (meaning linear plot, tree plot, and the like, not the "sequence of caused events" sort of plot that arises naturally from play). Unrealized plot (i.e., never imagined during play) is worthless. Assume an example case: The PCs are "Batman" characters; PC death is a loss condition. Plot in this case is a very dangerous thing. If the PCs die, the plot only exists in the mind of the GM. In a game where there's a good chance that PC's will die, plot can only safely exist as state-defining color (meta-plot or NPC protagonists, basically), demoting the PCs to "Robin" style characters. If you want Gamism, though, I think this is OK. The plot is part of the color of the imagined reality. Your character exists as your projection into the imagined reality, a manifestation of your credibility. It's not meant to be a protagonist, it's meant to be a strategic tool.

I made this sort of mistake in a SQUEAM game a while back. Trying to kill the characters, and trying to make sure they survive so the plot can be imagined are not compatible goals.

This is as far as I've gone along this line of thought. I'd like to actually follow this through and design a lean mean gaming machine, but it's probably wise to do that in another thread.

Forge Reference Links:
Topic 6269
Topic 6330

Message 6342#65488

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 5:23pm, Jack Spencer Jr wrote:
RE: Gamism: Exploration and Competition

Hey, Nathan.

I think what you have hear is just one of many possible forms of Gamism. The competition can be between the players, between the players and the GM, or the players and the system.

Just as an example, I'm still fooling around with a dungeon card game. It's a solitaire game so there is no other player to compete against. But the game is stictly gamist, if it can be called such. The competition is between the player and the Contraption I have made out of the rules for playing the cards.

Message 6342#65550

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 6:14pm, Paganini wrote:
RE: Gamism: Exploration and Competition

Hey Jack,

Jack Spencer Jr wrote:
I think what you have here is just one of many possible forms of Gamism. The competition can be between the players, between the players and the GM, or the players and the system.


I tried to use the word "participants," as opposed to "players" and "GMs." Competition among the participants includes both GM vs. player competition, and player vs. player competition.

I don't, however, believe that compeitition can ever exist between players and system. Systems don't really have goals or agendas, and can't make strategic decisions. I'd like to hear more of your thoughts on this.

Jack wrote:
Just as an example, I'm still fooling around with a dungeon card game. It's a solitaire game so there is no other player to compete against. But the game is stictly gamist, if it can be called such. The competition is between the player and the Contraption I have made out of the rules for playing the cards.


Well, I have to reserve judgement until I hear more about the Contraption. But in general, I usually use the definitions from Greg Costikyan's web site for this sort of thing, as they make a lot of sense to me. Strictly, solitaire "games" are pastimes rather than games. Solitaires are mathematical puzzles to be solved; the complexity of the puzzle puts up a sort of passive defense, but the simultaneous activity required for competition is not present.

So, my thought is that compeitition requires two people, and Gamism requires compeitition. Gamism can't exist with only a single person - even when participation is delayed as in the case of, frex, T&T solo adventures. (Like, if you ever do City of Terrors, you get a pretty strong feeling that Mike Stackpole is personally trying to off you. ;)

Message 6342#65552

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 6:44pm, Jack Spencer Jr wrote:
RE: Gamism: Exploration and Competition

Paganini wrote: I tried to use the word "participants," as opposed to "players" and "GMs." Competition among the participants includes both GM vs. player competition, and player vs. player competition.

Perhaps, but certain games may have only one or the other but not always both. The distinction may not be useful for our discussion here.
I don't, however, believe that compeitition can ever exist between players and system. Systems don't really have goals or agendas, and can't make strategic decisions. I'd like to hear more of your thoughts on this.

I disagree, and I think you do too, but I'll go into this below
So, my thought is that compeitition requires two people, and Gamism requires compeitition. Gamism can't exist with only a single person - even when participation is delayed as in the case of, frex, T&T solo adventures. (Like, if you ever do City of Terrors, you get a pretty strong feeling that Mike Stackpole is personally trying to off you. ;

That sounds like a great idea for a t-shirt. "Mike Stackpole is trying to kill me." or whatever game designer you like. :)

But this quote here seems to contridict your opinion above that there can be no competition between player and system. There can be and you see it more as delayed competition between the system's designer and the player.

I don't want to talk too much about a game I may never get to press, but:
With the card game I mentioned, I suppose the player is in competition with me as the game's designer. It works sort of like the old text adventures with treasures found and monsters killed equaling a certain number of point. The deck has X amount of points in it and the competition is to see how close to getting all of the possible points available in the deck when playing. Furthermore, I see the decks as being customizable, so player are also in delayed competition with whoever built the deck

Message 6342#65556

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 7:16pm, clehrich wrote:
RE: Gamism: Exploration and Competition

I'd have to agree that you can compete with a system, or at least a module. If the GM is seen as simply a referee, in essence a somewhat flexible computer with no independent judgment, then the players can compete to "break" the module.

Now if this were a deliberate construction, you could imagine a tournament working this way. Every team has the same starting powers, abilities, and equipment. The GM is intended to be an impartial moderator, and is overseen by another judge throughout the game, ensuring that impartiality is respected. Everything in the game has a strict point-value: HP are worth X, x.p. worth Y, money, treasure, etc. worth Z.

The object is for your team to get out with the maximum points.

Now in this example, you do have competition, team against team, but they don't play in the same arena; that is, the competition is not head-to-head.

But you could extend the example to provide "pure" competition against a module. Once you've run it with a number of teams, you have a kind of gradation available: get out with 1000 points is brilliant, with 750 is strong, with 500 is okay, with 250 or fewer is sucky, and so forth.

You're not really competing against the game designer as such, because he's just set up a tactical or whatever situation for you to tackle. You're not really competing against the GM, because he's supposed to be totally impartial. You're not really competing against other players, because competition within the team is self-destructive, and competition among teams is simply an abstraction; they're not actually there. So you compete against the module -- who else?

I thought this was the point of hard-core AD&D2E (hard-core meaning obeying every single rule to the letter, with the sole exception that all players can memorize the entire system if they like; sort of like Mike in KOTDT). And this isn't the same as computer gaming, either: computer games sometimes try to reach this as a goal, but they can't take into account every creative idea a player might have, so there are things you just can't do in a computer game. In AD&D2E, however, you can do pretty much anything, and there are generally rules available, or that can readily be extrapolated, to cover possibilities.

I have a sense I'm missing Paganini's point, and am contributing to thread-hijack. Am I?

Message 6342#65559

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 9:42pm, Paganini wrote:
RE: Gamism: Exploration and Competition

Jack Spencer Jr wrote:
I don't want to talk too much about a game I may never get to press, but:
With the card game I mentioned, I suppose the player is in competition with me as the game's designer. It works sort of like the old text adventures with treasures found and monsters killed equaling a certain number of point. The deck has X amount of points in it and the competition is to see how close to getting all of the possible points available in the deck when playing. Furthermore, I see the decks as being customizable, so player are also in delayed competition with whoever built the deck


Jack, that makes total sense. I was thinking of solitaire in the senes of the "patience" family of card games, Tetris, peg-jumping games, and so on.

Clheric,

I have a sense I'm missing Paganini's point, and am contributing to thread-hijack. Am I?


Well, not really. I didn't really have a point beyond the obvious content of my first post. The idea was to spark discussion . . . am I right? Why not? If I am, what does it mean? So, carry on. :)

But you could extend the example to provide "pure" competition against a module. Once you've run it with a number of teams, you have a kind of gradation available: get out with 1000 points is brilliant, with 750 is strong, with 500 is okay, with 250 or fewer is sucky, and so forth.

You're not really competing against the game designer as such, because he's just set up a tactical or whatever situation for you to tackle. You're not really competing against the GM, because he's supposed to be totally impartial. You're not really competing against other players, because competition within the team is self-destructive, and competition among teams is simply an abstraction; they're not actually there. So you compete against the module -- who else?


Well, see, what you've described here with the points and all is what I'd call a pastime. Mechanically, it's almost exactly like Tetris. You're kind of saying that the module is the de facto competitor, since nothing else can be found to be competed with. I'm saying, "you can't compete against the module, so there must not actually be any competition going on at all!"

It seems telling that in your tournament example you have another layer of administration to make sure that the GM referees impartially. If the GM has no stake, why is this necessary? If the GM has no stake, then he's impartial by definition, no extera layer is required. If the GM has something to gain, then competition exists, and impartiality is an oxymoron.

In a game like AD&D I think that the players *are* competeing with the GM in the specific situation you describe. A module, insofar as it's mechanical, is a definition of the GM's credibility, right? Take as an example, say, a random encounter table. That random encounter table limits the GM's credibility... it says "these are the monsters that can appear in the dungeon." I think of modules as counterparts to characters. The character is the manifestation of the player's credibility; the module is the manifestation of the GM's credibility. When a designer writes a module, he's creating a tool for the GM to use to defeat the players (kill the characters, or whatever). This is where the need for balance comes from - both the GM and the players have to have an even chance of succss at the start of the game. One-sided competition isn't really competition at all.

Now, as Jack pointed out, that doesn't have to be the case . . . the GM could just be overseeing competition among the players, but that's a whole different arena. ;)

Message 6342#65567

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/4/2003 at 10:22pm, M. J. Young wrote:
RE: Gamism: Exploration and Competition

Pinball is a game, whether you play against another player or just against the machine.

Solitaire (the card game) is a game, and can be played competitively as Double Solitaire or singly against the lay of the cards.

Role playing games are games even when the referee is on your side and you're just trying to find a way to beat the scenario within the confines of the rules.

Craps is a game, even if you play by yourself.

Those old text-based CRPGs are games, even though you can't play against someone else in any practical way--you're just trying to "beat the game", whether it's Hitchhiker's Guide or DiscWorld or more recently Final Fantasy or Chronotrigger.

In fact, computer, console, video, and arcade game players always talk about "beating the game". What can that mean other than that the player is up against the system?

Colin Dexter's fictional detective Chief Inspector Endeavor "Pagan" Morse does the crossword puzzle in The (London) Times every day. Your definition would say that was a puzzle; Morse regarded it as a competition between the crossword setter and himself, and thus a game.

Greg is wrong. You can have competition against the game, against the creator, against the system, even against the odds. You don't necessarily have to have another person involved in any direct way for it to be competitive or a game.

Sorry, Nathan. Gamism is bigger than that, I think.

--M. J. Young

Message 6342#65572

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/4/2003




On 5/5/2003 at 12:45am, Paganini wrote:
RE: Gamism: Exploration and Competition

M.J.,

I need more. All you've done is contradict, not support. A big part of my first post is that Greg is correct - pinball is *not* a game, patience is not a game, Tetris is not a game. We're talking definitions here. You have to convince me that Greg's are wrong, and yours are better.

The definition of competition I used came from Dictionary.com, with a slight addition, and no alteration. It's not a jargon definition I pulled out of my hat . . . normal, everyday style competition requires active, simultaneous opposition to exist. Is competition something different in RPGs? If so, why?

BTW, in case you missed it, I already allowed that delayed competition can exist between a designer and a player, which does, strangely enough, make crossword puzzles games, even though no one I've ever met actually considers them so.

Message 6342#65593

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 1:00am, Jack Spencer Jr wrote:
RE: Gamism: Exploration and Competition

Paganini wrote: I'm saying, "you can't compete against the module, so there must not actually be any competition going on at all!"

Actually, there is someone who you could compete against: Yourself.

Tell you what, I've been playing the Space Cadet pinball game that came with WinXP a lot lately. I am competeing against the guy who programmed it, but I am also competing with myself to see if I can "do better" than the last time.

Message 6342#65595

Previous & subsequent topics...
...started by Jack Spencer Jr
...in which Jack Spencer Jr participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 2:59am, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi there,

Actually, the new Gamism essay is currently being reviewed by a number of readers. It speaks to a lot of the concerns in this thread. I hope to have laid the whole "competing against whom" issue to rest forever.

So bear in mind that I'm thinkin' and writing, and anything that crops up in this thread that opens up a difficult or new area to think about will be considered.

Best,
Ron

Message 6342#65608

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 3:13am, clehrich wrote:
RE: Gamism: Exploration and Competition

Jack Spencer Jr wrote: Actually, there is someone who you could compete against: Yourself.

This is essential, IMO, in any definition of gamism. Half the time the point of serious competition is to set up as ideal a mirror as possible, and then see what would happen if you could seriously compete against yourself. How would this work in group play, do you suppose?

Message 6342#65616

Previous & subsequent topics...
...started by clehrich
...in which clehrich participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 1:49pm, Mike Holmes wrote:
RE: Gamism: Exploration and Competition

Nathan this hasbeen done to death elsewhere. I've said it before, and I'll say it again, arguing the definition of Game is beyond pointless.

First, from your own source, dictionary.com there are no less than seven different definitions that it comes up with. Definition number one:

An activity providing entertainment or amusement; a pastime: party games; word games.


So, don't tell me that the "common definition" of game doesn't include the ideas of passtimes. It's useless to argue about that definition in terms of RPGs. Because, further, even if we determine that there are RPGs that aren't by some definition games, that doesn't mean anything at all in the context of Gamism.


The more important point is that what we term Gamism does not specifically refer only to the sorts of competition that you want to define as competition. The examples that everyone is giving of competing against the module, or the system, or the designer, whatever, are all part of what we call Gamism.

So, yes, when you're in a tournament, and you're competing to win, it's Gamist. I don't really care what you're up against, there's something that's challenging you. Some might see it as the GM*, some might see it as the module, some might see it as the system, and likely to some extent it's the combination of all these things in differing measures at sifferent times.

Your theory about tournament judges is totally off, too. They can be, and usually are, effectively just the computers by which these events are run. Non-deterministic, to be sure, but as impartial as humans can be. And to that extent I never felt like I was competing against the GM in the many, many tournament games I've played, but rather I always felt that I was competing against the module itself (and that was the yardstick by which you were compared to the other parties participating).

Actually to be truthful, later in my tournament carreer, I would try to stop the games from being Gamist, and suggest a move to Simulationism, as I felt that was much more fun. Before the judge would arrive, I'd say, "OK, we can do this the standard competitive way, and try to win, or we can actually 'role-play', and have fun. Which do you all want to do?" Little did I know that I was just trying to avoid GNS incompatibility that I'd seen come up in other tournament games. Nothing less fun that half the party trying to win, and the other half trying to "play their characters" (Sim). :-)

Any time the decision is made based on something like, "how can I as a player do better," as opposed to, "what would happen in-game," or, "what's best for the story," sorts of techniques, it's a Gamist decision. That's not hard, is it?

Mike

Message 6342#65658

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 2:59pm, Paganini wrote:
RE: Gamism: Exploration and Competition

Mike, you've misunderstood me a bit. I realize that debating the definition of game is a dangerous thing, so for that reason I was using a specific industry definition that I find useful.

However.

I wasn't citing Dictionary.com as a reference for "game," but as a reference for "competition." The GNS definition of Gamism requires competition. Sure, the colloquial use of the word "game" includes pastimes... but pastimes are not Gamist, unless they include competition. According to dictionary.com, competition requires simultaneous activity by an opposing agent. This means that, unless you redefine competition, pastimes aren't Gamist. (It also means, I just realized, that there's a hole in my idea about "delayed competition." Gotta revise that...) So, you say:

Mike wrote: The more important point is that what we term Gamism does not specifically refer only to the sorts of competition that you want to define as competition. The examples that everyone is giving of competing against the module, or the system, or the designer, whatever, are all part of what we call Gamism.


All right. Sounds like re-defining competition is exactly what you intend. If competition in the context of Gamism is something different from the dictionary definition, let's have it up front.

Any time the decision is made based on something like, "how can I as a player do better," as opposed to, "what would happen in-game," or, "what's best for the story," sorts of techniques, it's a Gamist decision. That's not hard, is it?


Well, in a way. I was going one deeper. It's easy to say that Gamism is the player trying to do better. But what defines "better?" On what scale is it measured? How is it arrived at? "Character" is the traditional yardstick for success - but it doesn't have to be that way. Gamism is about players trying to "do better" or "win" by skillfull manipulation of game currency, right? But game currency is just one way of regulating credibility. So in Gamism, what players are really doing is manipulating credibility. So there are a lot more ways to play Gamist than just manipulating a character - a character is only one way to represent credibility.

Message 6342#65661

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 3:24pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hello,

Nathan, you wrote,

So there are a lot more ways to play Gamist than just manipulating a character - a character is only one way to represent credibility.


My response: absolutely correct.

As a preview, think of Gamist play as having two levels that represent (a) the Exploration, just as you discuss it above; and (b) the "meaning" or "point" of Exploration as an activity from the people's point of view. [Side note: Narrativism also has this kind of structure; this is why G and N play are different, on the face of it, from S play ... the (b) suddenly becomes the overriding priority, as opposed to "squaring" (a).]

I've even given a couple of names to these levels in Gamism, in my new essay: Challenge for (a), which is to say, adversity faced by the characters; and Step On Up for (b), which is to say, the social and self-evaluatory pressure faced by the people at the table.

These are pretty different things, but the essence of Gamist play is that Step On Up has to be there, and that Challenge "feeds" or provides the imaginative context for it.

One more point: think of competition (i.e. performance based on conflict of interest) as a dial within each of these levels. So there are two competition dials (Step On Up competition = conflict of interest among players/people; Challenge competition = conflict of interest among characters) - and they are independent of one another.

Explaining all of this with examples, so that it's not hideously abstract, is a big deal in the new essay.

You can also see, I hope, that the typical nail-biting frustration associated with discussing "competition" is largely removed from the picture, given this new construction of Gamism.

Best,
Ron

Message 6342#65666

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 7:01pm, Mike Holmes wrote:
RE: Gamism: Exploration and Competition

Christ Nathan, you really want to be semantic about this? Dictionary.com is about the worst way to solve these things. I brought up the definition because you said that if it wasn't competition by your definition then it wasn't a game. That made it a passtime.

By your logic, and working in reverse, then if passtimes are games, then competition must, therefore include the sorts of things described. So it's as valid of me to say that you're redefining Game as it is for you to say that I've redefined Competition.

I haven't, you see. By your beloved Dictionary.Com definition, the requirement is "competition requires simultaneous activity by an opposing agent". Now, if we look up agent, we see that this doesn't have to be a person. If we look up activity, we see that this doesn't have to mean movement, but merely existing in such a way as interaction causes change. Thus a module or system can be "a simulaneously acting agent."

Moreover, who cares about that bullshit. It makes sense to think about it thie way people have been descriing it. You want a more detailed description, but the fact is, as you've already noted, Gamism is a lot larger than what you're definition restricts it to. So why are you arguing the point?

You seem to think that there's some essential element of Gamism that we've not discovered yet, but it seems plain as day to me. What defines "better"? Doesn't matter. As long as the player has the criteria. The player says, "If I have my character jump now, he'll survive, and that's better", or "If I have the Assembly of Gnortois pass a law saying that it's illegal for Martians to enter their airspace, that'll get me a tactical victory over the Martians, " or whatever. Yes character is irrellevant. That's obvious as Gamism is all about player success (a point repeated endlessly).

Currency? Not automatically, and not neccessarily. Let's say that Bob decides to have his character die pointlessly just so that Bill's character will go down in flames, too. Thus Bob is ensuring that Bill is out of the game. If this was Bob's goal, then he "wins" by accomplising it.

You want a really broad definition of Gamism? It's making decisions to get anything out of a game for player profit so long as that thing is not Verisimilitude related, or Story related. That is it's not Sim or Nar.

Does that help?

Mike

Message 6342#65725

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 8:30pm, Emily Care wrote:
RE: Gamism: Exploration and Competition

Mike Holmes wrote: You want a really broad definition of Gamism? It's making decisions to get anything out of a game for player profit so long as that thing is not Verisimilitude related, or Story related. That is it's not Sim or Nar.


That's pretty darn broad. I think that's your tongue in your cheek I see, but to go with it...

In every case (GNS and beyond) there's a player "profit", the question is what's that made of? In sim play, it's verisimitude to a given referent, in nar its crafting a satisfying narrative or exploring a given theme.

So what is it in gamism? Not what is gamism, but where's the juice that it gives ya coming from? What makes it desirable and what are the conditions one is trying to bring into being by engaging in it? A feeling of victory? Creation and resolution of tension through fulfillment of external goals? One view is that the victory conditions of a game function the same as any other goal, but they are explicit and set by (usually) an agent external to the participant trying for that brass ring. They are clear and explicit and you as a player are "protagonized" by the matched opposition of the gm, other players, the system what have you.

--Emily Care

Message 6342#65749

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 8:38pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Emily,

From my current draft of the Gamist essay:

What's meant by Step On Up? Gamist play, socially speaking, demands performance with risk, conducted and perceived by the people at the table. What's actually at risk can vary - for this level, though, it must be a social, real-people thing, usually a minor amount of recognition or esteem. The commitment to, or willingness to accept this risk is the key - it's analogous to committing to the sincerity of The Dream for Simulationist play. This is the whole core of the essay, that such a commitment is fun and perfectly viable for role-playing, just as it's viable for nearly any other sphere of human activity.

What's meant by Challenge? For the characters, it's a problem or conflict-of-interest in the game-world; it can be as fabulous, elaborate, and thematic as any other sort of role-playing. Challenge does not differ from plain old Situation in any qualitative or theoretical way, for any mode of role-playing - it only gets a new name because of the necessary attention it must receive in Gamist play.


[bold + italic emphasis is inserted here as a direct answer to your question, Emily.]

To re-emphasize, as no replies so far seem to have addressed my previous post, the concept of competition comes in as two independent "dials" at these two, conceptually-separate levels.

Best,
Ron

Message 6342#65752

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 9:02pm, Paganini wrote:
RE: Gamism: Exploration and Competition

Hey Ron,

Since you asked . . . ;) . . . I didn't respond to your post, because it seemed to stand on its own. This Gamism essay is gonna be something,
I anticipate.

The only thought your post sparked in me is that - given the nature of the split you outline - it might be more theoretically correct to identify the two levels as [A] meta-game conflict (external, social conflict between the players) and in-game conflict (exploratory conflict between elements of the imagined reality).

This is mostly what you already have, but it seems wrong to limit type competition to charaver vs. character. And your jargon is, as per standard, obfuscatory! ;)

I will leave the exchange with Mike where it is now; he's gone so far past me that I'm not even sure we're still talking about the same thing.

So, anyway, we've established that characters are not the only manifestation of credibility for competitive play. Let's add a new dimension to the discussion here . . . are there any existing gamist games in which the traditional character as engine of competition is not use? What other forms can credibility be given in order to facilitate competition?

Message 6342#65769

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 9:22pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Nathan,

You're confounding "competition" with adversity. I'm stating as clearly as I can that Step On Up does not necessarily include conflict of interest among players, and that Challenge does not necessarily include conflict of interest among characters.

Gamist role-playing requires Step On Up; esteem/performance is on the line, to whatever emotional degree the people bring to it.

When Step On Up is operative as the creative agenda, then Situation becomes Challenge (this is mainly terminological, although not entirely).

You've got Gamism now. So far, all the players are cooperating and all the characters are cooperating. Yes, the characters are in danger in some way; that's fine - it's Challenge.

Now! The following is totally optional (in terms of play and/or design). Put a little red dial onto each of the above paragraphs. 1 = hardly any conflict-of-interest at work at all; 10 = massive and intense conflict of interest, such that success requires crashing failure for someone else.

As the dial in the Step On Up category gets spun to increase, the people at the table start to eye one another dangerously (which does not necessarily mean ill-will).

As the dial in the Challenge category gets spun to increase, the characters start to eye one another dangerously and post warding spells on themselves.

See how those are independent? Put a lot of competition in Step On Up but not into Challenge, and you have people busting butt to (for instance) level up faster than one another as their characters cooperate strategically to stay alive. Or, reverse it: put a lot of competition into Challenge but not into Step On Up, and you have the players gleefully cooperating to have the characters backstab one another.

Oh, and watch who you're calling obfuscatory, good buddy. I spent the last six months to a year working this stuff out, and you've taken, what, a couple minutes to think about it?

Best,
Ron

Message 6342#65778

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/5/2003 at 9:36pm, Bankuei wrote:
RE: Gamism: Exploration and Competition

Hi Ron,

Just wanted to say I totally dig the 2 dials and it makes a lot of sense to me.

See how those are independent? Put a lot of competition in Step On Up but not into Challenge, and you have people busting butt to (for instance) level up faster than one another as their characters cooperate strategically to stay alive. Or, reverse it: put a lot of competition into Challenge but not into Step On Up, and you have the players gleefully cooperating to have the characters backstab one another.


I'd have to push Rune as a great example of the first case and Paranoia as a great example of the second case. In Rune, the characters are cooperating, but the players are vying for the most points, while in Paranoia, the characters are out to kill each other, but the players are gleefully working to create maximum mayhem.

Chris

Message 6342#65783

Previous & subsequent topics...
...started by Bankuei
...in which Bankuei participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/5/2003




On 5/6/2003 at 4:46am, Paganini wrote:
RE: Gamism: Exploration and Competition

Ron,

If I'm reading you right, you're saying that risk is fundamental to Gamism, rather than opposition. The important thing is that the players have something to lose. It doesn't matter who's taking it from them. Is that right?

I'm probably getting ahead of myself here, but this makes me think, isn't there more to Gamism than just "not losing" in a risky situation? Doesn't there need to be something to gain as well?

Either way, though, I think my original thought about credibility still works. Whatever the players stand to lose or gain, if you look close enough it's actually some form of credibility. If you change the way that credibility is represented in the game, then you can have a many diverse styles of Gamist play.

Ron wrote: Oh, and watch who you're calling obfuscatory, good buddy. I spent the last six months to a year working this stuff out, and you've taken, what, a couple minutes to think about it?


Hey, I didn't mean to diss your ideas; you're correct, I haven't had time to fully grokk them yet. I'm just saying, the terms you've chosen (Step On Up, Challenge, etc.) do not, as usual, help me understand what you're getting at.

Message 6342#65870

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 3:28pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Nathan,

I'm probably getting ahead of myself here, but this makes me think, isn't there more to Gamism than just "not losing" in a risky situation? Doesn't there need to be something to gain as well?


Yes, or rather, it's an up-or-down situation. If you handle the moment-of-crisis well, your esteem/etc goes up; if you don't, it drops a tad. Again, all of this can be either humorous or at least not especially traumatic. Think of playing Trvial Pursuit - it's not that you're a dick or a dweeb if you miss a question ... but something's on the line, a bit anyway.

And of course, a tangible element can be brought in as well, which is what Gamist design is often about.

Either way, though, I think my original thought about credibility still works. Whatever the players stand to lose or gain, if you look close enough it's actually some form of credibility. If you change the way that credibility is represented in the game, then you can have a many diverse styles of Gamist play.


I agree! Your credibility point was strong enough that I decided to bring all this essay stuff in (instead saying "just wait") - I knew you'd added something worth saying to the mix. To my way of thinking, your term credibility refers to the shared, social aspect of "what's at stake."

Best,
Ron

Message 6342#65929

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 4:28pm, Mike Holmes wrote:
RE: Gamism: Exploration and Competition

Ron Edwards wrote: If you handle the moment-of-crisis well, your esteem/etc goes up; if you don't, it drops a tad.


This includes, of course, self-esteem, right? So playing a solo RPG, or doing something that other players don't notice can still result in gain or loss of self-esteem, and still counts. Right?

Mike

Message 6342#65942

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 4:33pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Mike,

Yes, although that's moving more into the internal zone and thus out of GNS proper. GNS exists specifically as lines or perhaps spheres of communication among people.

As far as solo role-playing is concerned, I suggest that a fabricated social environment exists in the user's head, which at least substitutes for an actual interpersonal one - he sees himself as interacting with the "game" which is to say the game author, who shares and appreciates his rising/falling instances of play.

I suggest that the more successful solo adventures are those which, above and beyond their quality as challenges, promote and clarify that internal, cognitive, perceived shared environment between author and user. In most of the T&T solos, the text offers social commentary on your success or failure, rather than merely telling you what happens.

Best,
Ron

Message 6342#65943

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 4:36pm, Paganini wrote:
RE: Gamism: Exploration and Competition

Mike Holmes wrote:
This includes, of course, self-esteem, right? So playing a solo RPG, or doing something that other players don't notice can still result in gain or loss of self-esteem, and still counts. Right?


Seems that way to me. Someone brought up CRPGs like Diablo not to long ago, where this would apply strongly. There's no overt competition like I was talking about previously, but there's a lot "on the line" to gain or lose in terms of player satisfaction. "Cool, I nailed the Butcher and I'm only level 2!" "Crap! That wussy burning dead just made me use 4 healing potions! I just wasted 200 GP!"

Ron wrote:
I agree! Your credibility point was strong enough that I decided to bring all this essay stuff in (instead saying "just wait") - I knew you'd added something worth saying to the mix. To my way of thinking, your term credibility refers to the shared, social aspect of "what's at stake."


Heh, cool. Now I feel all warm and fuzzy. ;)

Message 6342#65946

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 11:00pm, Emily Care wrote:
RE: Gamism: Exploration and Competition

Paganini wrote:
Ron Edwards wrote: I agree! Your credibility point was strong enough that I decided to bring all this essay stuff in (instead saying "just wait") - I knew you'd added something worth saying to the mix. To my way of thinking, your term credibility refers to the shared, social aspect of "what's at stake."


Heh, cool. Now I feel all warm and fuzzy. ;)


As you should, good points and good thread.

Ron: Thank you for such a clear and prompt answer to my question. Step on Up and Challenge (stakes in gamist play for player and character respectively) are now crystal clear. These two aspects with the dials seem to clarify some of the issues that have been argued on recent threads. Grok successful.

Ron et al: Now, in the interests of maintaining clarity of discourse: are we redefining "credibility" in terms specifically relating to gamism? As far as I'm concerned that word is already firmly in use as: what the Lumpley Principle lends to outcomes of mechanic use, group concensual decision, gm whim etc. that makes it part of "what actually happens" in rpg. That seemed to be how Nathan used it in the original post. Please confirm or deny!

I'm wondering because of this:
Ron Edwards wrote: To my way of thinking, your term credibility refers to the shared, social aspect of "what's at stake."


Thanks,
Em

edited to add:

Paganini wrote: So, my pocket definition of Gamism is: Gaining credibility with which to complete conflicted goals in the context of the imagined reality.


There it is. Cool. Looking at the original post, Nathan is referring to credibility from LP. So modify my question to: how exactly are we applying credibility with respect to Ron's definitions of player and character risked quantities (Step on Up and Challenge) in gamism?

Message 6342#66052

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/6/2003 at 11:26pm, Emily Care wrote:
RE: Gamism: Exploration and Competition

I see that credibility is in the air, there is an excellent discussion of it here.

It may simply be that credibility is always the stake: it just gets gambled in gamism. No that's not right.

One's personal standing/self-esteem are at stake with Step on Up, and the character's life/standing/loved ones/what have you are at risk with Challenge. Credibility is given a weight--which is the gain/loss of these things--in gamism that it may not be in the other styles.

Gamism places an emphasis on the fact that credibilityalways needs to be apportioned somehow and takes advantage of the fact that we have attachment to whether our version of reality takes or not. This is used to power the play style and makes it fun.

--EC

Forge Reference Links:
Topic 65980

Message 6342#66059

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/6/2003




On 5/7/2003 at 1:46am, Paganini wrote:
RE: Gamism: Exploration and Competition

Em,

I was most definitely using "credibility" in the Lumpley Principle "who decides what happens" way. Ron seems to be saying that, in addition to this sort of credibility, also at stake is some form of "peer prestiege." You lose this prestiege if you're outdone, you gain it when you outdo. Kind of like your good buddy gloating after his 3 army country just defended successfully against a 12 army invasion in RISK.

Message 6342#66085

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 2:23pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi there,

Check me on this, but does it seem reasonable to identify the Lumpley Principle version of "credibility" with the basic social process of reinforcement during play (a Social Contract issue)?

If so, then the GNS breakdown would go like this:

- Gamism: reinforcing both the uber-cooperative and locally-possibly-competitive standards for what is at risk, and concerning what (in-play)

- Narrativism: reinforcing player authority over character protagonism (in the group-appreciative sense which Paul likes to talk about), which translates absolutely directly to producing Theme out of Premise

- Simulationism: reinforcing the internal causality of the in-game events, again, as communicated among the group for shared appreciative purposes

I can see all manner of ways in which the credibility is established - from simple positive social reinforcement (in our game of My Life with Master last night, everyone spontaneously clapped and cheered at each Epilogue), to various secondary creative acts supporting play (e.g. the comics pages that used to emerge from our Champions games), to gestures of respect (such as habitual deference to a given player or GM regarding where the buck might stop in instances of shared narration).

Best,
Ron

Message 6342#66135

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 2:56pm, Paganini wrote:
RE: Gamism: Exploration and Competition

I dunno Ron. I wasn't thinking of it as being quite that deep or precise. The Lumpley Principle just says that all RPG rules distribute or regulate the right to determine what happens in the fictional reality right?

The way I see it, Credibility necessary for Exploration to exist. We have no way of creating the shared reality unless we know which player's imagination is the currently "official" one.

In Gamism you've identified Step On Up as a having a real world social concern at stake for the players. My RISK analogy was on target, right? "Outdoing" your friends is an example of Step On Up?

So the stakes are a form of social prestiege, however small they may be. But my point wasn't about the overall stakes, my point was about how the battle is fought.

The imagined reality is the arena for the contest that decides the stakes, right? That means that the players win or lose by manipulating the imagined reality. But manipulating the imagined reality is all Lumpley Principle. That's what credibility is all about - deciding which player gets to manipulate the imagined reality, and how much he can do.

*That's* why I realized that Gamism doesn't have to depend on character, even though it traditionally does. Character is just one way to give a player credibility.

In your T&T game, for example, you said that one of the victory conditions for the GM is to kill the characters. The players, obviously, want their characters to live. This whole thing is just one big load of Lumpley Principle Credibility. You're trying to get the credibility to establish that the characters in the shared reality are dead. The players are trying to get the credibility to keep them alive. Weapons, Items, Spells, Money, Monsters, Traps, Characters, and so on are all just expressions of Credibility as far as Gamism is concerned.

Message 6342#66139

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 8:32pm, Emily Care wrote:
RE: Gamism: Exploration and Competition

Here's my check, Ron:

Ron Edwards wrote: I can see all manner of ways in which the credibility is established - from simple positive social reinforcement... to gestures of respect...


I'm in agreement with Nathan. Applause doesn't establish credibility, it is an acknowledgement that credibility has been masterfully established. I don't believe we can identify what you're talking about with credibility.

Reinforcement sounds like the right term. Or acknowledgement. The reward given to someone for successfully navigating a challenge to the credibility of their assertion in the case of gamism, for creating a satisfying sequence of events that explores a theme for narrativism, or that expresses verisimilitude to source material for sim.

Ron Edwards wrote: If so, then the GNS breakdown would go like this:

- Gamism: reinforcing both the uber-cooperative and locally-possibly-competitive standards for what is at risk, and concerning what (in-play)

- Narrativism: reinforcing player authority over character protagonism (in the group-appreciative sense which Paul likes to talk about), which translates absolutely directly to producing Theme out of Premise

- Simulationism: reinforcing the internal causality of the in-game events, again, as communicated among the group for shared appreciative purposes


Are you saying the various styles function by encouraging participants to gain credibility in a given fashion? I'm not clear from your examples. See mine above.

Paganini wrote: In your T&T game, for example, you said that one of the victory conditions for the GM is to kill the characters. The players, obviously, want their characters to live. This whole thing is just one big load of Lumpley Principle Credibility. You're trying to get the credibility to establish that the characters in the shared reality are dead. The players are trying to get the credibility to keep them alive. Weapons, Items, Spells, Money, Monsters, Traps, Characters, and so on are all just expressions of Credibility as far as Gamism is concerned.


This is so great. <grin>

Let's see. the items, spells etc. are all in-game elements that are used as vehicles for making credible statements. They themselves are credible expressions of someone's creative interaction with the world.

A participant who owns a Witch has the right to make statements about what the Witch does in the world including summoning Monsters, making Money, setting Traps etc. All gaming GNS and other limits the amount/number/type of credible statements any participant can make. Each of the styles encourages you to make certain types and discourages you from making others (through system, social contract, social pressure, etc)

Paganin wrote: The imagined reality is the arena for the contest that decides the stakes, right? That means that the players win or lose by manipulating the imagined reality. But manipulating the imagined reality is all Lumpley Principle. That's what credibility is all about - deciding which player gets to manipulate the imagined reality, and how much he can do.

Credibility is, I think, simply what makes an assertion true in the shared game world or as part of the whole gaming experience. How you decide whether something is credible or not is outside of the purview of the term. According to the Lumpley Principle, concensus determines whether something is credible, and group concensus may allocate the right to make that determination to a player, or mechanics etc.

Authority, as MJ, I believe, mentioned, is one term that's been kicked around to talk about the apportionment of the power to make credible statements. (ie the gm has much authority with respect to world, npc etc., the player generally has authority with respect to their character.)

Paganini wrote: This whole thing is just one big load of Lumpley Principle Credibility.

Yup. All of it.

--EC

Message 6342#66187

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 9:11pm, lumpley wrote:
RE: Gamism: Exploration and Competition

(Hi Em!)

I check with Ron, fully.

I'd say it like this: Being credible makes you more credible. You say something cool, the group makes it true, the group also applauds you, next time you say something the group remembers applauding you last time and is more likely to make it true this time, round and round it goes. This happens at a subtle level, way more subtle than the level of the game mechanics. It's made up of eye contact, body language, little noises, interruptions of various sorts, all the ways people respond to each other in conversation.

But this subtle, conversational, interpersonal level, it's the level where decisions about when to use the mechanics and how to treat their results get made. Game mechanical credibility, like character effectiveness or access to director stance or whatever, is a manifestation of social, group approval-type credibility. Without the latter you can't ever get the former.

But I'm not positive who I'm agreeing and disagreeing with, or whether I'm just restating the common foundation and missing the contested point entirely. Nathan, are you saying that in Gamism, winning means increasing your personal credibility? Ron, are you? Emily?

-Vincent

Message 6342#66201

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 9:19pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi guys,

I can't see any point of contention at all, but maybe I'm just silly or something. In some ways, the very notion of credibility seems so fundamental to the existence of a Social Contract that it doesn't seem worth hammering so hard.

Best,
Ron

Message 6342#66208

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 9:21pm, Mike Holmes wrote:
RE: Gamism: Exploration and Competition

I think that you're agreeing with Ron. Not only that, but in a way I think that those were the most powerful definitions of the modes of play that I've ever seen. I like it a lot.

Mike

Message 6342#66210

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 9:24pm, Paganini wrote:
RE: Gamism: Exploration and Competition

lumpley wrote: Nathan, are you saying that in Gamism, winning means increasing your personal credibility?


Well... yeah... kind of... or at least using your credibility skillfully. Since Ron posted about Step On Up I've been thinking about it this way:

In Gamism, there's some sort of personal social element of prestiege at risk. These stakes are completely meta meta meta game. Winning increases this prestiege, losing decreases it.

Given this, there has to be some sort of in-game (meaning it exists within the shared reality) flag or breakpoint that determines when you've "won" or "lost" so that your prestiege can increase or decrease. Since the flag is in-game, the only way you can set or un-set it is by means of your credibility. So, you don't have to necessarily be increasing your credibility, but you do have to be doing *something* with it.

Message 6342#66213

Previous & subsequent topics...
...started by Paganini
...in which Paganini participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 9:35pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Nathan,

There's a whole section in the new essay called "About What" that addresses this in-game "thing" you're talking about. What's especially interesting is that it may or may not correspond with any kind of quantitative or explicit "win" mechanic.

Best,
Ron

Message 6342#66215

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/7/2003 at 10:06pm, Emily Care wrote:
RE: Gamism: Exploration and Competition

Hello all, hi Vincent,

I see two things here:

your Standing: what gets risked with Step On Up

your Say: whether what you assert is credible

Using one word (credibility) just increases already existing confusion. We all confuse these two, but they aren't the same, and one increasing needn't make the other go up or down. Games where your say depends on your standing are often quite unpleasant. And getting your say can most definitely decrease your standing.

yrs,
Em

Message 6342#66221

Previous & subsequent topics...
...started by Emily Care
...in which Emily Care participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/7/2003




On 5/8/2003 at 1:18pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Boink!

"Standing" and "Say." Straight into the lexicon.

Best,
Ron

Message 6342#66274

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/8/2003




On 5/8/2003 at 1:31pm, lumpley wrote:
RE: Gamism: Exploration and Competition

Heck yeah.

-Vincent

Message 6342#66277

Previous & subsequent topics...
...started by lumpley
...in which lumpley participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/8/2003




On 5/8/2003 at 1:38pm, Mike Holmes wrote:
RE: Gamism: Exploration and Competition

I think it all depends on what one means by an "in-game flag".

Certainly we're talking about decisions made by the player that cause in-game actions to occur. But the "win" conditions, what counts as a win, can be completely internal to the player; he has only to imagine that they matter in the social context, and may even see a win condition that other's may not. That is, it doesn't depend on whether anyone else sees the condition, it's only important that the player make the decision in relation to the condition.

Paganini wrote:
In Gamism, there's some sort of personal social element of prestiege at risk. These stakes are completely meta meta meta game. Winning increases this prestiege, losing decreases it.


I do agree however with the above quote. If:

Social Contract -> GNS -> Play

then, Metagame is catering to GNS priorities, and the social priority of Gamism is therefore, as Nathan puts it, Meta-Meta-Game. You have to go one more layer out to find the source of the reward.

Nar and Sim also have social priorities, but they are "creating a story enjoyed by all" and "maintaining the simulation for all" as opposed to "increasing standing with respect to all".

Have we identified a "goal" level related to GNS here at the social level?

Note that a good definition of Munchkin or some such is achieving self-defined "win" conditions that don't actually increase standing in the group because other players don't share the same win conditions.

Mike

Message 6342#66278

Previous & subsequent topics...
...started by Mike Holmes
...in which Mike Holmes participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/8/2003




On 5/8/2003 at 3:11pm, Ron Edwards wrote:
RE: Gamism: Exploration and Competition

Hi Mike,

You wrote,

Have we identified a "goal" level related to GNS here at the social level?


Yes, but I also think it's not a discovery so much as a confirmation of the necessary "contact" among the levels. We know that Social Contract "touches" (or as you say, is related to) Exploration, and we know that Exploration "touches" GNS priorities - the Venn model is supposed to express those relationships.

It's a crucial kind of relationship/contact because of its distinct "feel" in both Gamist and Narrativist play; this distinctiveness is what produces that "two of these things are not like the others" perception regarding Simulationist play. In G and N play, the Say and the Standing issues are entwined with the in-game Explorative material, but they are not identified with them as in S play.

In G, that's why I'm introducing Step On Up as a "thing" of its own, a kind of literal quantity or set of interactions which characterize the "G" in a less abstract way.

In N, when that essay finally gets done, it'll be Story Now, with the emphasis on the "Now" (even if the story in question is slowly or subtly paced) - and again, with Say and Standing being focused directly on that set of in-play stuff.

So yeah, I'm with this thread. It's especially great to see everyone's different ways of expressing this issue and perhaps to cull the most effective terminology or explanations from it.

Best,
Ron

Message 6342#66302

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in GNS Model Discussion
...including keyword:

 (leave blank for none)
...from around 5/8/2003