It’s time for me to think out loud about the game document as an application. All this talk about electronic books and manufacturing buckets and so forth has me thinking that practically every instance of the electronic book is at least as flawed as the paper book in some way or another. See, what the book does right is convey the content via efficient and effective use of the medium. What the electronic book does so far is attempt to mimic the book or extend it incrementally.
Seriously, an electronic device with gigabytes of space a millions of cycles per second and the best we can do is pretend to be a four dollar book? Fuck that.
Exploiting the new medium — a handy computer that does stuff besides display “Hello world” — is going to take some serious innovation. This is not a matter of making new standards or writing books using them or any of that. Real, serious changes to use the machine to do what we really want to do.
See, the game text is a compromise between what the author wants to do for the end user and what the medium is capable of doing. So when we make the machine pretend to be a book, we adopt the same compromise that the author has made for almost 700 years. I think maybe we can do better. Moore’s law, applied since 1450 or so, suggests we can do astronomically better.
What the author wants to do would, in my industry, be encapsulated in a requirements document. We don’t generally do this for books because the compromise we accept cuts so very deep — there’s just not all that much we can do. By contrast, when developing content for a computer, you want to start with the assumption that we can do anything. So now we have to constrain to what we want to do.
So what kinds of requirements would a role-playing-game-delivery-application (usually a book but now released from these bonds) have? Well, a place to start is a little use-case analysis. Here are our users (assuming a traditional RPG structure):
Yeah, see, even at this early stage in the analysis we already see that we have vast possibilities open to us just be acknowledging that we can be different things to different people. So let’s look at the most function-rich (I’m guessing!) user — the GM. What does he need this document to do?
I could go on. But starting with the assumption that we have a general purpose computer with audio-visual capabilities, a network, and some storage, we find the doors blown open on “what is an RPG if not a book?” As a GM I should be able to award fate points (in secret and in private), get updates based on player activity (“I am tagging ‘Zany funster’ for +2 because I’m just so awesome to be around.” click and fate point tallies on all machines are updated), see what aspects are begging for compels (maybe literally — a player might flag an aspect as a fun thing to tweak and the GM can respond to that red flag). It’s packed with back-channels that are both in and out of story.
So this is what I’m working on right now — what are the use cases for a Next Generation RPG Delivery System? Then after that will come the requirements proper. Then a design. And then I start developing iPad applications? Maybe.
I better go buy some books on that.
–BMurray
Hmm, a role-playing game as /application/, not a /document/? Hmmm, indeed….
There’s a learning curve that goes with using much of that. With dead-trees and dead-tree analogues, not so much. With greater capabilities comes greater possibilities. And with that comes greater divergence in methods of implementation: cf. Fudge, FATE, Diaspora, FAST etc – we all have different ways of describing the game we want to play, much less different ways of playing it.
Can we learn some of this from the history of the Web? Sure: agreeing on standards and best practices is good. Developer SDKs are good. Incentively encouraging language architectures on the backend and cloud development. Open source, good – within reason.
Best way to get that done? Probably to throw f- you money at it and set people up to actually develop it, or wait for someone else to do that bit of the heavy lifting. Waiting, however, makes it “not under my control.” Or hobbyist.
actually I started designing a domain and wrote some unittests for some kind of GURPSGameAssistant which was supposed to be some kind of multiplayer in the sense that there would be a player and a gm interface but it got out of proportion pretty fast – since any game is a representation of reality and therefore demand a lot of tools, then I started to think about Fate and found that it got even more complicated and then finally I got a new job which was more involving than the last and I just forgot about the whole thing. I think it would be very interesting to read more about this ideas of yours ;)
Yeah the explosion of detail in hobby projects is always dangerous — it’s an enthusiasm killer. The objective will be to develop a very broad set of use cases and then find the subset that is easy to build and most tightly integrates with a text, so that it really is an evolution of the book and not another “play aid” or “electronic tabletop”. So I want first to utterly avoid genericity — it will deliver a single game. It will be designed so that the framework can be re-used, but the objective is to tailor it to each game.
So initially the work will be just a small number of features so that I can get something built that operates as quickly as possible, so that it can be exposed to play in order to find out what it needs to be, rather than to guess everything it needs to be and then build a lot of shit that no one actually uses. Iterate iterate iterate.
Hmmm. Very interesting. I’d like to subscribe to your newsletter. B-)
I started writing on some time of time keeper module since that was my idea of central core.
And step 2 would be a pretty advanced outlook which would track gametime and real time and keep all connections between characters and npcs.
If I ever get my team up to speed so I don´t spend so much of my free time designing examples and other stuff I might start looking on the code again.
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10:29
More GM functions:
- learn the game
- teach the game
- evangelise the game