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    43 Author 	Topic: Get Emotional!  (Read 942 times)
       
    44 
       
    45 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
    46 Member
       
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    48 Posts: 1363
       
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    54 	
       
    55 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4001#msg4001>
       
    56 *Get Emotional!
       
    57 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4001#msg4001>*
       
    58 « * on:* August 10, 2001, 02:09:00 PM »
       
    59 	
       
    60 
       
    61 ------------------------------------------------------------------------
       
    62 This is what I understand.
       
    63 
       
    64 Context
       
    65 
       
    66 I think role-playing gaming is /thinking within the context of the
       
    67 narrative/; nothing more is necessary.  Anything that fails to have that
       
    68 does not appear to be gaming.  While some things outside of gaming
       
    69 elicit contextual thinking, nothing that /is/ gaming _fails_ to do so.
       
    70 
       
    71 Let me illustrate with what I call the ?behind the bar? effect; let?s
       
    72 say you?re playing a game set in a bar described with patrons, tables
       
    73 and their contents, and let?s also say a fight has broken out.  This
       
    74 could easily be a card game, a war game, /or even a role-playing game/,
       
    75 there?s no way to tell at this point.
       
    76 
       
    77 What makes it a role-playing game?  The instant you decide that a
       
    78 character goes /behind the bar/ and gets something.  It doesn?t matter
       
    79 what, as long as the player is thinking about what /ought/ to be back
       
    80 there, they are working within the context of the bar and the fight /and
       
    81 the role-playing game/.
       
    82 
       
    83 Emotional Investment
       
    84 
       
    85 If contextual thinking is the ?what? of gaming, then here is the ?why:?
       
    86 I believe that one plays role-playing games only for the emotional value
       
    87 they have for that player.  Not limited to simply enjoyment, gaming can
       
    88 evoke intrigue, curiosity, or virtually any other emotion, but I?ll just
       
    89 refer to the whole package as emotional investment.  This is a bit of a
       
    90 simplification, but I think not an unclear one.
       
    91 
       
    92 What is gained through this emotional involvement?  I think impact and
       
    93 payoff are some of the things that result from ?feeling? involved in the
       
    94 narrative.  This is not about good or bad narratives, only the dividends
       
    95 of the emotional investment.  I say that the problems with any game are
       
    96 those that impede the emotional payoff the way inconsistency or loss of
       
    97 engagement do (to list a couple of examples).
       
    98 
       
    99 For an example, all game settings I have seen have dynamic backgrounds
       
   100 or grand conflicts.  When involved, I believe they heighten the return
       
   101 on a player?s emotional investment.
       
   102 
       
   103 The Scattershot Model:
       
   104 
       
   105 Here are our two main frames of reference, personal (things that exist
       
   106 only at the character level) and the game (everything that includes the
       
   107 character in it).
       
   108 
       
   109 Personal Level
       
   110 
       
   111 The most basic ?contact point? of play involves what you are playing
       
   112 (even when not the traditional player character).  At this level the
       
   113 overall game is of reduced importance because it only serves as the
       
   114 vehicle for the personal identification substance within it.
       
   115 
       
   116 This is the reason character generation can be so important in many
       
   117 systems.  The player character is the entity in the game that you will
       
   118 have the most affinity with.  The sophistication and detail of the
       
   119 character creation mechanics of a game system reflect the degree and
       
   120 specificity of emotional investment in things created with them.  When
       
   121 you ?make them work for it,? the player is likely to care more about
       
   122 their character.
       
   123 
       
   124 The most basic component of the personal level of emotional investment
       
   125 is in its _intrinsic value_.  In this frame of reference, what matters
       
   126 is what goes on /for/ the character.
       
   127 
       
   128 This is ?where it all happens? at the most personal level and this can
       
   129 lead to varying levels of immersion, such as thinking or feeling /as/
       
   130 the character.  It can also be about watching what a game does to one?s
       
   131 character from a personal, yet external point of view.  The value stems
       
   132 from what goes on ?inside? the character or at their level.
       
   133 
       
   134 The game becomes a vehicle for the expression of value of the character
       
   135 to the player.  The focus is on how the game affects the character and
       
   136 by extension, the player.
       
   137 
       
   138 While still being personal, one can place more emotional investment in
       
   139 the extrinsic value of their character.  Finding value in the things the
       
   140 character can do or what the player can do with the character.
       
   141  Measuring characters against one and another.  This can include a
       
   142 certain amount of self-consciousness in the activity too.
       
   143 
       
   144 The character can become a tool for the player, what they /do/ to the
       
   145 game is the source of value.  This is about first-person value based on
       
   146 what you can do as opposed to who you are.
       
   147 
       
   148 This is also about how the player affects the game, the rush of power
       
   149 over the game in the most immediate and visceral fashion.  Consistency
       
   150 can become an issue of high value because without it, the extrinsic
       
   151 personal value can appear illusory.
       
   152 
       
   153 Game Level
       
   154 
       
   155 What exactly is ?game level??  Not a just the setting, genre, or
       
   156 narrative ? it is a living entity consisting of this and more, it is the
       
   157 whole, shared experience ranging from (but not limited to) the game
       
   158 system all the way out to the retelling of the narrative and all points
       
   159 in between.
       
   160 
       
   161 Much like the personal frame, the most immediate form of gratification
       
   162 stems from a game?s intrinsic value, of what makes play so fun.  Whether
       
   163 it is the setting, play within the resolution system, or something else,
       
   164 the value is within the game itself.
       
   165 
       
   166 What the character does, as a part of the game, is where the emotional
       
   167 pay-off is.  Unusual situations, new experiences, discovery, these are
       
   168 reflected in the intrinsic value of a game.  The character becomes a
       
   169 window to what the game has to offer.
       
   170 
       
   171 This may seem to place central value in the experiential world of the
       
   172 game, but then that would mean that the world is all there is to the
       
   173 game.  It isn?t.  There?s the tone, flavor, and atmosphere; there?s the
       
   174 feeling of a game hard-played, the feeling of let down after the fact,
       
   175 and more; this all stems from finding the intrinsic value of the game.
       
   176 
       
   177 Above this is whatever the extrinsic value a game may have.  Usually
       
   178 this also includes a fair amount of self-awareness.  Not only does play
       
   179 ?know that its just a game,? but it is also willing to ?work with it? on
       
   180 that level.
       
   181 
       
   182 This often includes an external perspective of the game.  Many literary
       
   183 and theatrical devices are used but only for the effect of enhancing
       
   184 emotional impact of the narrative.  Many lofty things are often ascribed
       
   185 to this type of play and it can be a heady experience after spending a
       
   186 lot of time restricted to the personal extrinsic level by a strict
       
   187 division of powers.
       
   188 
       
   189 Many newer games invite the players to take a larger part in, if not
       
   190 partial ownership, of the game.  One hidden problem this poses is the
       
   191 loss of connection with primary point of contact, their character.  It
       
   192 scores well in terms of getting players to care for more than their
       
   193 character alone, but many times the value of the character can get lost
       
   194 in the new vistas.  And when the players cease to think in the context
       
   195 of their characters, in context of the game, it stops being role-playing
       
   196 and becomes ?writing.?
       
   197 
       
   198 Another thing this perspective includes is comparisons of systems and
       
   199 genres /between/ games.  When one game tries to ?out do? another in any
       
   200 fashion, this is the frame that is being applied.  Convention tournament
       
   201 games have a lot of this too, as do a lot of demos.
       
   202 
       
   203 Explaining All This in Terms of the GNS Model
       
   204 
       
   205 Allow me to draw some parallels to the GNS model.  Superficially, if you
       
   206 generalize this scheme it comes out very like the GNS model (provided
       
   207 immersion is split from Simulationism).
       
   208 
       
   209 The combination of immersion and Simulationism only works if the players
       
   210 find value in both the intrinsic value of their character and the
       
   211 intrinsic value of the game /simultaneously/.  Since I do not believe
       
   212 one can make a priority out of self and the world at the same time, I
       
   213 fail to see how they can be clearly lumped together, one must take a
       
   214 back seat.  This is not to confuse a Simulationist world with
       
   215 Simulationistic consistency, though.  Most losses in consistency result
       
   216 in failed emotional payoffs.
       
   217 
       
   218 From what I have read, I believe immersive players do not require as
       
   219 much Simulationist detail in the game, so long as it still creates a
       
   220 venue for their character in the absence.  I /do/ see how one could
       
   221 think of immersion as ?simulating? a character, but I do not think this
       
   222 is what most people idealize when they use the word Simulationism,
       
   223 especially when it does not seem like one can focus on simulating both
       
   224 character and world simultaneously.
       
   225 
       
   226 These frames of reference also suggest a problem with one of the other
       
   227 GNS comparisons.  It seems to me when comparing Gamism to Narrativism,
       
   228 it is like comparing oranges and IBMs.
       
   229 
       
   230 The comparison between Simulationism and Narrativism would be the
       
   231 difference between the intrinsic and extrinsic value of what the game
       
   232 evoked.  (I think this would be like comparing apples and oranges.)
       
   233 
       
   234 The comparison of Gamism and Simulationism shows relation by subject.
       
   235  The extrinsic value of a personal frame of reference has value based on
       
   236 the game and the intrinsic value of a game obviously stems from itself,
       
   237 making these values relative to the same thing, the game, only from
       
   238 different perspectives, personal versus game.  (This might be like
       
   239 comparing Apples and IBMs.)
       
   240 
       
   241 Therefore comparing Gamism and Narrativism relates the extrinsic value
       
   242 of the personal frame and the extrinsic value of the game.  These, I
       
   243 think, are unrelated.  (This would therefore be like comparing oranges
       
   244 and IBMs.)
       
   245 
       
   246 (I include these references to the GNS model only as a convenience to
       
   247 those whose work is primarily with it.  Consider it a starting point to
       
   248 my explanation of the frames I use.)
       
   249 
       
   250 Fang Langford
       
   251 	Logged
       
   252 
       
   253 ------------------------------------------------------------------------
       
   254 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   255 Game System.  This project has been permanently suspended.  If you have
       
   256 any questions regarding the implementation of it or anything else, he
       
   257 can be reached at ripjack@mad.scientist.com
       
   258 <mailto:ripjack@mad.scientist.com>
       
   259 
       
   260 *Ron Edwards
       
   261 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=9>*
       
   262 Global Moderator
       
   263 Member
       
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   271 	
       
   272 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4003#msg4003>
       
   273 *Get Emotional!
       
   274 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4003#msg4003>*
       
   275 « *Reply #1 on:* August 10, 2001, 02:32:00 PM »
       
   276 	
       
   277 
       
   278 ------------------------------------------------------------------------
       
   279 Fang,
       
   280 
       
   281 I think the emotional investment you describe is related, or even
       
   282 identical, to what I called "imaginative commitment" earlier, when
       
   283 discussing Exploration.
       
   284 
       
   285 To review: Exploration is the starting point or act for role-playing.
       
   286 GNS represents applications/foci/goals for the act.
       
   287 
       
   288 This is not to undercut or refute any of your post, but rather to agree
       
   289 with and reinforce it.
       
   290 
       
   291 Best,
       
   292 Ron
       
   293 	Logged
       
   294 
       
   295 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>*
       
   296 Member
       
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   298 Posts: 1363
       
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   303 <http://www.scattershotgames.com>
       
   304 	
       
   305 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4007#msg4007>
       
   306 *Get Emotional!
       
   307 <http://www.indie-rpgs.com/forum/index.php?topic=457.msg4007#msg4007>*
       
   308 « *Reply #2 on:* August 10, 2001, 02:42:00 PM »
       
   309 	
       
   310 
       
   311 ------------------------------------------------------------------------
       
   312 Quote
       
   313 Ron Edwards wrote:
       
   314 I think the emotional investment you describe is related, or even
       
   315 identical, to what I called "imaginative commitment" earlier, when
       
   316 discussing Exploration.
       
   317 Quote
       
   318 This is not to undercut or refute any of your post, but rather to agree
       
   319 with and reinforce it.
       
   320 
       
   321 
       
   322 Excellent, "imaginative commitment" was what go me started, thanks to
       
   323 you.  I just felt that a sense of ?committedness? was the emotion at the
       
   324 root of character identification and emotional investment.  And the
       
   325 "imaginative" part was too vague on the contextual scheme of things.
       
   326 
       
   327 Fang Langford
       
   328 
       
   329 [ This Message was edited by: Le Joueur on 2001-08-11 08:56 ]
       
   330 	Logged
       
   331 
       
   332 ------------------------------------------------------------------------
       
   333 Fang Langford is formerly the creator of the Scattershot Role-Playing
       
   334 Game System.  This project has been permanently suspended.  If you have
       
   335 any questions regarding the implementation of it or anything else, he
       
   336 can be reached at ripjack@mad.scientist.com
       
   337 <mailto:ripjack@mad.scientist.com>
       
   338 
       
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