The Forge Reference Project

 

Topic: Elegance and Deliberateness
Started by: Le Joueur
Started on: 5/5/2003
Board: RPG Theory


On 5/5/2003 at 3:20pm, Le Joueur wrote:
Elegance and Deliberateness

[Cracks his knuckles and begins typing...]

Okay, today's the first asymptomatic day I've had since I got that cold; I think I'll celebrate by trying to unravel what I've wrought. If you want to understand the point I was trying to make, keep reading. If you think it's all a bunch of hooey, the door is right over there.

Anyway, as the title suggests, the realm I've been meaning to discuss is that of elegance and deliberateness in role-playing game design. In this discussion, any relationship between elegance and deliberateness in design isn't relevant. Furthermore, it should be very clear that elegance means different things to different people at different times. However, I think we can say a lot more than "write elegantly" and "good luck with whatever that is."

To me the concept of 'what kind of elegance' in role-playing game design is like the presence of a 'neon sign' outside a 'stained glass window.' You can always tell that 'something is out there' is shining in, but you can't always read the message (even if you get real close to the window). What I've been trying to get at is the internal consistency or coherence of the elegance (and any 'statement' that might make). It's important to separate this from your garden variety 'coherence essays;' they're basically talking about making a good 'stained glass window.' (Nothing wrong with that, so let's assume that you've got that under control as much as you like.)

The thing about a 'stained glass window' is that light is supposed to pass through them. During the day, all you see is the 'window' and the totality of its image. At night however, what 'neon signs' cast their glow becomes more evident. As the designer, you can control both the 'window' and the 'sign' (this is deliberateness; simply affecting these things would be otherwise). As a deliberate designer, I really feel that some advice is needed and possible, but often cannot find the words. If you can, why not create both 'neon' and 'stained glass' in concert? I seek to discuss issues regarding the 'neon sign' here. (If you only 'play during the day,' pray, don't continue reading.)

So let's jump into a few examples, shall we?

Let's say you editing a list of spells and you've come across one called 'Pebbles into Jelly Beans' and you've decided to keep it because 'it fits' what you want. There are a number of elegance-based choices you could make:

• Relate this spell to the spell 'Create Food' in terms of quantity, nutrition, sustenance, and pleasingness
• Consider how often and how much 'impact' use of the spell will have on 'game play as you imagine it' compared to others
• Make it 'optional' and ignore it
• All three
• None of the above; just call it miscellany

All of these choices each create a 'different kind of elegance.' I don't see any of them as particularly better or worse, but a few create a 'neon sign' that would (if I can see it) turn me off of the game. Now there are a few issues going around here. (And many other potential choices, this is just an example.)

First is how the choices relate to each other. I'm sure some thinkers have gone, "That one's a physics-based choice, that one is game balance, and that one...." I believe still others seek to pigeonhole the whole list in GNS terms; "Gamism, Narrativism, Simulationism, Incoherentism...." These are all fine analyses, but the miss the overall point. I'm not talking about so superficial a point as 'keep your game design consistent,' I'm saying 'what message does your consistency give?' I'm suggesting looking for that 'neon sign.'

The second issue is how well they relate to similar choices made throughout the game's design. This then becomes more than a simple issue of 'stick to the same priorities throughout,' but accepts the fact that for different aspects, different priorities apply. For example, some designers would simply cut a spell like this because it superficially looks like 'filler,' others might keep it out of some concept of 'color,' still others won't consider any cool idea worth cutting regardless of what the 'neon sign' winds up saying.

And finally, the issue I've been 'reaching for,' how does the presence of a 'Pebbles into Jelly Beans' spell in general, suggest an agenda for the overall game and how does that relate to your choice of how to make use of it. This goes a little deeper than 'control the color aspects of your game' and gets at a kind of presentation agenda. In this example, if we include lots of these spells, it suggests certain things about completeness of listings, eccentricity of 'game world,' how much of a 'suggestive text' the game should be considered (as opposed to 'nothing else exists' texts), and so on. I take this to a 'higher level,' by suggesting that each of these agendas might actually together relate to the 'neon sign' of the game. That is to say that 'having spells like Pebbles...' and using it to illustrate the 'eccentricity...' together say something in the overall 'movement' of the design; what this says is the message 'written in neon.' (And it’s a different message from 'having spells like Pebbles...' and 'completeness of listings' or sidelining 'spells like Pebbles...' and making it 'suggestive text.')

How about another example?

You've decided to include a listing of 'the popcorn grenade.' This is a prop that, when activated, fills the room waist-deep with popcorn, three will blow out doors and windows. Again, you're faced with a number of elegance-based decisions:

• Will this make use of mechanics that slow the game while the characters sort out the problems of being half buried?
• Should there be mechanics to determine what happens outside of the assumed room? How complicated should those be?
• Should the results be considered trivial so that both the players and the characters can press on to the next unlikely event?
• Will 'leftovers' even be considered once the scene of the explosion is left behind?
• Because the '...grenade' is just example text, should you just leave these details to the imaginations of the participants?
• How well does the game suggest that this is a frequent/infrequent/rare circumstance?

As before, these equally valid questions to consider and each makes a statement about 'what the game is about' both on the 'stained glass' way and in the 'neon sign.' The 'stained glass' works on 'what it is like in the game for the characters,' but also what kind of 'style agenda' the game pursues (cartoony, wacky, post modern, or counter-culture, to name a few). The 'neon sign' speaks about how 'just having' popcorn grenades relates to the 'style agenda.'

Whether you choose to 'mechanize' or 'flavor-text'ize this material is not always controlled by your choice to include it. It is the combination of these factors that begins to bend the glass tubing for the 'neon sign.' It may seem inelegant to resort to mechanics for wading through popcorn or to force calculation of volumes, but taken with the possibility of popcorn grenades (and suitable rules) it can make for a certain kind of elegance in you choose to pursue it. To not consider what kind of elegance you are creating runs serious risk of making the game seem 'slapped together' in the bad way.

An additional possibility also results; keeping the elegance in keeping with the 'stuff' in the game is a good thing I think. I do this deliberately, others easily rely upon ready talent. An example would be slapping together a Tank Girl game and depending upon the 'slapped together' feel of the elegance to carry forward the 'presentation agenda' of the overall impact of the game upon its audience. Abandoning a certain 'completeness' would work in favor of the elegance of the game. Conversely simply depending upon crude construction would run the risk of simply turning off the audience because of poor 'ease of use' issues. Furthermore, each designer has different opinions upon what is crude and what isn't that varies depending upon issues relating to 'what the game is about.' The consideration of this is what I'm calling the 'neon sign.'

Let's take this a different direction:

Say you're creating a game with superpowers. You've decided to allow things like web-shooters in the game. These are minor things, you think, which allow 'more design freedom' in character generation. How you handle them becomes a different set of elegance-based issues:

• How broadly do you want to interpret the capabilities of different types of these gadgets?
• What about the 'relative' consequences of possessing these unique items to others similar?
• Are you going to mention consideration of the high-tech applications and marketing of the underlying technology?
• Should the technology needed to create, maintain, repair, and use these items even be a consideration to ongoing play? How will you manifest that in the text?
• How much of a headache will it be to detail out all the possible technological applications?

This is another set of equally valid questions that not only deals with both a consistency of structure, but one of authoring as well. The level of sophistication which the rules and game apply themselves to this sophisticated type of prop says something more than 'this game is consistent' or 'this game is realistic.' It 'switches on' that 'neon sign' when the players 'get familiar' with the game.

Are you going to be saying that play should be as unrealistic as the rules are about web-shooters without intending to? Will you want the game to play as detailed as you make the rules regarding web-shooting, maintenance, and repair? Do you want the range of game play to contrast the range of gadget selection? The inclusion of web-shooters may say something about the quality and depth of the 'game world,' but I'm talking about how both the "inclusion" and the "depth" 'work together' to make a 'neon sign' representing your game's 'type of elegance.'

This is why I'm having so much trouble discussing the whole issue. Practical applications of design tend to obscure discussions of any 'overall movement' of elegance. We get so caught up in talking about things relating to the 'stained glass' and that terminology so that it throws us repeatedly back into 'stained glass' discussions, that I haven't seen any discussion of what you can use elegance for. Topics like the application or 'properness' of the inclusion of something overshadow the 'big picture' result of its inclusion. Discussions of the functions of things within the game 'drown out' talking about the relativism of how that functionality relates to the functionality of the overall game and what 'ease of use' aesthetics are felt from that relativity. Analyses of the relationship between 'things within the game' and 'the larger game' tend to block how that reflects and affects how players should relate to the game.

It's all a matter of elegance (and for me, deliberateness) in game design. I'm thinking we can talk about looking at it, but obviously haven't the language yet to get past discussions of 'stained glass window' issues to get at 'what shines through.' I'd like to think this is more than just an accident of talent or a topic of obscure interest that cannot practically be considered.

But in that, I might be wrong.

Fang Langford

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On 5/5/2003 at 4:47pm, dragongrace wrote:
RE: Elegance and Deliberateness

In Laymen's terms, would this be:

Yeah, let's talk about the game as it relates to the larger picture of gaming, but let's also accept a game for what it is and talk about the finer points that it has to offer in the context of the game itself.

So a game about Aardvarks and the French Revolution could be discussed on a Stained Glass level about whether or not it's GNS and how it measures up to historically based games? While the neon sign of the game is how well the aardvarks overlapping plates can withstand random gun fire (considering on not considering that games mechanics)?

JOE--

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On 5/5/2003 at 5:03pm, Shreyas Sampat wrote:
RE: Elegance and Deliberateness

So, Fang, I'd like you to clarify what you mean by 'elegance' here. I think I'm seeing something behind your post, but I'm getting hopelessly mired in your examples and frenzied topic-switching. I'd really like to know what's going on.

If I'm not mistaken, you're bringing up a question of how the game interacts with its players, NOT how the players interact with the game, which is the 'stained glass' component of the discussion.

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On 5/5/2003 at 5:07pm, Le Joueur wrote:
Good Addition

Hey Joe,

Very thought provoking addition...

dragongrace wrote: In Laymen's terms, would this be:

Yeah, let's talk about the game as it relates to the larger picture of gaming, but let's also accept a game for what it is and talk about the finer points that it has to offer in the context of the game itself.

Actually, I haven't even thought of taking the idea up to the level of comparing the role-playing game to others like it. Hmm...a difficult question. I was speaking strictly within the game itself, but I can see how experience with other game systems will color this consideration.

dragongrace wrote: So a game about Aardvarks and the French Revolution could be discussed on a Stained Glass level about whether or not it's GNS and how it measures up to historically based games? While the neon sign of the game is how well the aardvark's overlapping plates can withstand random gunfire (considering on not considering that games mechanics)?

No, those are both 'stained glass issues.' The 'neon sign' for that would be how the absurdity of dropping a few well-heeled aardvarks into a fairly 'true' rendition of the French Revolution compares to the detail of organic plate protection rules. Something is asked when a French Revolution game incorporates such a non sequitur as talking aardvarks as it's centerpiece; this is answered somewhat by the presence, absence, or treatment of bullet wounding rules. Such a dialogue makes a 'neon sign' statement about what the game is about provided that it remains constant throughout the game.

This gets beyond the usual arguments of 'why have such detailed rules, when you're using something as unrealistic as talking aardvarks?' I don't think it is bad to have both when the combination gives the participants a certain impression, the text of the 'neon sign' (which is impossible to guess at without actually seeing the Cerebus: the Aardvark game). Thus we can get past knee-jerk reactions like 'don't over-detail preposterous set-ups' and talk about what that dichotomy lends itself to.

I dunno, is it possible I may have explained my point? Too soon to tell. Thanks for the input Joe, you're great.

Fang Langford

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On 5/5/2003 at 5:19pm, Le Joueur wrote:
A New Angle

Hey Shreyas,

Wow, I wish I'd thought of that angle.

Shreyas Sampat wrote: I'd like you to clarify what you mean by 'elegance' here....

If I'm not mistaken, you're bringing up a question of how the game interacts with its players, NOT how the players interact with the game, which is the 'stained glass' component of the discussion.

Yeah, you've really got something there. Be careful though, "game" can be taken to mean several things. In this discussion I believe it means, simultaneously: the presentation of the material, the functional play of the game, and affect the material has upon both the participants and their play of it. Your well turned description only lacks the "on the whole" clause.

Similarly I can see a lot of 'stained glass' issues do have an effect on players, but it usually somewhat compartmentalized or (relatively speaking) superficial, like "Hey, these initiative rules are so cool," or "It took me a long time to adapt to the player-character protagonism the game caused."

I'm not sure one can write a role-playing game to have a specified effect on its readers, but I do think you can write things in 'big neon letters' whether they 'get it' or not. I think it happens and a lot (unconsciously at least); I just don't see much commentary on this happening or discussion of using it.

Thanks for providing a very fresh perspective; this is another thing I need to seriously consider.

Fang Langford

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On 5/5/2003 at 5:44pm, dragongrace wrote:
RE: Elegance and Deliberateness

Just trying to understand. Deliberateness then is a matter of the purpose of a game's elements. The inclusion of aardvarks into a French revolution setting should be meant to have an obvious(Neon Sign) purpose for the point of the game, like a symbolic representation of a Traitorous nature.

Stained glass efforts mire the purpose by focusing on less important issues such as combat effectiveness, organic plating, favorite foods, etc.

Elegence in this then is how well the idea is delivered. If the mechincs and writing of the game reinforce the idea that the Aardvark is a symbol and all else being equal the focus of the game is the idea of realtionships and betrayal. The aardvark used as the symbol for this becomes an aesthetic designer based decision.

JOE--

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On 5/5/2003 at 6:11pm, deadpanbob wrote:
RE: Elegance and Deliberateness

Fang,

Correct me if I'm wrong here, but the 'Neon Sign' is the overall message of the game that gets transmitted through the 'Stain Glass' of the game itself?

Put another way, the sum total of interactions, comparison points, and contrasting points within the game add up to the Elegance of the game, which is the 'Neon Sign' that the designers are putting across (either intentionally or unintentionally).

I'm not equating 'message' here with Premise/Theme and their analogues. The message may be as simple as 'this is how this game is player or this is what this game is about'. The message can also be a shared asthetic feeling as well, on a real emotional or visceral level, as I see it.

Assuming my statements above are anywhere near true - how would a designer go about deliberately putting up a Neon Sign that says specifically what they want it to say?

Cheers,



Jason

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On 5/5/2003 at 6:22pm, C. Edwards wrote:
RE: Elegance and Deliberateness

Hey Fang,

What your talking about does seem to resemble theme and symbology to me. Orwell put the hogs in charge of the farm for a reason (neon), regardless of his grammar (stained glass).

Doesn't this really dip deep into the area of talent and artistry though? A craftsman must be well familiar with the materials and the tools if there is any hope of the product being finely made.

-Chris

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On 5/5/2003 at 6:30pm, Le Joueur wrote:
Multiple Elegances

Hey Joe,

dragongrace wrote: Deliberateness then is a matter of the purpose of a game's elements. The inclusion of aardvarks into a French revolution setting should be meant to have an obvious (Neon Sign) purpose for the point of the game, like a symbolic representation of a Traitorous nature.

Deliberateness is the way I design games, not necessarily how games should be designed. I recognize this and how it limits what I can design; I also try to remember it while discussing design theory issues. I cannot talk about a design practice that I cannot practice.

'Neon signs' are supposed to be anything but obvious (they're hidden behind 'stained glass' after all). Choosing to put aardvarks into the French Revolution is very much a 'stained glass' piece, a big one at that. Choosing that it represent traitorousness is also a 'stained glass' piece. What it might mean for the game (beneath any 'stained glass' interpretations like 'this is a Narrativist facilitating game' or 'things mean other things') is that the game will be played on multiple levels. The same would happen if you placed the aardvarks in Pre-Revolutionary France and used much in the way of personal manipulation rules; the 'stained glass' is that it is a game of royal intrigue plied within the courts of Louis XVI, but so is 'this is a Gamist game of power intrigues, even though there are few open conflicts.' The 'neon sign' might reflect that the non sequitur of the aardvark may echo the 'chess piece on the checkerboard' situation implied by the rules, which can appear again and again by implication throughout the rules; this gives the sensation that 'exceptions rule the day.'

dragongrace wrote: Elegance in this then is how well the idea is delivered. If the mechanics and writing of the game reinforce the idea that the Aardvark is a symbol and all else being equal the focus of the game is the idea of relationships and betrayal. The aardvark used as the symbol for this becomes an aesthetic designer based decision.

Hmm...that might be true. Perhaps I meant to say that the elegance is where the message is delivered, but I suppose how it is too, now. While the above is definitely an aesthetic decision, that's not what I was talking about (hence the earlier confusion). I submit that all game design decisions could be termed aesthetic, thus the term is of limited value in this discussion.

The issue I'm trying to get at has to do with both the designer's aesthetic decision and the way the rest of the design either 'goes along with it' reinforcing it or 'goes against it' throwing it into sharp relief. The loss of the 'neon sign' is when this relationship meanders. If the elegance of the aesthetic symbology seems 'out of step' with any other elegance in the rest of the rules, the game has a muddled 'neon sign' (one obscured by foggy 'stained glass'). How the 'multiple elegances' (if I may call them that) of a game interact and how that interaction can affect the players is the issue I've attempted to bring up. (With a lot of help now; thanks!)

Fang Langford

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On 5/5/2003 at 6:55pm, Le Joueur wrote:
It's All Glass in the End

Yow Jason,

If you put "elegance" as plural, it really sounds like you've got what I'm talking about.

deadpanbob wrote: Assuming my statements above are anywhere near true - how would a designer go about deliberately putting up a Neon Sign that says specifically what they want it to say?

I can think of three ways, so far (remember this is a new revelation for me).

Start with it. This is why I brought deliberateness into the discussion. According to my spouse, I am a very deliberate person; everything I do seems completely submerged in ulterior motives when I stop and explain myself. If you start out going, "I want this game to 'pound into the ground' the sensation of being 'cut off' or being 'alone' at every instance of play." Then you can, not only design that into each game component, Personae, Backgrounds, Relationships, Circumstances, and et cetera, but also you could design the random element in an elegant fashion such that absolutely only the players get to roll dice (and sometimes wish that others could). You could further make death not as much a problem as 'becoming normal' (and therefore out of play). (This was a 'neon sign' I picked off of White Wolf's fairy game, but didn't find throughout.)

Find it. Once you've (re)designed your game so much that it is second nature to you (remember, I can only speak of deliberate design), go back through it both in overview and line-by-line fashion and see if anything jumps out at you as the 'neon sign' of the game. Go back with this agenda and see what fits, needs fixing, or is missing; lather, rinse, repeat.

Add it. So you've got all these neat rules and bits all jumbled together and you're really starting to come up with a 'neon sign' for it all; now you go back and retool everything (right down to chapter order) to align with the 'neon sign.'

Can anyone add any?

If you do this in pronounced enough fashion (like I started to with the 'abandoned' example above), your 'stained glass window' becomes more and more transparent. Artfully done, you can get aspects of 'glass' to interact with aesthetics of 'sign' in new and (at least for me) fascinating ways.

Wow, this is really starting to sound neat. I hope I design up to such a lofty goal.

C. Edwards wrote: What your talking about does seem to resemble theme and symbology to me. Orwell put the hogs in charge of the farm for a reason (neon), regardless of his grammar (stained glass).

I definitely agree that it parallels the use of theme, symbology, and message in novels, very much so, but I'm trying to say that novels don't really give that 'designed' feeling. Novels give that 'authored' feeling and you sometimes sense the author wagging his figure at you from 'behind the metaphor.' I don't see that as being very practical in a role-playing game design; thus I alter it to take into account that not every game has theme or symbology issues.

Like I was saying with the 'abandoned' example above, you can create a feeling just by 'how things work together.' The novel author can't do this, but you can't do a lot of what he does either. (The novel gives the feeling of loneliness often by first creating 'identification' with a character and then placing them is lonely situations; games take this to a new level by interacting with your reaction to loneliness, not by supposing it.)

C. Edwards wrote: Doesn't this really dip deep into the area of talent and artistry though? A craftsman must be well familiar with the materials and the tools if there is any hope of the product being finely made.

I don't really want to start up an argument about the measures of talent and craft in a work, but I will say I always try to make up for my lack of talent by what I can learn as a craftsman. Leaded glass can be laid to fit near any picture and the same is true of neon; their alchemy together is an art for which I question my own talent. Lacking the talent that causes the 'neon sign' to 'shine through' just right, I sure can plan for the effect if I study it enough. (I hope.)

Fang Langford

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On 5/5/2003 at 8:18pm, Mike Holmes wrote:
RE: Elegance and Deliberateness

Um, I think people already do this. To the extent that they fail it's not because they don't understand it intuitively, they do. It's because it's an art, and part of a developing hobby. That's why, IMO, you can't find a way to discuss it. As designs improve so too will success here inevitably.

It all sounds to me like you're suggesting "have a plan and go with it." How do you achieve a plan? Well, Start, Find, Add. Which is sound advice, but not particularly new.

But then I'm probably grossly misreading this one, too.

As for Elegance, I wish you had used a different term. Not that it's way out of whack here, but it already has an application to all areas of design. That being greater simplicity without reducing quality. If this term sticks, we'll have to speak of Design Elegance, and Stylistic Elegance, or something.

Mike

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On 5/5/2003 at 8:49pm, Le Joueur wrote:
Writing That Unwritten Rule; Genius Mike!

Hey Mike,

Good to hear from you. It's always good to hear another side of an issue. You seem to be right on top of this idea too. (I'm not surprised, you're a good designer; you probably 'write in neon in your sleep.')

Mike Holmes wrote: I think people already do this. To the extent that they fail it's not because they don't understand it intuitively, they do. It's because it's an art, and part of a developing hobby. That's why, IMO, you can't find a way to discuss it. As designs improve so too will success here inevitably.

Well, lacking talent, it's left to me to either conceive of these ideas explicitly or leave yet another chance at quality to my abominable luck.

Mike Holmes wrote: It all sounds to me like you're suggesting "have a plan and go with it." How do you achieve a plan? Well, Start, Find, Add. Which is sound advice, but not particularly new.

Abstraction is the death of originality, but I see what you mean. I was only hoping to add another venue of overlooked consideration to the already voluminous quantity of advice. Although, if you don't feel it's that new, could you help out some of the rest of us with a few other alternatives to "Start, Find, and Add?" I for one am searching for even more new ideas along these lines for my work.

Mike Holmes wrote: As for Elegance, I wish you had used a different term. Not that it's way out of whack here, but it already has an application to all areas of design. That being greater simplicity without reducing quality. If this term sticks, we'll have to speak of Design Elegance, and Stylistic Elegance, or something.

Hmm...I suppose you may be right, but when I thought of the idea of calling them elegances, this actually was what I had in mind. The whole 'seeing a neon sign through a stained glass window' analogy was meant to suggest that, with all the valuable economies (elegances) you could put into a role-playing game, 'aligning them' may add additional value. Perhaps that might be a kind of 'above all' elegance.

You know, that's a very well placed idea of yours Mike. Perhaps I am talking about a way to bring "greater simplicity without reducing quality" to the whole effect of the game upon it's participants. Wow, I like that; perhaps you could even use a 'brighter neon sign' to imply sections of the rules that could go without saying (creating unwritten rules through the synergy between 'stain' and 'neon;' thus simplifying content). Very cool, Mike; I really appreciate your taking the time to point this out (relative to all the content so far).

This is all getting me quite jazzed. Perhaps this will help kick-start my design work again. ('Simplify by parallel implication' or 'how to write unwritten rules,' ingenious.)

Fang Langford

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On 5/5/2003 at 10:12pm, Harlequin wrote:
Fragments of a Hologram Rose

I think I see what you're going for, Fang, and I agree that elegance is perhaps not exactly right, nor exactly wrong.

To parse it in my own words, you're looking at the quality of communicating something - your 'neon sign' - through the characteristics of all elements of the piece. Their unity, dissonance, coherence, incompleteness, etc. as part and parcel of the work.

And what you're wanting to do is talk about ways to promote, analyze, and cross-check these meta-characteristics.

An analogous act in novel-writing might be to convey a theme of 'endless repetition' by making every chapter exactly the same length, always begin them on a left-hand page, always open a chapter with dialogue and follow with action, and so on.

I'd suggest that looking at them as meta-characteristics is, at least in a limited mode, useful. (Endless regression of "meta's" and efforts to separate their levels rigidly is always pernicious taxonomy.) Not only should the details of the piece (the rules content, the setting description, the chargen process, etc) reflect your themes, but the characteristics of those details (the length of the rules section, the completeness of the setting, the pacing of chargen) should do so as well. And, moreover, that the relationships between those characteristics, the meta-characteristics, should also reflect your themes... in a game about growing from innocent childhood to a brutally regimented maturity, the chargen process might be free, easy, and quick, but the conflict resolution system might be coldly rigid, and the contrast between the two would support the feel of the game.

This can regress infinitely, because every facet of a datum, every relationship, is itself a datum. As you point out with your Tank Girl example, the very inelegance, the blithering incoherence, of the design could be considered elegant, because it does so to an end and with clear purpose. The elegance of the design is a meta-characteristic of high order, stemming from the interactions of meta-characteristics of lower orders, and is itself part of the message the game sends, just as is every other characteristic of the game, meta- or otherwise.

A pity the word has been coopted, because 'coherence' would be a much more appropriate word here, as I understand it, than elegance. Not just GNS coherence, but coherent message-sending from the whole body of the work, so as to reinforce whatever it is the designer is trying to say. Holistic coherence of the game.

Elegance in the sense of greater simplicity without affecting quality is one route to this end, but only one. If you could improve the holistic coherence of the Tank Girl RPG by adding a layer of random complexity to chargen and changing nothing else - to help convey a sort of helplessness in the face of a bizarre and whimsy-ridden universe - this would not affect simplicity, but it might improve holistic coherence. In this case, elegance in the sense Mike is suggesting may not be the design goal.

Elegance in the mathematical sense is, IMO, a little harder to pin down; one solution could actually be simpler, but another one more elegant, though it's rare. The distinction would be that the second one crystallized its concepts better, had them fit together seamlessly and without extraneous detail. It's the mathematical equivalent of making an acrobatics trick look easy.

As such it's definitely related to your original conception, but there is still perhaps a distinction to be drawn between a holistically effective game and an elegant one. A holistically coherent game applies all its elements to its message, achieving maximum communication from designer to reader via all available avenues. An elegant game communicates with the reader - again via all its avenues and meta- levels - in a way which is seamless, smooth, and pleasingly consistent. If the message which a holistically coherent game wishes to convey is, itself, inelegant, then the two diverge, the game feels evocative, but inelegant. (Kill Puppies For Satan may be an example; I haven't read it.) A minimum level of each one is required for the other one to be visible, but elegance pertains to the level of style in the communication of a message, and holistic coherence to the interaction of the various elements within that communication.

All of that being said, I have one suggestion for another way to look at Fang's deliberate-design guidelines, which is as "filters". Take each element of the design, and treat it as a 'filter' through which you view the rest of the design. Observe interactions which help you, and ones which contradict the themes you're looking for. Then come back at it with those interactions themselves as filters through which you view the design. If you're talking about a game of disunity, then perhaps having every element of the game be unified in talking about disunity might produce a less effective message than a little disunity at the meta-level... let's try letting one section be unified throughout its text as written, and use the dissonance at the meta-level to stress our themes instead.

Finally, Fang, this talk of deliberateness and elegance does flag exactly my own issues with Scattershot, which I find perhaps the most interesting thing of all in this. The play content of Scattershot is designed to be highly variable and customizable... but the presentation is not holistically coherent with this, because the very deliberateness and methodical quality of the design shows through, and is a 'neon sign' which signals (to me, on some subtextual level) "Everything has been thought through in this, there are no loose ends left hanging." Which feels like it contradicts the level of variability the game strives to support - stress on feels like because it's exactly on the difficult-to-pin-down level we describe with terms like elegance.

(Edited shortly after post to fix BBCode errors. No other content changes were made, but the meta-content improved dramatically. Grin.)

- Eric

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On 5/5/2003 at 10:24pm, C. Edwards wrote:
RE: Elegance and Deliberateness

Eric,

I just want to say that I think your post is absolute poetry, not only in content but also in structure and use of vocabulary. I guess that would be reinforcing meta-characteristics. Great stuff, man.

-Chris

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On 5/6/2003 at 12:47am, Felix wrote:
RE: Elegance and Deliberateness

I think I see what's being talked about here, and I'd like to try to apply a real world example. This is based on an article "How James Wallis ruined my character's life" and Wallis' response on Critical Miss. (Warning for those who don't know the site; it's not appropriate for young folk.) Basically, in a Warhammer Fantasy Roleplaying campaign, the 'zine's editor had some bad things happen to his character, and asked the game publisher why this happened.

In Wallis' reply, he says this about Warhammer FRP:


... you note that Warhammer FRP isn't like D&D, and the monsters don't automatically carry gold and magic items. D&D is about quests for glory and riches; WFRP pretends to be the same, but in fact is about the PCs' day-to-day fight for survival in a universe that hates them.


At first glance, WFRP looks like a D&D clone, although the mechanics are supposed to lead to very different, gritty results. (It's a game I own but haven't played. However, that's the description the articles suggest.)

Now, if the thing being communicated (the 'neon sign') of the game was to "pretend to be the same, but..." then it does a good job. At first glance, the stained glass window of the rules seem very arbitrary and not unified, like a D&D heartbreaker, but that's a deliberate attempt to fool people into thinking it's similar.

If, on the other hand, the sign is supposed to say "day-to-day survival in a universe that hates them," the game rules obscure the sign. The stained glass window suggests that the characters will be the same mighty wizards and mighty dwarven warriors that they are in D&D.

With one goal, the game is "elegant and deliberate/holisticly effective," or The other way, it might be "elegant," as in playable, but not designed to deliver its ultimate message.

Is that right?

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On 5/6/2003 at 3:55am, Stuart DJ Purdie wrote:
RE: Elegance and Deliberateness

Hi Fang. I think I get what you mean by elegance, in this context. Let me give an example of this in a game, which aught to show if I've got you there.

In Sorcerer, the game focuses on moral issues, dilemmas, and is customisable on which area of morality or humanity it explicitly focues (This is the window). However, it has a recurring theme of human relationships - the Pc's together, the pc-demon relationship is setup to be dysfunctional, and large chunks of the GM's advice focus on these relationships. This is the light, human relationships.

So, if that fits with what you were thinking, can I offer a refinement on your analogy. The lamp and the window. It is actually the light that is percieved through the window that is important. If both work together, then the light through the window is a beutiful thing. However, both can be good independantly, but not quite feel right together.

Let me recast that into game language. The window is the game - rules, setting and all the rest. Within literature, it would be the text, the plot. The lamp is hidden behind the text, it is the sub text, the deeper intent. It is the synergy between them that you are refering to as elegance, I think.

By generalising to a lamp and a window, I think it highlights some design methodologies: a simple lamp and complex window; and simple window and complex lamp. Both of these translate to clear methodologies - a simple message through a complex and detailed game, and a complex message give through a simple, and striaght forward game. I'd submit that the former covers many popular RPG's [0], whilst the latter is not a normal design philosophy, for good reason [1].

With all that said, can I offer anything constructive? I don't believe that not paying attention to it, and have it fall out is a good approach. It's not possible to give a recipie that will always work [2], but it is possible to give procedures that highlight approachs that will tend not to work.

A strategy I have used is to identify what your are attempting to achieve, and write it down. Then, break it down into the elements, both in the window and in the lamp - the explict and the implied. In my experience, I've never seen more than 2-3 implied elements, and the design aims for the explicit elements tends to be about 10-12. Then classify how each element interacts, into one of three groups: harmonising, non-interacting, and contrasting.

With this, you can do various analysis. If there are too many non-interacting elements, then your message is not likely to come through (too disparate). If the elements tend to separate into clumps, with strong interactions within each clump, and weak or no interactions between them, then, well, it's a bit fractured. And if the explicit elements do not interact with the implied elements, then there will not be clear transmission of the message through the game. [3] Few contrasting elements will tend to make a game where everything is in step with each other - a trait of an easy to use system



[0] Consider, say, a/state.

[1] If the game is too light to contain the message well, then the message will come through in a very explict fashion. And (most ?) people want a game first, with depth available, not with the meanings push in their face.

[2] See mathematical theory on emergent phenomena.

[3] Note that this is not a complete, or even nearly so, set of things to look for. It's one set - there are others that would also work, and compleatly contradict this set. This does, however, suffice for example.

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On 5/6/2003 at 4:34pm, clehrich wrote:
RE: Elegance and Deliberateness

Hi, Fang.

Interesting post and discussion. It reminded me of my Michelangelo discussion a while back.

Just a few comments:

1. I'd avoid making comparisons, including negative ones, to novels. I can think of a number of novels which exactly fit the description you give of being elegantly crafted. I don't think the difference is essential, and will lead us down the garden path.

2. This kind of theory has arisen various times in the context of traditional aesthetics. The basic principle, using your terms, would be this:

If the window refracts the light in a manner supportive of the artist's conception of the light, then you have elegance. If the window refracts the light as little as possible, such that one sees the light directly, you have a didactic piece. If the window is all you see, you have art as a surface, a depthless object, which is classically considered a bad thing but has been elevated by Warhol et al.

To put this differently, let me paraphrase Slavoj Zizek's discussion of the aliens in the movie Alien.

Classical aesthetics dictates a correlation of form and content. If form (window) dominates content (light), you have shallowness: the aliens look cool as rubber suits, but aren't very interesting. If content (light) dominates form (window), you have shock power: the aliens' interior seems to be on the outside, thus they're drippy and have a sem-exoskeleton and so on, thus are terrifying. If content and form are perfectly balanced, you have beauty (elegance), something undesirable in the aliens, but very desirable in lots of other art-objects.

So as I understand it, what you're saying here is perfectly in accord with classical aesthetics. It's a question of building a window that's exactly suited to the light.

2a. Let me note here that sometimes an imbalance is desirable. For example, one could argue that the perfect balance for octaNe would be an almost total lack of light, and a really brilliant window, as the game is about shallowness in a sense. Similarly, some of the WoD games are extremely didactic (e.g. Werewolf), and an ideal version might have minimal window to get in the way of the light.

3. To your list of types, I'd want to add another stage: refinement. As your vision of the light becomes clearer artistically, you need to refine the window technically to refract it perfectly. This requires endless revision and polishing, as in any art form.

4. My only worry is that this balance can become quite delicate, and in the dynamic give-and-take of actual play, might get broken. Any ideas on robustness, or am I worrying about nothing?

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On 5/6/2003 at 4:41pm, Jack Spencer Jr wrote:
RE: Elegance and Deliberateness

I want to back up a second. It sounds like this is refering to the first two steps of art as described in Scott McCloud's Understanding Comics. For those unfamiliar with this, the steps are:

[1]Idea/Purpose: The impusles, the ideas, the emotions, the philosophies of the work...the work's "content."
[2]Form: The form it will take..will it be a book? A chalk drawing? A Chair? A song? A sculpture? A pot holder? A comic books? [A rolplaying game?]
[3]Idiom: The "school" of art, the vocabulary of styles and gestures or subject matter, the genre that the work belongs to...maybe a ganre of its own.
[4]Structure: Putting it all together...what to include, what to leave out...how to arrange, how to compose the work.
[5]Craft: Constructing the work, applying skills, practical knowledge, invention, problem-solving, getting the "job" done.
[6]Surface: Production values, finishing...the aspects most apparent on first superficial exposure to the work.


So, if I'm not mistaken, we're refering to the step 1 Idea/Purpose of the work. Am I right?

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On 5/6/2003 at 4:44pm, clehrich wrote:
RE: Elegance and Deliberateness

If I understand Fang right, he means 1 as light, and the rest as window.

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On 5/6/2003 at 4:57pm, Jack Spencer Jr wrote:
RE: Elegance and Deliberateness

clehrich wrote: If I understand Fang right, he means 1 as light, and the rest as window.

Ah, that may be. If so, hopefully this will add additional depth to the discussion.

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On 5/6/2003 at 6:20pm, Mike Holmes wrote:
Re: Fragments of a Hologram Rose

Eric,

Harlequin wrote: I This can regress infinitely, because every facet of a datum, every relationship, is itself a datum.
This is precisely what makes this so hard to deal with. And why I say it's an art. You have to go with feel. (To use a fannish analogy) Given the lack of computational device to discover the solution, the designer is like the Dune Guild Navigator needing to come to the conclusion as a Gestalt. To use your term.

I mean it seems odd to me that we're trying to discover a scientific way to produce an aesthetic.

A pity the word has been coopted, because 'coherence' would be a much more appropriate word here, as I understand it, than elegance. Not just GNS coherence, but coherent message-sending from the whole body of the work, so as to reinforce whatever it is the designer is trying to say. Holistic coherence of the game.
I've used the term Design Focus in the past. But focus does imply a narrowness that's not necessarly the case. So yes, coherence would be best. Could we have GNS coherence, and Creative Agenda Coherence?

In this case, elegance in the sense Mike is suggesting may not be the design goal.
I didn't mean to make a comparison at all, that was Fang. I used it in that context to mean something specific. Your point about my misuse of Simplicity is correct, however. There are those cases where simpler may mean ugly fixes. In wargaming this is referred to often as Kludgey. That is to make something simpler to increase quality of play, but decreasing quality of form. So, yes, my use of elegance can definitely be expanded upon. I'mjust not sure it's pertinent here at all.

The play content of Scattershot is designed to be highly variable and customizable... but the presentation is not holistically coherent with this, because the very deliberateness and methodical quality of the design shows through, and is a 'neon sign' which signals (to me, on some subtextual level) "Everything has been thought through in this, there are no loose ends left hanging." Which feels like it contradicts the level of variability the game strives to support - stress on feels like because it's exactly on the difficult-to-pin-down level we describe with terms like elegance.
Huh, that's the thing I like best about Scatttershot. What bugs me is the lack of continuity inthe rules. I can't figure out how to play it because I can't see how part one and part A work together.

Mike

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On 5/6/2003 at 6:25pm, Ron Edwards wrote:
RE: Elegance and Deliberateness

Mike wrote,

Could we have GNS coherence, and Creative Agenda Coherence?


Synonymous.

GNS mode = creative agenda. Same thing.

Gamism = Step On Up
Simulationism = The Dream
Narrativism = Story Now

I fail to see anything in this thread, from top to bottom, which has not already been established - and widely employed at the Forge - by the essay, System Does Matter.

Best,
Ron

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On 5/6/2003 at 6:35pm, Le Joueur wrote:
Lots of Great Stuff!

Wow, so much to respond to. You guys are really rockin' with this concept! I've only a few clarifications left....

Hey Eric,

You really blew my doors off with your post. Awesome!

Harlequin wrote: To parse it in my own words, you're looking at the quality of communicating something - your 'neon sign' - through the characteristics of all elements of the piece, their unity, dissonance, coherence, incompleteness, etc. as part and parcel of the work.

And what you're wanting to do is talk about ways to promote, analyze, and cross-check these meta-characteristics.

An analogous act in novel-writing might be to convey a theme of 'endless repetition' by making every chapter exactly the same length, always begin them on a left-hand page, always open a chapter with dialogue and follow with action, and so on.

Yeah, I remember Roadmarks by Roger Zelazny; every chapter was either number 1 or number 2 seemingly at random (it was a time travel novel). So yeah, "conveying a theme" is one thing you can do with the 'neon sign.' However, there's a risk in using literary examples because theme and message have narrower meanings in literature criticism than here. What to call them instead? I have no idea; I've been referring to it as 'a feeling' or a sensation, but those are just about as bad. Anyone got any better ideas?

"Meta-characteristics" is also fraught with some risk, I've been calling them "game components" so people will know they're 'what goes into the game.' As you indicate, the minute you call something "meta" somebody comes along and points out a 'higher level.' So let's find something else.

And you right about one thing, sometimes 'neon sign' elegance isn't about being elegant at all (I don't know how I missed that). All in all, you added a wonderful piece.

Harlequin wrote: All of that being said, I have one suggestion for another way to look at Fang's deliberate-design guidelines, which is as "filters". Take each element of the design, and treat it as a 'filter' through which you view the rest of the design. Observe interactions which help you, and ones which contradict the themes you're looking for. Then come back at it with those interactions themselves as filters through which you view the design.

Uh-huh. I missed that one too. Looking through the 'stained glass' (your filter) at other parts of the 'stained glass window' is a design direction I hadn't even thought of (kinda wrecks the analogy, but oh well.

Harlequin wrote: Finally, Fang, this talk of deliberateness and elegance does flag exactly my own issues with Scattershot, which I find perhaps the most interesting thing of all in this. The play content of Scattershot is designed to be highly variable and customizable... but the presentation is not holistically coherent with this, because the very deliberateness and methodical quality of the design shows through, and is a 'neon sign' which signals (to me, on some subtextual level) "Everything has been thought through in this, there are no loose ends left hanging." Which feels like it contradicts the level of variability the game strives to support - stress on feels like because it's exactly on the difficult-to-pin-down level we describe with terms like elegance.

You're not too far off. At the point I am, this is of no concern. Everything you see littered about here about Scattershot is the sum totality of it. I like to get all the parts meticulously fitted together before I sit down and write the game. The point this left me at was having all the plans, parts, and tools, but no 'neon sign.' Y'see Scattershot is variable and customizable for the writer. When I sit down to write Scattershot: Universe 6 (our superhero core book) I need only parts of it. When I do Scattershot: Gothic with a K (our horror core book), I need different parts. The time will come when I write Scattershot: Street Kombat or Scattershot: Impswitch (a pair of satellite supplements) and I'm gonna need a much narrower collection of parts.

Now, I have serious completist tendencies. If I don't work from some kind of 'blueprint,' I tend to chuck everything in. I could tell this was bad, but was clueless how it made a difference. I've tried a few outlines based on 'minimum needed information,' but those ended up shouting 'Spartan' in big 'neon letters.' What you see here is me working out, for the first time, a way of coming to the design (in my usual overly-deliberate fashion) with something I can use to change or even choose those 'neon letters.'

What you cite about "variability" underscore one of two possibilities for me; either I work up a 'neon sign' evoking a well-oiled machine with numerous switches, dials, and levers, or I keep to my original plan and never offer a 'fully customizable' version of Scattershot (because I don't believe I have the skill to create a decent 'neon sign' with all that content).

Hey Felix,

You offer a great example of messages and 'neon signs.'

Felix wrote: ...[Wallis] says this about Warhammer FRP:
...[you'll] note that Warhammer FRP isn't like D&D, and the monsters don't automatically carry gold and magic items. D&D is about quests for glory and riches; WFRP pretends to be the same, but in fact is about the PCs' day-to-day fight for survival in a universe that hates them.

At first glance, WFRP looks like a D&D clone, although the mechanics are supposed to lead to very different, gritty results. (It's a game I own but haven't played. However, that's the description the articles suggest.)

Now, if the thing being communicated (the 'neon sign') of the game was to "pretend to be the same, but..." then it does a good job. At first glance, the stained glass window of the rules seem very arbitrary and not unified, like a D&D heartbreaker, but that's a deliberate attempt to fool people into thinking it's similar.

If, on the other hand, the sign is supposed to say "day-to-day survival in a universe that hates them," the game rules obscure the sign. The stained glass window suggests that the characters will be the same mighty wizards and mighty dwarven warriors that they are in D&D.

This is why I'm convinced that calling 'what is written on the neon sign' a "message" is a mistake.

I've played The Warhammer Fantasy Role-Playing Game (I was lucky enough to chosen 'the look-alike' for the modules plot, but the wandering wolfes did a crit to my hip, breaking off a bone chip which floated up to my brain...you get the picture). I think the 'neon sign' is pretty well in force with WFRP; it says, "Don't worry, I'm just like Dungeons & Dragons...gnash, gnash, and I hate you...ROAR!." You look at the 'stained glass' and see charts and tables and cool looking monsters, just like Dungeons & Dragons, but when you actually play it and read the tables and see how the probabilities work out...oh my! The game 'put into practice' contrasts the 'first glance' almost intentionally. (Well, if it isn't intentional, it sure communicates how the company felt about losing their TSR franchise rights.)

You name two very legitimate "messages" that the game can (and probably does) give. You also see how the combination creates a certain 'baited and tricked' feel; that's the 'neon sign,' not either of the "messages."

Stuart DJ Purdie wrote: I think I get what you mean by elegance, in this context. Let me give an example of this in a game, which ought to show if I've got you there.

In Sorcerer, the game focuses on moral issues, dilemmas, and is customizable on which area of morality or humanity it explicitly focuses (This is the window). However, it has a recurring theme of human relationships - the Pc's together, the pc-demon relationship is setup to be dysfunctional, and large chunks of the GM's advice focus on these relationships. This is the light, human relationships.

So, if that fits with what you were thinking, can I offer a refinement on your analogy? The lamp and the window. It is actually the light that is perceived through the window that is important. If both work together, then the light through the window is a beautiful thing. However, both can be good independently, but not quite feel right together.

As I started out here, during the day, a well-designed game is as clear as 'sunlight shining through a stained glass window.' It is 'at night' when you can see the 'neon sign.' (Or by going up really close to one of the 'panes of stained glass;' if the glass is good you can get some view of the 'neon sign.')

The 'human relationships' metaphor of Sorcerer is well established. From what I've heard, it has the 'neon sign' evoking 'don't play anything else.' Ever wonder why Sorcerer has no setting? Wouldn't that detract from this 'neon sign' if presented in the book? (I mean, sure, you can and do make a setting for your game, but that isn't about the 'neon sign' the game provides.) Each supplement seems to manage it's own 'neon sign' and evokes things not necessarily related to the original's provocative 'relationships only' neon sign (that I think it has). Ever wonder why Sorcerer doesn't work for one shots? (Outside of the obvious 'a one-night-stand isn't a relationship' problem.) It certainly isn't because the rules are lacking, but how the 'neon sign' presented by the interaction of rules and play is slow to show up.

Hey Stuart,

Those are some powerful analysis tools. I'm a little confused by your shift in the analogy, though

Stuart DJ Purdie wrote: Let me recast that into game language. The window is the game - rules, setting and all the rest. Within literature, it would be the text, the plot. The lamp is hidden behind the text; it is the subtext, the deeper intent. It is the synergy between them that you are referring to as elegance, I think.

I'm not really sure why you're replacing the 'neon sign' with a lamp. What I'm hearing is I think you're talking about a real message or theme built into the game. These I would characterize as the 'picture' in 'stained glass.' Each 'pane' is some aspect or component of the game's design, how they work together is the 'picture.' What I've been saying is that what is left in, what is taken out, the relationship between complex and simple sections, the overall presentation in detail and complete, all feed together into a sensation apart from the presence or absence of a metaphor, message, or theme within the game (which itself is another thing feeding this sensation); I call that the 'neon sign.' In other words you only get part of the picture by studying the 'image in stained glass.'

This whole thing has given me the idea of creating a 'Trompe le Joueur' game, like WFRP, except much more subtle and profound. (Not that I possess the skills to create such a beast.)

If anything all you've done later in your post is replace 'neon sign' with "lamp," I'm not sure to what end. Calling it a lamp denies it a certain depth of communication. Also your other use of "lamp" seems more in keeping with what I call 'picture.' Separating out the 'picture' from the analogy makes the 'stained glass window' not much more than just a 'bunch of panes.' I was really pleased with my choice of analogy, but now you leave me not so sure. Can you go a little more into detail about what you see as the 'window,' 'picture,' and 'lamp' are?

You also go on to provide some very thought-provoking techniques for analysis; I have to say I'm probably going to use them myself at this point. They really seem to fit the bill for those of us deliberate designers. (I mean, if you don't have talent, fake it; right?) Good show!

Overall, I couldn't be happier with this idea, it may really give me that 'quality' I was looking for, for Scattershot. In all of my rough drafts, this one left me stumped, time and again. I know this is going to help me out a lot and I hope it helps others too.

Hey Chris,

clehrich wrote: So as I understand it, what you're saying here is perfectly in accord with classical aesthetics. It's a question of building a window that's exactly suited to the light.


That piece was just awesome; I'm glad to know I travel down a well-beaten path. I can't really add much to what you've said; you've quite got the idea. (If you want, you could provide all the 'fine' art terminology available to this concept; I am quite curious what has been said.)

clehrich wrote: 4. My only worry is that this balance can become quite delicate, and in the dynamic give-and-take of actual play, might get broken. Any ideas on robustness, or am I worrying about nothing?

No disagreement there. I'm out of my depth here (hence 'discovering the obvious'), so I don't really know. I guess, for me, I'll just keep trying it out on the playtesters again and again. My intuition tells me that it is possible to construct a 'practice' of play via the influence the rules have on the players that creates a 'bowl' that play will settle into (provided they use the rules as presented, if they don't there's nothing we can do anyway), but I have no way of knowing. Then there's also the issue of games that, by their 'neon sign' ought to break the dynamic of play (like octaNe?). I'm looking forward to testing this one out. Thanks for bringing up yet another issue.

Fang Langford

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On 5/6/2003 at 6:47pm, Harlequin wrote:
Gack

(Fang - crossposting, here, but I'll come back and read yours and reply in a sec. I have to get this out.)

Wow. Normally I find myself agreeing with you, Ron. But in this instance I could not possibly disagree more.

I read your claim in crudest terms to read: "The creative agenda is equal to the GNS position chosen by the designer." I call that poppycock, and I don't think the poppycock is a result of oversimplifying your post.

The creative agenda of the designer is a complex object which encapsulates themes, moods, ways to play (plural! for they may shift during the game), and a zillion other things. Of these zillion, GNS addresses only the way(s) to play aspect. The function of a game book as a piece of art in itself, for example, is GNS-irrelevant, but matters a great deal to the creative agenda. So is a choice of "dissonance" as a theme and support of same via the techniques we've been talking about here, structurally and content-based and through meta-content and so on.

I thought you had stressed at several points that GNS was a wildly variable function of play. I know for a fact that, at different points in the exact same game, I swerve into all three modes very heavily and find that the games I enjoy most support each one in a real and solid way. This is part of an unexpressed niggling I've had over GNS coherence since reading it... on the one hand we talk about GNS as regarding a mode of play, something which one does at the time; on the other hand there seems to be a feeling that the game itself has a GNS stance, which does not match up. The game can support modes of play; that is all. GNS coherence is the advice "pick a mode and support it well." Which is fine, but explains why I find the most GNS-coherent games a touch... shallow. Because I'm looking for a little incoherence in my soup, thank you, and by overdoing the GNS coherence you can end up supporting one - but excluding the others.

Which is a different thread and one I don't quite feel up to starting right now, though I'd encourage someone to if they strongly agree or disagree with that assertion. The assertion I want to make here, right away, is that holistic coherence is completely different. Holistic coherence describes the techniques you might use to help support anything - say, a strong central theme - even in a game which was completely GNS incoherent, or for that matter in a game (Baron Munchausen, anyone?) which was 100% GNS coherent.

Certes, GNS coherence is a subset of holistic coherence, being the advice to "use holistic coherence methods to support your game's modes of play." But that's a single, specific application of those methods - they are most certainly not identical.

- Eric

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On 5/6/2003 at 6:59pm, Ron Edwards wrote:
RE: Elegance and Deliberateness

Hello,

Eric, you wrote,

I read your claim in crudest terms to read: "The creative agenda is equal to the GNS position chosen by the designer." I call that poppycock, and I don't think the poppycock is a result of oversimplifying your post.


It's the result of misreading my post. Fully misreading, not merely oversimplifying.

GNS is not directly about design, it's about play. The creative agenda is realized through play. GNS exists only in terms of communication among members of a role-playing group. A GNS mode is a social, aesthetic agenda.

A well-designed role-playing game - and this is merely the Edwards take, not God's Holy Writ - permits a group of people to play such that some functional combination of GNS priorities may be realized.

That's it. All the "elegance" and "simplicity" and whatnot of design is strictly a matter of facilitation.

Design, from this framework, varies widely. One can imagine a game which is hard-core facilitative of one solid mode (Harnmaster, Trollbabe, Rune), such that playing otherwise would practically require Drift. One can imagine a game which is rather open-ended in its application, although some rules will have to be cancelled or created to do any one thing (Champions 3rd edition). One can imagine a game which is incoherent - it fails to support any given mode well (AD&D2). One can imagine a game which utilizes support in one mode to "power" another (The Riddle of Steel).

Which is better? Worse? More or less fun? More or less commercially viable? More "elegant"? I suggest that better is a matter of coherent facilitation, and that's all.

And I'm having a very hard time seeing how anything in this thread says anything different.

Best,
Ron

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On 5/6/2003 at 7:04pm, Le Joueur wrote:
Coming from Both Sides

Hey Jack,

That's a really canny observation there; I am quite influenced by McCloud.

Jack Spencer Jr wrote: I want to back up a second. It sounds like this is referring to the first two steps of art as described in Scott McCloud's Understanding Comics. For those unfamiliar with this, the steps are:

Idea/Purpose: The impulses, the ideas, the emotions, the philosophies of the work...the work's "content."
Form: The form it will take...will it be a book? A chalk drawing? A Chair? A song? A sculpture? A pot holder? A comic books? [A role-playing game?]
Idiom: The "school" of art, the vocabulary of styles and gestures or subject matter, the genre that the work belongs to...maybe a genre of its own.
Structure: Putting it all together...what to include, what to leave out...how to arrange, how to compose the work.
Craft: Constructing the work, applying skills, practical knowledge, invention, problem-solving, getting the "job" done.
Surface: Production values, finishing...the aspects most apparent on first superficial exposure to the work.

So, if I'm not mistaken, we're referring to the step 1 Idea/Purpose of the work. Am I right?

Very close to it, but remember how McCloud discussed that #1 and #2 compete for the top of the list and have a strange interaction because of that? Not only that, but if you read really closely he's talking about communicating #1 to the reader; putting them into the idea. Role-playing games are a little different, they put the player 'into the situation,' but they have to 'figure it out' for themselves. (A lot of people complain about the stories I like - or how I like some stories - because they 'require thought' for them to 'be cool;' I guess my friends don't care that much for thinking, present company excluded.)

I guess what I'm working with here is how #s 2, 3, and 4 (the 'stained glass window') work together in service of #1.

Hey Mike,

As always you catch me when I go too far, I get 'too deliberate' at times.

Mike Holmes wrote: This is precisely what makes this so hard to deal with. And why I say it's an art. You have to go with feel....

I mean it seems odd to me that we're trying to discover a scientific way to produce an aesthetic.

Very, very good point, my mistake for mistaking analysis for tools. I'm going to concentrate on 'what can be analyzed' and remember that analysis does not equal technique. (Is it scientific to discuss balance, color pallet, positive and negative space, in painting? I would be a fool to think understanding these terms would give me the tools to be a great painter. They do help me learn what I can from 'the old masters.')

Mike Holmes wrote:
The play content of Scattershot is designed to be highly variable and customizable... but the presentation is not holistically coherent with this, because the very deliberateness and methodical quality of the design shows through, and is a 'neon sign' which signals (to me, on some subtext level) "Everything has been thought through in this, there are no loose ends left hanging." Which feels like it contradicts the level of variability the game strives to support - stress on feels like because it's exactly on the difficult-to-pin-down level we describe with terms like elegance.

Huh, that's the thing I like best about Scattershot. What bugs me is the lack of continuity in the rules. I can't figure out how to play it because I can't see how part one and part A work together.

That's exactly why I'm here. I'm discovering what I need to get Scattershot into a usable form, a aesthetic form, and a form that has the impact I desire. Before this all I could do was look at all the parts and whimper. (Or sneeze, has anyone been as sick as I this season? The kindergarten teacher suggests that after a coupla years, you've had everything and it stops....)

Once again, very good advice Mike, I'll think of you when I slip and start thinking I can 'install' this aesthetic relativity in Scattershot.

Ron,

I'm surprised at you.

Ron Edwards wrote: I fail to see anything in this thread, from top to bottom, which has not already been established - and widely employed at the Forge - by the essay, System Does Matter.

Perhaps to a successful, published author, it doesn't. Some of us young bucks ain't printed nothing yet and don't have a clue. Furthermore, an "old master" like yerself might see all of this in System Does Matter, but us novices are too wet behind the ears to get anymore than the 'basics.' The response here confirms my belief that the 'unspoken' has needed to be said for some time.

Now since I realize that you have no intention to sound so dismissive, I'm gonna take my tongue out of my cheek now. No harm, no foul?

Fang Langford

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On 5/6/2003 at 7:19pm, Ron Edwards wrote:
RE: Elegance and Deliberateness

Hi Fang,

The contrast between me and, for instance, yourself is nothing so great as you state. There is no phone booth into which some of us go, and emerge as "published game designers." It's not a position of privilege.

Anyone who's been playing RPGs successfully for an extended period of time has the cred. Anyone who has a playable rules-set available for others has the cred.

Here's all I'm sayin'. If this thread is helping you out, that's great. If it's helping others, that's great too. I'm claiming credit where it's due, as part of the process of citation that we practice here.

Best,
Ron

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On 5/6/2003 at 7:27pm, Harlequin wrote:
Ron reply...

We may need to take this elsewhere, Ron. Because you're not reading my examples of GNS-irrelevant aspects to the creative agenda, and I think there is an important distinction to be had.

Do you agree that the function of the game book, as an art piece (cf. Nobilis), is GNS-irrelevant?

Do you agree that the choice of a particular theme is GNS-irrelevant? That one could have a game about "rigid order" which used what I've been calling holistic coherence techniques to communicate this theme, and use those same techniques to communicate that theme, regardless of the desired mode of play?

The creative agenda is not merely realized through play. It's realized through first-impression (the function as an art piece), through read-over (conveying themes occurs at this time), and then through play. The actual play of an RPG is the most important element, but not the whole of the creative work - and therefore not the whole of the creative agenda.

Ron Edwards wrote: A well-designed role-playing game - and this is merely the Edwards take, not God's Holy Writ - permits a group of people to play such that some functional combination of GNS priorities may be realized.


And I agree. But this is not remotely equivalent to saying that the present discussion adds nothing to our body of understanding, because that is not the only thing an RPG does. It permits that, but that is not its only function. Never mind the art-book thing. I will grant that without a functional combination of GNS priorities, the game is unplayable. Therefore the creative agenda must include some take on GNS. But your description, above, encapsulates conveying a setting, promoting a mood, and so on, into "permits a group to play," and I feel that's a false subduction, a misleading encapsulation.

I could create a completely GNS-incoherent game, with no understanding of its priorities, yet use holistic coherence on another issue. Let's say my text mixes Narrativist priorities with rules promoting Gamist play, and advancement mechanics which are extremely Simulationist:Setting to the extent that they frustrate Gamist and Narrativist players until they explode. And it's about Smurfs.

I then go and use holistic coherence on the issue of colour. Literally - the entire book is printed in a medium blue ink, all illustrations are blue-and-white. I measure hundreds of apples, average their heights, triple this, and format the book to be three apples tall. I refer to players as "Smurf", the GM as "Smurf", the rules as "Smurf", and the dice as "Smurf." Everyone hates it and I sell only four copies, of course.

But you know what? I've used holistic coherence techniques to stress something, and that something had nothing to do with GNS coherence whatsoever.

Finally, as Fang said, it's obvious that this topic is unveiling things to some of us, in ways that communicate it more usefully to us than asking us to go cross-reference GNS coherence. Even if you're right, which I vehemently disagree about, we're reparsing in a way which does not rely on GNS terms and which seems to be illuminating things. I understand your desire to be "cited" but in this instance it does not apply.

I posit that you, yourself, apply coherence techniques to many things - GNS among them. But that the two are not remotely synonymous; the GNS priority is not the play itself, nor the impression the book creates, it is an aspect of that play.

- Eric

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On 5/6/2003 at 7:28pm, Mike Holmes wrote:
Re: Coming from Both Sides

Le Joueur wrote: That's exactly why I'm here. I'm discovering what I need to get Scattershot into a usable form, a aesthetic form, and a form that has the impact I desire.


Well, FWIW, I think you're doing it completely backwards. Or you're using a technique that I've never seen work. The problem with the game isn't that there's some missing aesthetic. Not IMO. It's that the sections don't seem to refer to each other in a way I can comprehend. The problem is very much that it reads like a set of chunks that have nothing to do with each other. And it's all theory.

To make it functional, you need to first write up a five page version of the game that includes everything you need to play, and nothing more. If you have to cut stuff out to make it fit, then cut. Then once you have something simple, easy to understand and playable, then put the other stuff back as meat on this framework afterwards. Actually, I'd playtest first to see that it works as written before doing the other work. But anyhow, when you add stuff back, just make sure that it doesn't obscure the working parts.

Make a functional game. Then make it do what you want.

Like I said, I've never seen a design that was created to perfection all in one swoop. It's like the little sign on my Father-in-Law's desk says, "At some point you have to kill the engineer and start the project."

That's probably not helpful, but it's the only wisdom I got.

Mike

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On 5/6/2003 at 7:36pm, Le Joueur wrote:
Slow Down Guys

Ron,

With all due respect, please don't dictate.

Ron Edwards wrote: That's it. All the "elegance" and "simplicity" and whatnot of design is strictly a matter of facilitation.

...I suggest that better is a matter of coherent facilitation, and that's all.

And I'm having a very hard time seeing how anything in this thread says anything different.

I can understand how you put your creation, the GNS, on top of all things role-playing gaming.

The problem here is that we're not talking about gaming, we're talking about game design. Try this:

(Written) Game -> Facilitates -> Play

Okay? Sure GNS is in there and all over play and of course players should be all concerned about play.

The mistake you make is dictating that design can be only about play. What I'm presenting is design focused on facilitating. The how and why things go into a game precisely so it facilitates is what is primary here. I'm in all agreement that GNS is about modes of play and it instructs what you want the result of using your game to be. But it tells little about how the game does the facilitating. It's all fine and good to put rules into a game that all facilitate a singular mode of play, but if those rules don't work well with each other what is the GNS going to tell me to do?

There are a great many games out there which are completely whacked when it comes to their 'facilitation agenda.' There are also precious few who do it and do it well. This thread assumes that all issues about facilitating GNS modes are well in hand; it seeks to take design 'to a different perspective.' It's not about how you align your facilitation with the GNS (we assume you do that just fine); it's about how your facilitation aligns with itself.

There's coherent and then there's elegant. This thread assumes coherent and seeks to discuss how to be elegant.

Ron Edwards wrote: I'm claiming credit where it's due, as part of the process of citation that we practice here.

I'm sorry I didn't put a disclaimer at the top that said, "Okay, we all know system matters (by Ron Edwards). And we all know that a game should be coherent in terms of the GNS (also by Ron Edwards), right? Well, what then?" Consider it so noted Just because we stand upon the shoulders of giants, does that mean that the details we realize are no more than their work? This is getting dangerously close to 'all balls are my ball.'

I feel honored to have 'system matters' and GNS to learn from, but I seriously doubt all that is aesthetic can be derived from them (with the credit going to one person). I have always struggled with my writing, trying to learn what I can along the way. That you can sit down and dash off a game just to illustrate a point about your theories is wonderful, for you. When I write, it's a long struggle of self-doubt and self-censorship, a battle with grammar, theme, and metaphor. I'm really happy that, for you, the presence of the 'neon sign' is baldly clear, but don't assume that what you've written has removed the scales from everyone else's eyes. Some of us aren't that good at it.

Now if you'd like to cite references about the critique of the presentation of the relative elements used in a game and how they create a feeling 'around' the coherence of play (according to your model) that appear in your writing, I'd be happy to read them, because as far as I can tell.

We all missed that part.

Fang Langford

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On 5/6/2003 at 7:39pm, Ron Edwards wrote:
RE: Elegance and Deliberateness

Enjoy the thread, gentlemen. If the perceived value is there, and it seems to be, then I won't interfere further. The priority is peace. If you don't want to cite me, nothing says you have to.

However. I've bled quite a lot so that the Forge can exist. All of the concerns raised here in this thread, which permit the current topic to be discussed, at all, come from that effort, and System Does Matter is the heart of it. "Design" does matter, yes. You can say it here, now, because I fought for it. Yeah, I'd like some credit.

Best,
Ron

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On 5/6/2003 at 8:15pm, Harlequin wrote:
Back on topic...

(Thanks, Ron.)

I think there's something pretty powerful, in trying to haul things back over to the search for elegance. As I distinguish it; I think we all have some idea of how to achieve coherence, and as Fang says, we're trying to go one better.

Something is hinting itself at me, in a combination of:

Mike Holmes wrote: I mean it seems odd to me that we're trying to discover a scientific way to produce an aesthetic.

and
Chris wrote: If content and form are perfectly balanced, you have beauty (elegance), something undesirable in the aliens, but very desirable in lots of other art-objects.


Chris is talking about examples from aesthetic theory, which is exactly what we're struggling back towards, as it applies to game design. And while I, too, would like some indicators from Chris - any signal books on it you can think of? - for those of us who haven't studied the general theory, I'll bet you three apples that we'll find that the peculiar nature of the RPG artform means we have to break that mold in a few places anyway. Mike is summing things up with his "kill the engineer" comment - that theory is only going to get us so far.

But that brings us back to techniques, which are what theory talks about, but actual design really does. We have a few on the table, but some of them - like my "filters" thought - may just be us folks talking through our hats, and may turn out to be worthless in practice. So I think we do need to come back to the question of elegance - as distinct from coherence - and take a few more whacks at technique.

Even if we can't define it, I think that all of us here have a functional, personal definition of 'elegance' which will serve for now. We can come back to definitions if the lack thereof turns out to be pernicious, but I'm not sure it will be. Not all games may want to attain elegance; much of what's on the market certainly doesn't seem to value that as a goal. But at least locally to this thread, we acknowledge it as desirable. Nobilis, for me, remains top of the heap for the quality of elegance, and we want to find ways to compete for that spot. :)

We've established that holistic coherence is one tool we can use to work on attaining elegance. We have examples of coherent, inelegant design, but none so far of incoherent, yet elegant, design. That's a clue.

Chris' post suggests that elegance may best be achieved through a balance between message and form, and that's something we have not explored. He also suggests that it may be achieved through making the form (the window) refract the message clearly, which is part coherence and part something we haven't covered... incoherence can obscure the message, but perfect coherence may not be all it takes to refract it ideally. The distinction is probably where artistry takes over, but there may still be meat on that bone nonetheless.

I like the thought of balance. The idea that when someone comes to your game, they get an even mix of the overt content and the symbology, themes, and other arty parts. What's "even?" Well, obviously it depends on the artist... and on the reader. But I don't think it's unreasonable to suggest that we may find that the rule is this: Design in such a way that the most dense reader doesn't miss your message, and the most sensitive reader doesn't miss the content. That might be a very good "filter" to pass over a partly-finished work, and keeping a sense of that balance in mind might be what it takes to work toward it through the process, too. (I think Mike's example of writing it to a five-page summary may be a specific instance of the application of this. I'm not sure.)

Dunno... does that spark any inspirations for anyone?

- Eric

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On 5/6/2003 at 8:40pm, Mike Holmes wrote:
RE: Elegance and Deliberateness

Uh, Fang, I didn't "miss it". I agree with Ron on this one. You seem very much to me to just be piling up language on what's already known. I said that before, and you seemed to agree then. Now Ron put's in the context of his theories, and suddenly he's "dictating"?

It seems to me that this is just another case of you adopting a viewpoint, and calling it yours as if original. And then Ron has to show that x=x? How about you show us how your theory is actually Y? How is this not all about making a game that's focused on it's priorities? How is that not System Matters? Maybe we just misunderstand you. That's fine. Make us understand.

The idea that this is all an aesthetic is exactly the point that Ron has been talking up for the last, I dunno, six months?

Eric, I'd actually agree that it's worth looking for what Fang calls Tools. Yes, there are ways to do this stuff better. GNS is one, for example. Now there may be other ones, but that's what the general theory here is about.

It's like Fang has said, "we need better ways to design games." To which the only answer can be, "well, sure." But asking for better or newer tools, without even an idea of where we're going is like looking for a needle in a haystack. The point is, it's not original to say that there are probably better ways to do things. Originality is actually finding those ways.

And dudes, if I had a better theory I'd be here crowing it to the high heavens. There seems to be an implication on Fang's part that we've got some secret to how to design a game. Well, I sure don't. You just do it.

As Ron said, you can continue to discuss this if it seems to be doing something for ya. But I haven't seen anything so far that's done anything. The closest is your assertion that we look at the parts and how they interrellate. Which is a good idea, I guess, but hardly innovative. I mean how else do you perform analysis? Fang already knows this one, as does any successful designer.

Mike

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On 5/6/2003 at 9:46pm, C. Edwards wrote:
RE: Elegance and Deliberateness

Mike Holmes wrote: I mean it seems odd to me that we're trying to discover a scientific way to produce an aesthetic.


Le Joueur wrote: (Is it scientific to discuss balance, color pallet, positive and negative space, in painting? I would be a fool to think understanding these terms would give me the tools to be a great painter. They do help me learn what I can from 'the old masters.')


Those things cannot make you a great painter but they can make you a competent one. That seems to be the problem here. The ‘GNS’ and the ‘System Does Matter’ essays talk a great deal about the ‘moving parts’ of a game design and how and why they matter. It may be implied in those essays but the finer points that go beyond the ‘moving parts’ is not actually discussed. It’s the equivalent of a manual relating to the building of automotive engines, it doesn’t give you anything on how to go about hammering out a well defined body that will take the best advantage of that finely tuned engine. It’s related to the difference between ‘The Pool’ and ‘The Questing Beast’.

I’m not saying that Ron’s essays need to go into anything other than ‘how to build a healthy engine’. That is (arguably I suppose) the most important element to be dealt with in game design. But there are those aesthetic issues that take into account the whole composition that include and go beyond the ‘moving parts’. That’s really all this thread is about, digging around and trying to find some solid, aesthetics based hand holds that can help improve the overall level of game design. Yeah, it may resemble thrashing, and maybe it doesn’t need to be done, but all this seeming hostility over the matter is just misplaced.

Please don’t read any harsh feelings into this post. I’ve only made it because I care a great deal about both sides of the issue.

-Chris

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On 5/6/2003 at 10:08pm, Mike Holmes wrote:
RE: Elegance and Deliberateness

C. Edwards wrote: Please don’t read any harsh feelings into this post. I’ve only made it because I care a great deal about both sides of the issue.

-Chris


On the contrary, Chris, that was eloquently said. And I apollogize for the acrimony that I may have projected here. Again, if anyone has a particular direction they'd like to run down, I'm more than happy to participate.

Mike

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On 5/6/2003 at 10:50pm, Le Joueur wrote:
If You've Got That 'Better Idea' LINK IT!

Hey Mike,

I'm sorry Ron's tone has rubbed off on both of ours, but I would like to take a moment to clarify things.

Mike Holmes wrote: It seems to me that this is just another case of you adopting a viewpoint, and calling it yours as if original.

I just don't understand what the problem is here. From above it should be clear that I never thought of the subject being discussed was in any way original. What I've been doing is explaining a perspective I've never had in language that makes it possible for others in my recent position to understand.

Why does that mean I'm claiming some kind of originality? How is that 'stealing someone's ideas?' I honestly never came across these in a form I could digest; if I had recognized them I would have attributed the concepts in a heartbeat.

Is that the problem? Do people think I'm stealing the ideas of another and calling them mine? I really had no idea when I started this. Honestly, (and I'm trying to be earnest here) if someone had gone, "This is the same as '[insert quote].'" I'd be more than happy to have said, "Hey, you're right, I wonder how I missed that one."

Instead I get a couple of (seemingly harsh) short lines like "I did that" and "How is that not what I did?" No quotation, no comparison, and all of a sudden I have to prove I'm original? That makes no sense, especially since I'm not sitting here going "This is so original and it's mine," I'm basically saying, "Wow, look at this; I haven't thought of it this way before."

Mike Holmes wrote: How is this not all about making a game that's focused on its priorities? How is that not System Matters? Maybe we just misunderstand you. That's fine. Make us understand.

I'm really not sure how to take that Mike; this kind of reduction is pure provocation. It seems only geared at getting a terse verbal response from me so that you can feel superior because you provoked me or made me defensive. The same way you could take a new theory in mathematics and say, "How is this not Calculus?" "How is this not algebra?" But that isn't how mathematic theory works. When someone comes up with a theory they've never seen before and they earnestly describe it to their peers. Sometimes time passes before someone goes, "Oh that's just the theory of So-and-so, written differently [here's the reference]." When that comes up people read both and go, "You're right, it is the theory of So-and-so."

Only that isn't what's happening here. I've encountered an idea like none I've ever conceived. This does not mean it isn't out there. Neither does it mean I haven't read it; I've read a lot of things that I didn't understand. I presented this idea in the worst possible way, incorrectly using all the wrong terms and got harangued for it. I deserved it that time and withdrew. (I allowed myself to be provoked into trying to sum it again and the same ensued.) I finally discovered a way to elucidate my thinking and presented it. Several people liked it and added to my understanding. Not once did I call it "Fang's theory" or in any other way demand proprietary rights to it, because I don't know that it's original.

Suddenly Ron jumps in and states that it is nothing new, he already thought of it, and I should have given credit where it was due. I admit I allowed his seemingly dismissive tone get the better of me, but I stand by the fact that I don't understand what he's comparing this to. Now you jump in with "Make us understand." That's illogical; you're asking me to go to Ron's body of work, redigest it such that I am supposed to find the prologue of what I have presented that I hadn't seen there in the first place, and then prove that it isn't what I've said? That's entirely dishonest.

I would like to compare these ideas to what has gone before. But I can't because nobody has cited where they come from. I don't hold any special attachment or personal trademark to these ideas, nor would I have a problem with attributing them to some greater work, only I can't because I don't know where that is. Everything I have put into this thread has been entirely for the purpose of helping others understand. Certainly this grows out of System Does Matter but it is not literally contained within that work (as far as I can tell). Certainly this is a reiteration of 'focus your game on its goals,' but so far I've never seen this specificity in commentary regarding those issues.

I was under the impression that you did understand, that many people did. I don't understand why you and Ron are now so possessive of game theory that you demand that I've said nothing of originality or novelty in the face of his work. Yet neither of you has pointed to what part I'm supposedly retreading. I would gladly go, "Oh, your right, that is what I was talking about; darn if I missed the first time," if only you or someone else would point it out.

Mike Holmes wrote: It's like Fang has said, "we need better ways to design games." To which the only answer can be, "well, sure." But asking for better or newer tools, without even an idea of where we're going is like looking for a needle in a haystack. The point is; it's not original to say that there are probably better ways to do things. Originality is actually finding those ways.

Mike, if this is the some of the problem, then I'm sorry. I'm sorry that I've wasted your time or offended you. In this thread, I've presented a viewpoint new to me, one that contains elements of design I had never considered before. I'm sorry if a new way for Fang to look at stuff isn't the needle you were looking for, but it seems to have helped a few others as blind as I. I'm sorry I didn't sit on this idea until I had a fully formed movement ready to storm the castle of ideas, that I merely said, "Hey, look over there." If this ground has been covered, please give us the links so we needn't go over the same territory. I'm sorry if I've invented the screw and not the driver, especially since the implication is that everyone is already using phillips'. All I can say is "I didn't know."

All I can do is offer to learn these 'old ways,' if you'd be so kind as to point me to them. If I can make up for taking credit for someone else's work, I'd really like that. I've looked over these other thoughts and ideas as far as you've presented them and didn't see them. Perhaps I'm too near-sighted, I'd appreciate a little help understanding rather than this kind of condemnation:

Ron Edwards wrote: I fail to see anything in this thread, from top to bottom, which has not already been established - and widely employed at the Forge - by the essay, System Does Matter.
Ron Edwards wrote: And I'm having a very hard time seeing how anything in this thread says anything different.
Ron Edwards wrote: I'm claiming credit where it's due, as part of the process of citation that we practice here.

And it is condemnation when you add:

Ron Edwards wrote: You can say it here, now, because I fought for it. Yeah, I'd like some credit.

Does this mean that the new editorial policy is I have to state everything Ron has written is my influence at the top of every thread? It sounds harsh, but the truth is I am influenced in all matters of game design by the work of Ron Edwards. I cannot think of higher praise than to add to this body, his body, of work. I doubt a word he has written (or drop of blood he has spilled) has gone by that hasn't affected what I'm doing. If I begin a topic I haven't seen referenced before must I precede it with a laundry list of everything Ron has done? Are we facing a new dogma?

What happened to camaraderie? The old, "Hey that's like System Does Matter," and "You're right! It adds this." Now I get, "I'm claiming credit where it's due..." as though I've just repeated the clearest of Ron's essays word for word. I really don't get it.

I've created no new ground. Invented no new aspects. I only recognized something I hadn't before and thought to bring it to light. After two threads of nasty snarky remarks, I sought to be upbeat about it. I've rewritten everything I've posted at least twice (except, unfortunately this post) on this thread to eliminate anything that could be construed as 'shots' at the people I've clashed with over this idea. I've gone out of my way to sound positive even when criticized. And that makes it sound like I feel I've revealed some great secret?

At last I can understand some of the outside criticism of how people post on the Forge. If this isn't pressure to knuckle down to dogma, I can't imagine what is. If this were a colloquial forum, I'd expect polite reminders that I tread where others have before, not these salvoes of "I fail to see..." and "I'm claiming credit..." and "...because I fought for it."

Mike Holmes wrote: Fang already knows this one, as does any successful designer.

An interesting salutation. By no one's measure am I a successful designer. You, all by yourself, have reviewed my only work as unplayable in this very thread. It certainly hasn't seen print. I have never designed a complete game, nor presented such to anyone. I did not know any of what I have presented in this thread before sometime early last week. If my epiphanies must measure up to some standard of innovation before I should consider posting them, I can hardly think of anything worth posting.

I can't understand how you can say that it is a good idea and condemn it for being less than innovative in the same sentence. I just don't understand all these unsubstantiated attacks.

And if that's the way things are around here, let's shut this down right now. This thread is closed. I've got better things to do than share a fresh perspective on old ideas with people who I thought might gain just a little from it if it doesn't fit editorial dogma.

Adios

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On 5/6/2003 at 11:05pm, clehrich wrote:
RE: Elegance and Deliberateness

Chris Edwards hit the nail on the head, for me. Let me first try to intervene in the confusion about GNS and System Matters.

As Chris points out, these are primarily tools of fundamental competence, sometimes referred to here as "coherence." Indeed, it has been said on many occasions, by Ron and Fang among others, that GNS isn't really all that helpful if your game is going very well; it's most useful diagnostically, for picking out what does not work, and why.

What Fang is groping for in this thread, and I think Emily and I are groping for in the one on Aesthetics and Reality, is a functional aesthetic for moving beyond competence.

If the game is broken, all the aesthetics in the universe are going to amount to cheap pretensions, sort of art-house beret-wearing tripe. But if it's very good, why can't it strive toward something more? I've brought this up a couple times over the last few months, and what I usually get as a response is, "Yeah, well, we're not there yet." Well, maybe we should be. I mean, nobody would have developed all those incredibly complicated tools and techniques about painting if they didn't want to create beauty. Saying we need to develop all the techniques before we get to beauty is misguided.

Somebody suggested that I post a lot of stuff about art theory, but frankly I don't think that's going to help at the moment. The analogy is far too weak, first of all, between a fixed visual object (e.g. a painting) and a dynamic, cooperative object (an RPG). Second, nobody seems terribly clear on what sort of object we're discussing: is it the text of the game as art object, the game in play as dynamic object, or what?

My suspicion, as I duly noted somewhere in those interminable debates about religion in RPGs, is that the best analogies are going to be ritual and myth as they exist among so-called "traditional" or "archaic" societies. But we're not going to get at that without some pretty serious theory, and I have my doubts as to whether the debate is really going to happen.

Anyway, that's how it looks to me from here.

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On 5/6/2003 at 11:50pm, Harlequin wrote:
Cooldown time...

Fang - You and me both, same degree of "ouch, hey!", same response. Yours beat me to the punch (mine was mid-edit), but let's not let it dissuade us entirely. I think, and you think, that we covered something useful here, possibly original but nevermind, something that is at this point being obscured by emotion. Closed it is. The idea of building toward an aesthetic is not going to get dropped for good, and by declaring this thread closed hopefully we'll all remember that there's more friendship and collegiality here than there is choler.

If you need it, take a couple days, deal with other things than aesthetics and elegances. I'm considering it, but you also may find a new thread with a new take on all this open before then.

Lots of fodder here to not be abandoned. Maybe we'll go back to the thought of writing unwritten rules... something I derailed with my initial post simply because I thought it was lovely but had nothing cogent to say about that end of the topic, at the time. For which you have my apology, because I think you created that gem out of nothingness and we stomed it as we raced down another road...

- Eric

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On 5/8/2003 at 6:21am, Jack Spencer Jr wrote:
RE: Elegance and Deliberateness

Le Joueur wrote: I guess what I'm working with here is how #s 2, 3, and 4 (the 'stained glass window') work together in service of #1.

Well, yes. The stepps are not quite steps, you see. This reminds me of the arguement a few months ago where I argued that grocery shopping was not cooking while other argued that it was a part of cooking. Not to get back to that again, but there were two facts which both sides were talking past each other:

• Shopping is not cooking. It is shopping. A different activity unto itself.
• However, shopping is a necessary step in preparation if you are going to cook anything.


My point here is, while the activity of shopping is not the activity of cooking, even by the greatest stretch of the imagination, the activity of cooking does not exist in a vacuum. Someone had acquired the necessary ingredients that are being cooked, most likely by grocery shopping in this day and age. Plain and simple.

By all of this I mean that the six steps of art McCloud identify do not exist in a vacuum either. Things done in each step effect the other steps, obviously.

But what you're discussing here is content in RPGs. This is a fairly tricky topic, IMO. It's almost like talking about content in a writing program. The programmer creates the program for writing, but it is up to the end user to actually utilize it in writing stories and, ultimately, the content.

Most development in RPGs I've noticed have been step 2 driven, making statements about the art form of RPGs more than any content form. Universalis is probably a prime example since it challenges may old notions of how an RPG "should" be.

But this is not to say that the game designer cannot add content or guide the eventual content of the RPG by way of the design.

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On 5/8/2003 at 1:26pm, Ron Edwards wrote:
RE: Elegance and Deliberateness

Ummm, both principals on this thread have requested that it be closed.

Bold text and categorical statements aside, those were requests only, but I'm honoring them.

Closed, folks.

Best,
Ron

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