Hey, it’s a fun debate. I’m finding a lot of great perspectives in your posts.
Besides, I’ll be staying with an indie designer in a couple weeks and can use the sparring practice…
[quote=“Auburney”]Lots of interesting stuff culminating in:
of course not, but it’s not about player empowerment, in this case. Simulationist systems of the kind I rant about above are not about player empowerment to begin with, and neither are their supposed fixes.[/quote]
This sort of thing isn’t just used as a fix in simulationist systems, though. There are plenty of true indies that use such methods and call it player empowerment.
Agreed about patches, games providing their own motivation, etc.
Agreed, agreed. In terms of realpolitik, as it were, it can be a dandy way of doing things. I just don’t like the principle … purely out of principle.
(As a side note, I’ve never understood why so many people say that traditional games are more suitable for beginners, while indie games require some experience. Things like this make it seem like the exact opposite is often true.)
I agree that there’s a reason: It’s a great justification for cutting corners on certain aspects of a game.
That triangle is one of the core concepts of the indie movement, isn’t it? And it simply doesn’t make sense.
It’s a bit as if, when making my shopping list, I made a triangle out of “spicy,” “inexpensive” and “nutritious.” They all have something to do with food, and it looks good at first glance, but it’s completely meaningless. Since those three things aren’t correlated, making a triangle out of them would be pointless.
Simulationism, narrativism and gamism aren’t points on a triangle, either. One is a prerequisite, one is a goal, and one is an attribute. Triangle? What triangle?
Yet while that triangle is meaningless, it’s not pointless. The point is to suggest that narrativism and simulationism are opposite ends of an axis, and that therefore, if you concentrate on narrativism (which is clearly a good thing), then the internal logic of your game must by definition decrease.
And that’s just not true. It’s simply an excuse.
[quote]Auburney wrote:
That’s where Simulationsim and Narrativism tend to clash - each follows their own logic, and the approaches are ultimately incompatible (as your example nicely demonstrates)
This is something I simply don’t understand.
Perhaps the most basic tenet of the indie movement is just this: simulationism and narrativism clash. They’re mutually incompatible. They’re opposite ends of a scale (or points on a triangle, or whatever). And so on.
Yet this makes no sense. Internal logic is not the opposite of good storytelling - it’s the prerequisite for good storytelling. Without internal consistency, there is no story. (Well, aside from parody, absurdism, and so on.) None. Without internal logic, any attempt at telling a story is doomed to hopeless, ridiculous failure.
I love the indie movement’s attempt to facilitate good storytelling. But when exactly did the logic and consistency that provides the foundation that all the drama rests on become the enemy?
Maybe I’m just too stupid to understand this, but it strikes me as completely nonsensical. I can’t even imagine a thought process that would lead to this conclusion.[/quote]
But why? I’ve never heard anything approaching an explanation for this should be the case.
[quote=“Auburney”]… and of course internal logic is a prerequisite and a vehicle for good stroytelling! It’s just that traditional RPGs needed to cut back on their (unspoke and unwritten but oftentimes clearly perceived) assumption of 100% internal logic, namely in order to allow the storytelling to come to the foreground a little more.
You know those groups who do play out a lot of “everyday life” type stuff in their games? Going strictly by Simulationism, this is what everyone would have to do an absolute majority of the time. Because only then is it “100% internally logical”
Instead, however, most groups (=GMs) skip to the “juicy parts” of the game, i.e. they tend to e.g handwave or greatly accerlerate issues such as shopping, resting, researching and other everyday stuff in order to get to the adventure part of the story a bit quicker!
This is already a small dose of Narrativism in practice. (One which I don’t doubt many gaming tables out there regularly see.) Because really, this can be identified as the Creative Agenda of “why are we all here guys and girls? Oh, that’s right - to play an exiting and wonderful story together!”
And it is exactly this goal that is pursued by a GM who “wings it” for the more boring parts in order to focus everyone on the next exiting thing to happen (“yeah, you can get all that… let’s say it’s the next day and you are all refueled and ready to go?”).
And any player who doesn’t actively protest “but hey, my shopping list would include three more talks with various merchants across the city! Let’s stay realistic, here, shall we?!”[/quote]
That’s a great example of narrativism, and one that I had never considered as such. Nice one.
It’s also, however, a good example of what I’m saying. Omission does not cut down on simulationism; the internal logic of the game world remains unaffected. Adding narrativist elements to a game in no way means that you have to switch to storytelling logic.
I’d go one step further: Good indie games are good not because of these game design theories, but in spite of them.
Looking forward to it!
(And again, sorry if any of this comes across as harsh. It’s all in good fun.)