Just gaming

Posted in think

Designing games is fun, but having several game designs on the burner has the uncomfortable side-effect of making every game session also a design session. And I kind of miss just gaming.

When you’re working through a design by play, which is basically how we roll, the flow is constantly interrupted with discussion — theory, effects, probability, and so on. It’s very hard to get at the emergent story that we play for in the first place, because we are so immersed in the mechanism. If a scene goes into unfun territory for mechanical reasons, it behooves us to figure out why, re-jigger the mechanism, and re-run the scene to make it work. The end result is that these sessions are very technical — they are sequences of mechanical application with only the thinnest material joining them, because we already know that that thin material can get spun out to story in a real game. When you’re “just gaming”.

While building Diaspora we did get to the “just gaming” point, where we had the system smoothed out enough that we could really play and build stories and have a great time gaming, so maybe I’m just frustrated at having a bunch of games in the mechanical stage. On the other hand, when I tried to get 4e working, or even 3:16 for that matter, I had that same jointed mechanism feeling — hopping from one mechanically guided scene to the next with interstitial role-playing that was perfunctory or absent. So there is also a risk that we’re making games that aren’t what I like playing, because if that’s all we can do then I’d rather play something that’s about the mechanism. Something that doesn’t even pretend to have a more creative context. Settlers of Cataan, say, or Wings of War.

So I think my objective for the next few weeks of gaming is to find the story and I think I know where it’s hidden. And if we can’t find the story then we need to seriously re-think the new designs. My suspicion is that what’s missing is compelling non-player characters — there’s not enough conversation with people I care about on topics I care about. Or rather there is but it’s with the people and not the characters. Those conversations turn the interstitial hinges joining mechanical play into the memorable part of the evening. This relegates the mechanism to the space it should be. In playing “properly” it may serve to highlight mechanical issues from a more interesting angle, too.

I think this is born out by our two Burning Wheel sessions from last month. The highlights of play, for me, where a couple of conversations with unstatted NPCs. They utterly lacked any mechanism (though the entrance points and exit points were mechanical — it’s certain that mechanism let the NPCs be awesome by setting the stage and supported the exit) but they are the images I have now of “what was fun”. The ghost of an ancient orc king, from back when orcs were artisans in their hate and not just monsters. His speech let me create a whole culture right there for the players, and that kind of thing is why I game.

So maybe it’s just time to start thinking about gaming as a hobby again. Maybe the business of it is too close; too looming. I’m not really interested in business. Or maybe I was but now I’m bored of it. We need to play.

–BMurray

Posted by halfjack   @   12 April 2010

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9 Comments

Comments
Apr 12, 2010
09:28
#1 Robert Slaughter :

Gaming, like all of life, falls under the breath metaphor — sometimes we need to inhale, sometimes exhale, but always in the right cycles, the right proportions.

So play, and play things you enjoy playing. You don’t *have* to keep hammering on a design. Play BW, play others, and maybe something will ‘click’ and help the design, and maybe you and your friends will just have a set of smiles for a game well-played.

Apr 12, 2010
09:35
#2 halfjack :

It never feels like there’s enough time to do both in proportion, but obviously it’s necessary. Thanks!

Apr 12, 2010
13:12
#3 Bill :

That is the problem when one is crafting a game as you play it. Even in 4e (which is just a really complicated miniatures wargame) you can’t help but stumble over the mechanics of game operation as it is the center of the new system. Once you achieve that nexus point where the rules have become intuitive and require no discussion (likely post design) then the sweet spot can be struck.

Until then, alternate and try to take weeks off so you don’t get burned out on the process of designing/gaming. It’s not as if someone has written a contract for you to complete a new game within a specific timeframe! That’s the benefit of piloting your own ship; no one to answer to but yourself and your crew.

Apr 12, 2010
13:17
#4 halfjack :

I honestly thought, going into this endeavour, that it was true that I — or at least we — would be captains of our own ship answering to no one. It turns out, though, that implicit in selling is buying, and there’s now a body of people that I do feel I have to answer to — fans and customers. I’m not sure I really do, but it’s a pressure I feel and have to react to.

Apr 12, 2010
16:36
#5 Doug :

I think that part of the challenge may be that in becoming primarily a designer of something you love rather than primarily a consumer, you’ve fully engaged your critical and analytical faculties to identify and clarify techniques wherever you find them. You’re looking at brush strokes and pigments rather than the artwork.

I’ve found this to be a fairly common transition among creative friends. When I’m editing other people’s writing, I find it harder to sit back and enjoy the experience of reading for pleasure rather than for comprehension. What often works for me is to make an effort to engage the emotional triggers that draw me to stories, usually in a different medium that I lack the technical tools to analyze. I’ll look at evocative photographs or read some poetry or listen to a moving piece of music, for example. Anything that reminds me of what it’s like to feel deeply about art.

In your case, maybe taking in a play, or playing charades, or attending a museum or anything that sparks the love in your soul for the live expression of feelings, the extemporaneous exchanging of ideas, or the tangible creation of a sense of place and history might help your mind get back in that mode of rich play that you’re having a little trouble connecting to at the moment.
–Doug, aka Yorrick

Apr 12, 2010
20:48
#6 Beeker :

I’m actually a lot to blame for Brad’s current doldrums since returning I’ve pretty much said ‘show me what you’ve been doing guys!’ And part of that is that I want to see what VSCA has been doing while I’ve been away… and they’ve been doing very cool things. The current state of Hollowpoint and Chimaera impress me.

I think that might be the niggling trouble for Brad, we’ve been mucking about with Deluge, Hollowpoint and Chimaera and all are at similar points in the design process. With Diaspora we didn’t realize we were designing a game until we were almost through much of the process. So realizing we made a good game and that people want more we’re playing about with other games earlier on in the process.

Now hopefully (since I’m leaving) the table can find a happy medium of gaming and designing.

Apr 13, 2010
09:13
#7 halfjack :

You have to be kidding, Byron — we got more “just play” in with you around than ever before! Two great Deluge sessions, some Burning Wheel, and a lot of that Hollowpoint time was solid play.

We also got more design in. :D

Apr 14, 2010
12:51
#8 Robert Slaughter :

In ” there’s now a body of people that I do feel I have to answer to — fans and customers” there are two ways of handling them:
1) Listen and adjust the design to meet their ‘needs’, with a critical eye to Unintended Consequences
2) Establish a reputation as a quality producer, and sell *that*

There are a number of designers (board, rpg, etc.) that I trust to produce something of quality, and that I will be interested in. If you try to work through (1), unless you have a tight and focused group, you will end up in “design by committee” land.

Apr 14, 2010
13:16
#9 halfjack :

The design is only part of the fan pressure, Bob. Another part is the desire to see the book in brick and mortar stores, which takes a substantial change in our business model to effect usefully. That’s the kind of thing that makes us less hobby and more business and (as I am not interested in business) therefore less fun. The best thing to do might be to not pursue those interests, though they come from a place where I feel a keen ethical pressure.

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