references/elements.txt
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     1 
       
     2   Characterizing a Game's Rules
       
     3 
       
     4 This is a response to this post by lumpley
       
     5 <http://www.septemberquestion.org/lumpley/anycomment.php?entry=156> (AKA
       
     6 Vincent). You should read at least the first few examples of it before
       
     7 reading this.
       
     8 
       
     9 It's important, when analyzing something, to simplify it to its most
       
    10 important elements, where that simplification doesn't discard anything
       
    11 important. When just thinking about something, you should be careful not
       
    12 to simplify too soon; work out the patterns, then simplify. I think
       
    13 lumpley has simplified some things wrong, so I'm going to start over
       
    14 with the un-simplified case and work down to something simpler.
       
    15 
       
    16 
       
    17       The Eight Elements
       
    18 
       
    19 The way I figure it, the activity of game-playing can be reasonably
       
    20 characterized by the interaction of eight kinds of things.
       
    21 
       
    22 Starting from the die and proceeding clockwise, we have: mechanics tools
       
    23 (die), quantifiable game state (figures), props (crown), players (smiley
       
    24 faces), munchies (Dew), the fiction (cloud), the rules (book), and,
       
    25 overseeing it all, the gamemaster (frowny wizard).
       
    26 
       
    27 In more detail: mechanics tools are used for randomization and
       
    28 resolving, e.g. dice, coin flips, possibly calculators, measuring
       
    29 instruments at athletic events. Quantifiable game state is things like
       
    30 hit points, locations of Monopoly tokens, cards in your hand. Props are
       
    31 game-related elements that are in no way game-mechanical, like painted
       
    32 figures used for atmosphere, or an audio soundtrack played in the
       
    33 background by a gamemaster. The fiction is some set of things that are
       
    34 true about the fictional world in which the game is taking place
       
    35 (Wittgenstein: "the world is everything that is the case"). The rest are
       
    36 self-explanatory. (This is not to say that all games need a gamemaster.
       
    37 I am just avoiding oversimplifying too soon for games that do have one.)
       
    38 
       
    39 Now, when we talk about interactions that occur over the course of a
       
    40 game, any game, we can understand that those interactions are governed
       
    41 by the rules. If Bob gets pissed off and punches out Gene, and the game
       
    42 at hand doesn't involve players actually resorting to real-life
       
    43 fisticuffs, then their activity is outside the game and shouldn't be
       
    44 diagrammed on the chart. Any activity that takes place in the game is
       
    45 going to be governed by the rules.
       
    46 
       
    47 Let's take a sample rule for a monopoly-like game. "Roll a die and
       
    48 advance your token that many squares on the board."
       
    49 
       
    50 Each teal arrow is an individual interaction. Each blue arrow is a
       
    51 "moderating" effect on an interaction. (It's hard to draw a three-way
       
    52 interaction with a single arrow unless they happen to be in a line). So,
       
    53 first, the player rolls the die (as moderated by the rules); then, the
       
    54 result on the die indicates how to update the game state (move the
       
    55 token), which is performed by the player, as moderated by the rules.
       
    56 
       
    57 Now, a few things are clear. First, the player doesn't have to be the
       
    58 one to move the token. Another player might move it instead if it
       
    59 happens to be hard to reach for the first. The player doesn't actually
       
    60 have any choice; so the fact that it's the player picking up and moving
       
    61 the token is irrelevant. Second, as described earlier, /every/
       
    62 interaction is going to be moderated by the rules (at least weakly), so
       
    63 we're always going to have a moderated-by arrow from the rules; so
       
    64 there's no reason to draw them. That leaves us with this simplified
       
    65 drawing:
       
    66 
       
    67 Note that this representation of an interaction is about as
       
    68 /conceptually simple/ as lumpley's--it only has two arrows--but it has
       
    69 more information, because we haven't oversimplified the participating
       
    70 elements.
       
    71 
       
    72 Now, you could argue that I should go ahead and simplify at least some
       
    73 of the other elements away--that many of these icons are obviously
       
    74 unnecessary to the game, e.g. the props and the munchies. Just to
       
    75 confuse matters, here's a different kind of game, with rules-moderation
       
    76 arrows omitted.
       
    77 
       
    78 "If the player bounces the quarter into the cup, then the player can
       
    79 require any other player to drink the cup." Here I've used lumpley's
       
    80 notation of an arrow going through a middle item to indicate moderation:
       
    81 the mechanics of whether the quarter (represented by the icon here) goes
       
    82 into the cup or not are determined not by a random number generator, but
       
    83 by the laws of physics. Again, I think it is overkill to indicate
       
    84 moderation. Of course, this is a game best played in moderation.
       
    85 
       
    86 Now, let's imagine a game that's GMed, and has rule #2 of lumpley's: "2.
       
    87 Subtract the roll on the damage die from your character's hit points."
       
    88 I'll omit moderation-by-the-rules arrows, of course.
       
    89 
       
    90 Ok, so the player rolls the die (arrow from player to die). Of course,
       
    91 the player does this under the watchful eye and guidance of the GM, so
       
    92 we need a moderation arrow there. Then, the player updates their own hit
       
    93 points on their character sheet, again under the watchful eye of the GM.
       
    94 Guess what? Everything's under the watchful eye of the GM, so let's
       
    95 screw those GM moderation arrows.
       
    96 
       
    97 To be honest, I don't understand lumpley's arrows, so maybe lumpley
       
    98 won't understand mine. Lumpley uses an arrow from the die ("tokens,
       
    99 things, props, representations") to the faces ("the interactions of the
       
   100 player themselves") to indicate the rolling of the die. Why? No clue.
       
   101 Maybe it should be three arrows: 1. the player rolls the die
       
   102 (player->die). 2. the player reads the value of the die. (die->player).
       
   103 3. the player change the value of the hit points. (player->die)
       
   104 
       
   105 Of course, as I've pointed out, the reading of the value of the die and
       
   106 updating of the hit point value by the player involves the player in an
       
   107 entirely uninteresting way, so I don't think step #2 is interesting. But
       
   108 my way of interpreting 2 & 3 combined is to draw from (on my chart) die
       
   109 to figures; since lumpley combines mechanics tools and quantifiable
       
   110 state into a single element, he'd have to draw an arrow from the die to
       
   111 the die, which perhaps explains why he did it the way he did. Of course,
       
   112 if you want to show that this die-to-die interaction is moderated by the
       
   113 players by making it go through the players, you'll have a curving line
       
   114 go from the die to the players and then back to the die; which is
       
   115 basically the same as the three lines I proposed above.
       
   116 
       
   117 Now, note that if the GM follows the same rule to handle an NPC, on my
       
   118 chart I'd have to change the source of the first arrow. I don't need to
       
   119 update the second arrow. I'm not distinguishing between state
       
   120 represented physically on a character sheet and state kept entirely in
       
   121 the GM's head.
       
   122 
       
   123 Ok, here's a more complex lumpley rule: "5. If your character's opponent
       
   124 tries to disarm your character, make a Hold Weapon check. If you fail,
       
   125 your character is disarmed, and you thus suffer the unarmed penalty
       
   126 until you retrieve your weapon."
       
   127 
       
   128 Again, imagining a GM'd game, we have the following sequence. The GM
       
   129 (pointy hat) decides that the the opponent tries to disarm (fictional
       
   130 cloud). This state of the fiction requires that the player make a Hold
       
   131 Weapon check (die roll). [Note that, in truth, the hold weapon check
       
   132 involves various quantifiable state--character level or strength or
       
   133 whatever, so perhaps the arrow here should be more subtle.] On a
       
   134 failure, we imagine the character is disarmed in whatever manner
       
   135 (non-quantifiable fictional cloud) and also in the quantifiable state
       
   136 (figures).
       
   137 
       
   138 Note that the GM-causing-the-fiction is something I added explicitly to
       
   139 clarify. Note that it's misleading to draw an arrow from the fiction to
       
   140 the player; really it should be that the fiction moderates the need for
       
   141 the Hold Weapon check. But hang on for a moment; really, the GM chose to
       
   142 put the NPC in the "state" of "trying to disarm this player character";
       
   143 since there are some limited numbers of such states that the rulebook
       
   144 has explicit resolution rules for, maybe /that/ should be considered
       
   145 quantifiable state, too?
       
   146 
       
   147 This is important because lumpley notes in the comments that a
       
   148 distinguishing characteristic of the RPG is the fact that arrows emerge
       
   149 from the fictional cloud at all; no matter how cleverly you describe
       
   150 events transpiring in Settlers of Catan, none of the other players are
       
   151 going to let you build an extra road segment.
       
   152 
       
   153 So maybe the arrow from the fictional cloud should point to the
       
   154 quantifiable state: sometimes the fictional cloud implies certain
       
   155 discretely quantifiable states-of-the-world for which there are explicit
       
   156 game-mechanical rules. That state then mandates the Hold Weapon check.
       
   157 (I still don't like the idea of "mandates" being given by an arrow.)
       
   158 
       
   159 If you go look at lumpley's
       
   160 <http://www.septemberquestion.org/lumpley/anycomment.php?entry=156>, I'm
       
   161 not sure what's going on there. The long arrow from the fictional cloud
       
   162 to game-tokens/state is "make a Hold Weapon check"? Basically, I think
       
   163 I'm not sure on where lumpley's coming down with quantifiable vs.
       
   164 non-quantifiable state, so I'm trying to be explicit about this.
       
   165 
       
   166 The other thing we can conclude is that, for this rule at least, we
       
   167 might as well have folded the GM in with the players into a single icon
       
   168 on the chart. The "Hold Weapon roll" rule is going to apply to any
       
   169 character--whether PC (rolled by player) or NPC (rolled by GM)--and
       
   170 whether they were attacked by an NPC (action chosen by GM) or PC (action
       
   171 chosen by player). However, in a classic game-mastered game, the players
       
   172 have limited director powers compared to the GM, so there may be other
       
   173 sorts of rules where this distinction is significant. (Or perhaps more
       
   174 in a meta-rules sense?)
       
   175 
       
   176 Finally, I want to suggest that while it is true that RPGs make special
       
   177 use of the fictional cloud, this is not a trivial matter. On the one
       
   178 side, as suggested above, if there's a rule for it, it must be on some
       
   179 level quantifiable and belong to the quantifiable area. Looking at the
       
   180 flip side, it's argued that for a game like Settlers or Monopoly, the
       
   181 fictional happenings can never affect the game outcome; they are purely
       
   182 atmospheric. However, I carefully included a "props" element here that
       
   183 is purely atmospheric /even for an RPG/.
       
   184 
       
   185 Lest you think that this simply applies to gamers wearing silly hats,
       
   186 consider that in some gaming groups, players are not rewarded
       
   187 game-mechanically for talking accurately or realistically as if they
       
   188 were their character (e.g. so as not to penalize members of the group
       
   189 who are poor actors). Similarly, in some groups, a character with
       
   190 fast-talking skill will succeed independent of that character's player's
       
   191 plausible fast-talking scenario (as long as the player at least tries);
       
   192 in which case any of those details are purely atmospheric.
       
   193 
       
   194 Vincent could still conclude (fairly) that these elements are indeed
       
   195 atmospheric; they are part of the fun and style of the game, but they
       
   196 are not interesting from a standpoint of how the game works /qua/ game.
       
   197 However, as you move away from strongly-mechanical games and you move
       
   198 into more freeform narrative games, removing any notion of quantifiable
       
   199 state, this gets fairly muddy. Perhaps this means quantifiable state
       
   200 starts to blur into fiction state. But if that blurring and slipperiness
       
   201 means it's hard to distinguishable quantifiable state from
       
   202 non-quantifiable fiction state, I definitely think it's wrong to try to
       
   203 clump quantifiable state with game-mechanical tools.
       
   204 
       
   205 
       
   206       Other Directions
       
   207 
       
   208 The eight elements also offer up some opportunities to think about other
       
   209 things. (A friend points out an important scenario: an arrow from Dew to
       
   210 rules to GM to fiction: somebody spills soda on the GM's rulebooks, and
       
   211 the GM has the character attacked and killed by magical blue lighting,
       
   212 no saving throw.)
       
   213 
       
   214 In a computer game, the computer takes over the responsibilty for
       
   215 managing most (all?) interactions. However, those interactions still go
       
   216 occur, simply moderated by the program. There are still quantifiable
       
   217 states, mechanics for updating them (possibly randomly). There may be
       
   218 fiction (human-authored, mostly), and this fiction is updated and
       
   219 revealed as a consequence of the mechanics. (There is, of course,
       
   220 generally never any feedback from this non-quantifiable fictional state
       
   221 back into the game; it's text and cut scenes that are output-only.)
       
   222 
       
   223 
       
   224       Comments
       
   225 
       
   226 You should probably comment back on the original thread
       
   227 <http://www.septemberquestion.org/lumpley/anycomment.php?entry=156>.
       
   228 
       
   229 ------------------------------------------------------------------------
       
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