pawsplay
Hero
I can think of a million different ways to engage players,
Indeed, that's why I decided to avoid describing the entire scope of human existence and settled for describing the "envelope of experience" as a phemoneon.
I can think of a million different ways to engage players,
pawsplay said:I think my answer would be to say I use the phrase "meaningful choice" because you can make a lot of choices that are yours to make which are not, per se, interesting in and of themselves. They might be quite minor, or they might add interest only in concert with other choices. What is important to me is that, within the framework of the rules, each player is free to make the choice they prefer.
Dlsharrock said:Keeping a game compelling is obviously a good thing, but I think this has devolved to point scoring. The wording left you open to critical assassination. 'Forced' and 'Create a situation' do conjure negative connotations, insinuating an authorial stance, but if you say that's not your intent, then pawsplay's [Impelling PCs to do interesting things] is a good alternative minus the negative intonation.
Dlsharrock said:Moreover, your point is negligible anyway as it's covered under
2. Engage the Players
If anything you're not making an addendum to the basic tasks of game design, you're just expanding on one that's already there.
Korgoth said:Negative intonation? Who says I use negative intonation? That's a bunch of mealy-mouthed liberal crap! Me, negative. HA!
Korgoth said:It's funny. You guys want to split hairs over tone, and I want to split hairs over categories. Do you guys read postmoderns or somethin'? I'm an Aristotle man over here. Guess it shows.
jdrakeh said:Words like "interesting" are wholly subjective, as is the entertainment value in being "forced" to do things. You like these things. Other people don't. Hence, being entirely subjective qualities, I think that they would best be included under the heading "Fulfill the expectation of excitement" which specifically addresses the subjective "expectation of excitement" (i.e., the desired end result of applying other subjective qualities in the pursuit of entertainment). Codifying any specific subjective qualities as necessary robs theory of any useful purpose by knocking it back into the land of My Way Is The Only Way And Your Way Sucks.
eyebeams said:3) Be Multidisciplinary
The mistake everybody makes is refusing to examine roleplaying in light of a larger look at contemporary culture, and looking at how examinations of other media might apply. Read some books.