The Bookshelf
  • If on a winter's night a traveler
    If on a winter's night a traveler
    by Italo Calvino
  • The Lies of Locke Lamora
    The Lies of Locke Lamora
    by Scott Lynch
Links
Behave
What Dumb Thing Am I Thinking Right Now?

The Bookshelf
  • The Art of Game Design: A book of lenses
    The Art of Game Design: A book of lenses
    by Jesse Schell
  • If on a winter's night a traveler
    If on a winter's night a traveler
    by Italo Calvino
  • Boneshaker (Sci Fi Essential Books)
    Boneshaker (Sci Fi Essential Books)
    by Cherie Priest
« Actual Play: Death Drums on the Thunder Plains | Main | Talking Dog »
Friday
19Jun2009

The People Part

Obviously, I come from a storytelling tradition. The mechanics in games that use the Storyteller/ Storytelling system take a back seat to moving the story along. (In fact, I used to kid that the rules were intentionally so bad that they forced you to rely on sensible story outcomes rather than stare into the yawning abyss of the mechanics.)

Story doesn't really matter much to games.

Heresy! Let's put that in context, however.

The experience of what makes games doesn't end with what the players accomplish in the game. What's important is that the players are together, interacting, communicating, and sharing an experience. The fact that they got together to tell a story about vampires in the cutthroat world of modern art or a raid on Orcus' temple is secondary. The important part is that they're doing something together.

That's where I think tabletop RPGs have a distinct edge over their legacy, online MMOs. In an MMO, the player ostensibly has access to thousands more players at any time -- but their interactions are limited by the medium. Most MMOs feature a familiar format of kill-the-monster, gain-the-level. You don't need other people for that, and if you do, the objective is fairly obvious, so the necessity for communication is minimal.

By contrast, around the table, the player isn't forced to communicate, she's already inclined to communicate because being there, with other people, she's just doing what people do when placed together -- she's forming community. She either already knows the people with whom she's gaming, or, if this is a first-time session like a convention game, she's there specifically because meeting people and gaming with them is what people do at a convention.

In this regard, though MMOs overcome the massive barrier of geography, they don't always do a good job of making the players acquaintances before they throw them into the game itself. Other people aren't first and foremost friends or acquaintances in networked games, they're tools to help overcome the environment. They're game pieces, rather than players.

EVE does a good job of putting players in touch with each other socially: It assumes everyone wants to join a corp, and the experience is designed to put players in corps as early as possible. And that's why you see EVE, as a comparatively small game (300K subscribers), with a strong, tight community that has closer interaction than many of the larger titles. The social network starts early. It doesn't always start before the experience of the game, like I did when I was nine and played D&D in my cousin's basement, but it overcomes that limitation as early as it can.

(Tangentially, you also can't kill your communication channel. You can minimize, but you can never actually leave the basic channel. You will communicate in the world of EVE, whether you want to or not.)

Look at a Vampire LARP, as another example. Until you start talking to people, you are almost guaranteed to have nothing to do. Character objectives in Vampire LARPs are rarely mechanical -- you're not likely to be tasked with "kill 50 Brujah." You might want to kill a given Brujah, or maybe even cripple "the Brujah" as an entity, but that all arises from some assumed interaction in the player/ character's past rather than as a solely systemic objective.

Putting people together is something I'm working on every day. Dana Massey's blog also covers this topic (with some editorial bias, as Will points out). Be sure to read the comments when you check out that article.

Consider that the next time you're around the table or logged in. What you're doing isn't important as that you're doing it, specifically with the people who are also there. The experience you can form with those people is greater than the story or world in which you're doing it. Think beyond the experience at the table or outside the monitor. What do you have in common with those people -- outside your characters?

 

Reader Comments (2)

Hah. Frontispiece for the Black Dog chapter of Subsidiaries: A Guide to Pentex. Awesome chapter.

I've been thinking a lot about this sort of thing myself... I haven't been gaming much since my wife and I split up, nor have I been playing in the DigiChat-based online gaming scene. I think at this point I value the community more than the game itself, although the particular community with which I choose to associate happens to be based on a specific set of games. It's odd, and I'm still trying to work it all out.

June 19, 2009 | Unregistered CommenterIan

The best part is that there's nothing wrong with that. When you want to go back, you'll already have the community there. When you want to do something other than game, you've already established the common ground with the community, and can count them among your friends with whom you can participate in a wide variety of activities. It's sort of like summer camp... online... for adults... never mind. I'm going to let this drop now.

June 20, 2009 | Registered CommenterJustin Achilli

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Post:
 
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>