That dreaded question

Posted in think

So some time ago some guy I respect (because he wrote a game that I also respect) asked me a kind of loaded question. Not long ago, while I was trying to sleep, it went off.

“What is your game about?”

This question is loaded because it might be one of two questions, and I’m not a big fan of either.

It might be the opening salvo in a design methodology, intended to clarify and cohere the design process of the game. This is an odd question to ask of  a game that is several month and several hundred sales into the marketing and production stages. It might have been a welcome question in 2007 or 2008, but rather less so after the fact of the game. In being part of a design methodology (however loosely described) it is also only really valuable if that’s the methodology you’re using, and it wasn’t and isn’t. I’m not sure a game should necessarily know what it’s about that early in the process. Certain kinds of game, perhaps. For me, the design is partly an exploration of that question and it isn’t revealed until much later. In the case of Diaspora I think it was revealed to me about thirty minutes ago.

The other question it could be is, “what is the elevator pitch for your game” and this one bugs me at least as much. Elevator pitches get their name from the idea that you can’t sell a movie in Hollywood unless you can get the producer’s attention in the elevator before he gets off on a different floor than you do. This has echoes in marketing where you want to engage your audience before their supposedly meagre attention drifts off to something new. This irks me because I’m not sure I’m interested in selling this game to people with short attention spans. The elevator pitch that got the most sales for Diaspora — jump-started the whole thing for us from a 50-sale lark to a 500-sale product — was a longish post 1 (though really the whole thread) I posted flippantly on the Story Games forums about the game. Hardly an elevator pitch, but it obviously resonated with the kind of people that want to like this game. I am generally talking to (writing for) people who want to listen to something with more structure than can be delivered in an elevator. I have, however, been known to push the STOP button in order to carry on at length, so perhaps in my elevator something different is allowed than in other elevators.

It was more an elevator discussion, is what I’m trying to say, than an elevator pitch. I am the producer, you see. I don’t need convincing. And certainly not in 90 seconds.

Now, having seen examples of play by a lot of different people (we’ve given away a dozen or more sets of dice now to actual play reporters) I am starting to discover what Diaspora is about. That is, I am starting to see what is common in these often very different anecdotes.

Play begins in Diaspora with the random creation of a handful of places. They each get three stats (Technology, Environment, and Resources) and some information about how they link together, and from that very sparse information the table creates a brief consensual story about those worlds. They get a paragraph and some aspects and in each player’s head there are some ideas brewing. I think it turns out that Diaspora is about the constant elaboration of this information.

When you move on to character generation, you build people who live in these worlds and consequently not only do the worlds influence who they are, but the increased detail and creativity that goes into their creation feeds back into the definitions of the places. Character generation is, in part, zooming in on world design.

Given the above, play tends to explore the places or the characters (which is just an indirect way to explore the places) or both. Play takes place in one place or another and forces at least the referee but usually the whole table to elaborate the worlds in order to bring them alive for each scene. Exploratory play increases the knowledge of the place. Eventual (eventive? I don’t normally like overloading) play (that is, play that starts with a big event) typically introduces a change to the location and consequently drives a different kind of discovery about the place. As characters race against the clock to defeat slavers, find a way to save millions from a gamma burst, or survive on a supposedly desolate world, we learn about them certainly, but more: we learn about the places. A completed game of Diaspora is at least as much an extremely detailed cluster description as it is a story about adventures within that cluster.

This is why, I think, I instinctively expect a Diaspora game to run only about four to eight sessions. Usually around then I am itching to discover a new place, and doing so in the same satisfying detail requires new characters because character generation and play are part of the discovery process. Diaspora, then, is the ultimate game master’s world-building tool for me. It is about that, maybe. If I went into the process of design with that as an answer and I was vastly cleverer and more analytical than I actually am, Diaspora might be the output.

More likely it would have been still-born.

–BMurray

  1. What I wrote was:

    “Yeah, regarding fluff, again I’ll call back to the very early days of Traveller: what you get when you play the system is the setting. And a huge chunk of that will be what you do when you interpret results. I’m going to ramble a bit now, and I can’t see your eyes glazing over, so I’m going to just assume that I have your rapt attention.

    “This is not a game for one-shots. This is not a laser-focused story game. This is a loony collision between a fast moving story-game and a clunky old physics game. That’s not to say it’s a hybrid. Rather it’s what’s drivable when the collision blows all the unwanted shit off. I better unpack that, as they say.

    “I remember when the long list of special case descriptions of what skills did in Traveller did not imply that that’s all they did and that was kind of broken because there was no unified mechanism for resolution. I remember when those were obviously examples of all the winging it you were going to do once you mastered the system sufficiently to start doing that.

    “It’s not drift if you’re SUPPOSED TO work the rules the way you like. Well, so says I anyway.

    “So Diaspora does that a fair amount (especially wrt stunts) except rather than hint about it, we leave sockets all over the place and beg you to plug stuff into them. Our stunts section is 5 or 6 pages but almost all of that is a list of examples of how to interpret the stunt categories as specific stunts. It’s not a shopping list but rather a launching pad. We put that quality of creative burden on all the players constantly. During cluster creation, the quality of your result will depend a great deal on how invested you are the stories that fall out of the stats and connections between systems, and those stories are your fluff. I always had a bug up my ass about canon and so we deliberately made it impossible. In fact if you’re like us you will find yourself keen to finish a campaign so that you can start fresh with a new cluster that is essentially brand new canon for the campaign.

    “So that’s what I have to say about fluff. This is a game that feeds those who feel that all that creative stuff, from interpreting stats to writing history to making house rules, is part of play.”

Posted by halfjack   @   28 December 2009

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18 Comments

Comments
Dec 28, 2009
06:44
#1 Chris A. (CodexArcanum) :

Since you’re all working on Soft Horizon next, I can only assume that I’m far from the only or first person to notice a connection to the older fantasy stories like the stuff of Vance, Howard, Moorcock, Zelazny, and maybe even Lovecraft. I think what you’re talking about, exploring a setting, is as staple of the stories by those authors and Diaspora as a method of play works well for playing out that kind of thing. Start with a setting, then characters who live there, then explore.

I’m reading Tales of the Dying Earth right now and the unusual setting elements are probably more important than the characters in most ways. Cugel rarely does change, but his circumstances often do and so the stories are about that, much like a roleplaying game.

But yeah, it’s probably good that Diaspora sort of started with an idea and grew into what you found fun to play, rather than starting with a concept and trying to build on it. I think that might lead to a game more like Dogs in the Vineyard or Shock, which are games that are definitely “About” something but are so tightly focused on that something that at times the game seems subordinate to it’s themes rather than to the whims and whiles of the group at play. Diaspora was a big hit for us (even got one player to buy his own copy!) precisely because it let us drift into the perfect comfort zone for our play.

Dec 28, 2009
12:17
#2 halfjack :

I think this post feeds into why I dislike games that are mostly about detailed setting. And I think there’s a lesson in D&D’s success as well.

Dec 28, 2009
12:42
#3 Lon Sarver :

You know, my reading of Diaspora lead me to think of it the other way around. Rather than being about world-exploration, with the characters as tools for that, I thought of it as character exploration with the worlds as tools. In my mind, it’s about how this handful of (in their world) more-or-less normal (if not ordinary) folks face some drastic change or challenge. The worlds are backdrop, and only get detailed as and if such detail is needed to tell the story of the characters.

Of course, I’m a dirty hippie story gamer, so it may be more reflective of my interests than the game. Which would imply that Diaspora is a frame flexible to serve multiple agendas.

Dec 28, 2009
12:53
#4 halfjack :

I love that perspective, too, Lon, and think you are totally on target. That’s part of why I resist the question — not only do I discover what a game is about, I think every table does and to some extent uniquely.

Though perhaps we’re saying the same thing but looking from inside out and vice versa. I only see worlds detailed in service of story as well, it’s just that the world detailing draws my attention while the character detailing attracts yours. I think pretty much the same game happens at the table in both cases.

Maybe. :D Anyway it’s exciting to deliver something flexible enough to be satisfying in both directions.

Dec 28, 2009
14:52
#5 Lon Sarver :

Well, either way, y’all have done good.

Dec 28, 2009
21:47
#6 Johnstone :

Are you on crack? You’re game’s about playing Traveller with better rules. It says so right at the front of the book.

Dec 28, 2009
21:51
#7 halfjack :

See how slippery this “about” thing is? You’re totally right — it’s about that too.

To elaborate, though, the Introduction describes our intentions. I keep finding out more information as I play though. Our intentions were clear (and as you point out, clearly stated). What we actually accomplished is not so clear.

Dec 29, 2009
21:28
#8 Johnstone :

That means you did follow the design methodology. Jared’s three questions are just an explicit design tool — every designer asks them in some form or another, whether they think hard about it or not. However, since the game’s done, the question (in that form) doesn’t have any relevance except as an example instructing others.

And it works for the second meaning, too (although it’s rather flip). An elevator pitch isn’t about convincing, only holding somebody’s attention. If you’ve moved into a discussion, if somebody responds with “I like Traveller” or “what’s Traveller,” even, you’ve gone past the pitch. Or, I should say, when someone gets past the better-worded “Hard Science-Fiction Role-Playing with Fate,” you’re past the pitch.

It’s just amusing to see you disparage both implications of the idea, because you’re associating them with different methods from your own.

Dec 29, 2009
21:55
#9 halfjack :

Regarding the first, if every designer asks the question in some form or other then I’m not sure why Jared chooses to call it out as important. I think he’s after something more specific than you imply here, and I still contend that that does something particular. And it creates particular (and not bad — I am not disparaging the process) games. What I find, though, is that post-design the question is occasionally used as a bludgeon since it’s no longer the tool it was intended to be.

Regarding the second, again, I don’t think it’s as reflexive and pervasive as you make it out to be. I mean, it could be — there’s always an opening statement in a conversation — but it’s not very interesting if that’s what’s intended. When someone says to me, “what’s your elevator pitch” I don’t think they are inviting me to converse.

Dec 29, 2009
22:23
#10 Johnstone :

Now I’m curious what those “particular” games are. I’ve listened to a lot of recordings of Luke and Jared’s design seminars, and they tackle a wide variety of games with the three questions. The idea is to be mindful of what is most important (to you, the designer) about the game, and to pursue that in all parts of the game. If you have a bunch of different objectives for your game, and different objectives for different parts of the rules and text, and you don’t really think about them, you just write, you’re game’s gonna be a mess!

You’re right, though — if somebody asks for your elevator pitch, they probably want to invest as little time as possible in checking out your game. I think the time someone is willing to give you is really what makes the difference between an elevator pitch and an opening statement.

Dec 29, 2009
22:38
#11 halfjack :

I’ve only listened to one session with Jared and in it the questioned designer said the game was “like D&D but cooler” or something similar. This was roundly dismissed and the session drilled down into what, it seemed to me, was not actually something the designer was interested in. That’s a significant danger in offering design advice of course — you risk advising the design of a game you intend rather than realizing the designer’s intention.

As a general statement — “be mindful of what is most important [...] about the game” — I can’t argue with it (except that I think multiple goals are perfectly achievable). But that’s not really what I hear when I hear Jared ask (and push on) the question. What I hear is “your game ought to be about one thing” and I don’t think that’s universally true.

Dec 29, 2009
22:42
#12 halfjack :

I should add, though, that that’s not what the post is about. The post is about “elevator pitch” as a way to say “I don’t have time to converse with you” and “about” when posed post-design as a way to question whether or not you had focus when you started, and that as a coded way to disparage the game if you can’t invent a good enough one-liner.

For the record, (and for Josh), I don’t think that’s what my questioner was doing. Now, I mean. :D But my knee jerks just like anyone elses.

Dec 30, 2009
10:51

For what it’s worth, I just wanted to know what the game was about. Like, what do I do when I play it? What do I use the tools that you’ve designed, for?

The “elevator pitch” tradition in RPG design is, itself, a focusing tool. If you can’t explain to someone in a couple of sentences what makes your game cool, you don’t yet *know* what makes your game cool.

But that’s not what I was asking for, nor was I asking an early dev question.

Dec 30, 2009
10:57
#14 halfjack :

Yeah I get that now Josh, mostly by analyzing my silly reaction to the question. Funny how something that simple can seem so loaded. It’s one of those questions that I should probably not answer personally at all because it carries so much baggage in my head — better if a fan answers it.

Dec 30, 2009
11:05

Yeah, Judd jumped in with that pretty quick. He’s a sharp guy.

Dec 30, 2009
15:43
#16 halfjack :

Over at RPG.net, Sangrolu has an even better idea of what Diaspora is about, with closer ties to our original intent.

“I also didn’t expect that with Diaspora, they were channeling Traveller in a meta sense. That is, they didn’t just wrap up Traveller in FATE clothes, they recreated what the LBBs were–a fairly generic package but with setting assumptions with strong implications, along with tools to make your universe given those assumptions–for a new SF game.”

Dec 31, 2009
00:12
#17 Aramis :

Halfjack, Traveler had a strong sense of setting before it was released; the imperium was created as a setting for Mark Miller’s board game, Imperium (1974, Conflict Games Company, 1976 GDW). Between the overview in Imperium and the inspiration from Star Wars, it was strongly themed.

And it had setting bits scattered throughout the rules as well. It grew into that hybrid; small freighters and huge battleships.

It wasn’t the setting coded into rules… it was setting-tailored rules that had been deprived of their setting, and that setting later revealed in supplements.

So you’ve recreated what Traveller never was: rules with setting implications, but no setting tied to them.

Dec 31, 2009
00:20
#18 halfjack :

Thanks for that info, Aramis. My knowledge is based largely on the first six or so books and the first real reference to setting is, I think, in Book 4, Mercenary where a central authority is implied but little more. I didn’t realise that the setting had actually been stripped at this point rather than being nascent in Book 4.

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