Gamism and Narrativism: Mutually Exclusive

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Ayyavazi:
Thanks for responding Caldis.

I understand that as GNS is defined, the moment-to-moment play does not count as GNS. What I am talking about is re-defining it. I think that the idea of Creative Agenda (maybe I have loaded those words too much for myself) can and should be applied at all levels. Essentially, think of the big model. The CA is the arrow, right? It encompasses everything and passes through everything. Essentially it is the forest, with each layer being a tree. I am saying the the fun of a given game is much the same, it is a complicated forest, and should be examined as such. Instead of saying that point of play is applicable only at the forest level, I say it should be applied at the tree-by-tree level.

Also, it is essential for me to understand what the nature of roles is here in this discussion. Is this a meeting of equals, with Ron being first among equals? Or is this more of a lecture or dissertation on GNS. If it is the former, then the consideration that terms as they are defined may be incorrect or lacking in scope (yes, I realize this is an extremely arrogant assumption on my part, that I could actually come here with only months of understanding what Ron has worked on for years, and expect to be able to shed light and change such sacred cows. I am arrogant, or at least confident). If it is the latter, then I can understand why the constant form of these threads is more to to teach and less to change. However, it seems that Ron alludes to these individual threads as the ongoing discussion, in which he refines and updates his views on GNS. If that is the case, then even as pupil, I may have something to add. However, I can see that it might be a huge pill to swallow, since to me my outlook seems like a completely different way of looking at things. To me, it feels like I have been led out of Plato's cave and now see the light, but my companions cal me crazy and point to definitions of the "dark" as examples of why light cannot exist.

Like I said, I know it sounds arrogant. I hope it doesn't put anyone off and cause them to ignore me. And I hope I'm right, because if I am wrong, I am about to be humbled in a very serious way. Then again, I just may be ill-informed. Once I read the threads Ron recommended, I may find that everything Ron was saying makes sense, and my earlier thoughts were just so much delirium.

Cheers,
--Norm

Alan:
Hi Norm,

Like you said CA encompasses moment to moment play. What you're missing is that the parts cannot be examples of the whole. Imagine learning that someone kicked a ball and then concluding the game must be soccer. There's lots of other games that involve kicking balls. (Let's ignore for now the fact that the kind of ball will identify most games.) We might think of CA as the goal of the play-experience generated by the accumulation of rules, boundaries, content, and specific actions of play. You only get a whole when the parts synergize, becoming more than their sum.

The CA arrow is the selection of rules, boundaries, content, and specific actions that create the experience.

At the player level, I think you can say that players make moment-to-moment conceptualizations and decisions about how to use the rules to further what they see as the CA of the game. Players may have a bias towards aiming at a particular CA for reasons of past personal experience and preference. Good game design includes clear definition of the intended CA of the game and perhaps disabusing expectations you can anticipate.

Caldis:
For your question about the forums check out the site discussion section of the forums, funny since now that I look at it that's where you started out this thread.  Specifically this thread deals with the general rules of the forums. http://www.indie-rpgs.com/forum/index.php?topic=1604.0   That thread is fairly old and things have evolved somewhat in the meantime.  The way I'd put it is that discussion is open as long as we respect one another and also respect that you may not change someone elses mind.  At some point we may just have to agree to disagree and let it slide.  If your willing to discuss your ideas and try and show what you mean through actual play discussions then we may be able to get somewhere.

On to the meat of the discussion.  I have to confess I have (or at least had) some sympathy for considering GNS even in the moment to moment sense of play (for awhile there was some talk with the term atomic GNS bandied about).  Here's the problem I see with redefining CA in such a fashion.   In your play experience you showed that big picture your CA was Narrativist but there were moments where tactical combat was very important even if they werent driving what the game was about.   The problem I see is that if you discuss those individual moments as if they were a creative agenda how can you use the same term to discuss the bigger scale without causing confusion?   Another problem is that the definitions of CA are working on the larger scale and may not apply exactly on a smaller scale.  Strong tactical play can be just that and not meet the requirements of step on up.  



contracycle:
Historically, the attempt to define forms of play arose from the fact that when the internet brought groups of players together, it became reapidly clear that many of them viewed RP in radically different lights to each other, with a lot of back and forth about who is or is not "doing it right".  If it were easy or normal to hybridise a game such that it featured all of the identified components, that sort of dispute should not have arisen.  Further, claiming to play in a way that does can be just another form of claiming to be uniquely right, and refusing to see that your game is actually an identifiable type.

chance.thirteen:
If Creative Agenda is defined as being met only if everyone is trying to achieve it, and only it, that's fine. It is easy to say "No, you cannot design a game to meet more than one CA simultaneously, because that is by definition impossible."

That's said, using Rons term "style" may yield something applicable. Personally, the vocabulary is limiting, it doesn't describe something I wish to achieve, and it can't describe the elements I do want to achieve in a distinctive fashion. It mainly gets in the way because I can't use terms like Narrative(-ist/-ism) or Game(-ist/-ism)without the baggage.

I need a term for a game aiming to have enjoyable fiddly bits, rules that themselves are fun to use, be it a guessing mechanic, evocative maneuvers for social and physical conflict and action, resource management or whatever. It can probably find something in common with the goal of having many weapons with "accurate" details described or even encoded in game mechanics. I have friends that enjoy this a great deal, and I do as well, however non of us are motivated by praise or the desire to "win". 

Maybe mechanicist is the term I'll have to use.

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