Campbell
Relaxed Intensity
This post should be of particular interest to [MENTION=48965]Imaro[/MENTION].
I want to address the specific pain points, requirements, and player suitability for the way I prefer to run games. Before I can meaningfully do that I feel like I have to lay some groundwork. That means addressing Robin Laws' Player Types and why I believe it is not really a suitable form of player analysis, particularly when games break the common cultural modes of mainstream roleplaying games. I include games like Fate, Numenera, and Night's Black Agents in my conception of mainstream roleplaying game culture. Fate is an extremely well tuned game designed to reinforce the Walled Off Gardens typical of most mainstream games.
Robin Laws' Player Types were born out of observing a particular sort of Culture of Play common in the mainstream of the hobby. I feel it is a mistake to assume those particular behaviors would naturally arise when playing roleplaying games of a different stripe. It is very much like the assumption that Bartle's Player Types analysis which was based on observing the behavior of players in MUDs would apply to other sorts of games. Nick Yee's Motivations of Play in MMORPGs found that even in a games with a culture of play as similar to MUDs as MMOs that the specific behaviors exhibited in MUDs did not reliably exhibit themselves.
Much like Bartle's Player Types Robin Law's Analysis makes some allowances for players who exhibit some of the behaviors of multiple Player Types, but assumes that players have a primary Player Type. In short it assumes that there must be a conflict between Method Actor play and Power Gamer play. It puts our play in a box. This is who we are as players rather than features of a particular design or cultural environment. This can lead to the faulty assumption that there is nothing we can do as designers, players, and GMs to alleviate tensions between different sorts of play. Furthermore there is no meaningful methodology for determining where a player fits.
Probably the most damning and problematic feature of this sort of analysis is that it posits predictive power to a model that has none. By confusing behavior with the motives that lead to that particular behavior within a specific Culture of Play it has the potential to lead to game and scenario design that fails to meaningfully serve the interests of its target audience. If I am engaging in Power Gaming behavior because I want to have power over the fictional world or because I do not want meaningful challenges amping up the difficulty of challenges to suit my character is unlikely to lead to a compelling experience. On the other hand that might be just what I am looking for if the underlying motivation behind my Power Gaming is to create a suite of resources to strategically deploy in order to make impactful decisions and show my mastery over the rules of the game in play and I have a high need for challenging content. Sometimes that Power Gaming might even be a symptom as in the case of a player who has found their efforts to deploy skilled use of fictional positioning are constantly frustrated by a given GM's techniques. This can often be almost impossible to read in long standing groups where we always play in the same way with the same GM.
I think we can do better. I think we can do much better. It starts by actually getting to the core of what motivates player behaviors instead of simply observing that behavior. Enter The Gamer Motivation Model developed by Quantic Foundry Labs. While it covers motivations that are specific to video game design rather than roleplaying games I think the underlying motivations behind why we play games apply more universally. After all, video games owe a lot to D&D. It's only fair they give something back.
The Gamer Motivation Model has the advantage of being based on far more rigorous research. It is an empirical model based on meaningful statistical analysis developed by a team that has academic backgrounds in both computer science and social science with more than 40 peer-reviewed papers. It is also based on a phenomenally large dataset (220,000+ independent data points) that would be almost impossible to attain for an industry as small as tabletop roleplaying games. It also has proven predictive power.
Here's a brief talk on the model.
[video=youtube;YZwiQd-0xqQ]https://www.youtube.com/watch?v=YZwiQd-0xqQ[/video]
I will be covering the Gamer Motivation Model in more detail in future posts. Below I have linked my profiles for both their Gamer Motivation Profile and Board Gamer Motivation Profile. It is not uniquely suited to roleplaying games, but I think it is better than pretty much anything we have.
My Gaming Style is Action-Oriented, Proficient, Relaxed, Social, and Deeply Immersed
My Board Gaming Style is High Conflict, Strategic, and Immersed
I want to address the specific pain points, requirements, and player suitability for the way I prefer to run games. Before I can meaningfully do that I feel like I have to lay some groundwork. That means addressing Robin Laws' Player Types and why I believe it is not really a suitable form of player analysis, particularly when games break the common cultural modes of mainstream roleplaying games. I include games like Fate, Numenera, and Night's Black Agents in my conception of mainstream roleplaying game culture. Fate is an extremely well tuned game designed to reinforce the Walled Off Gardens typical of most mainstream games.
Robin Laws' Player Types were born out of observing a particular sort of Culture of Play common in the mainstream of the hobby. I feel it is a mistake to assume those particular behaviors would naturally arise when playing roleplaying games of a different stripe. It is very much like the assumption that Bartle's Player Types analysis which was based on observing the behavior of players in MUDs would apply to other sorts of games. Nick Yee's Motivations of Play in MMORPGs found that even in a games with a culture of play as similar to MUDs as MMOs that the specific behaviors exhibited in MUDs did not reliably exhibit themselves.
Much like Bartle's Player Types Robin Law's Analysis makes some allowances for players who exhibit some of the behaviors of multiple Player Types, but assumes that players have a primary Player Type. In short it assumes that there must be a conflict between Method Actor play and Power Gamer play. It puts our play in a box. This is who we are as players rather than features of a particular design or cultural environment. This can lead to the faulty assumption that there is nothing we can do as designers, players, and GMs to alleviate tensions between different sorts of play. Furthermore there is no meaningful methodology for determining where a player fits.
Probably the most damning and problematic feature of this sort of analysis is that it posits predictive power to a model that has none. By confusing behavior with the motives that lead to that particular behavior within a specific Culture of Play it has the potential to lead to game and scenario design that fails to meaningfully serve the interests of its target audience. If I am engaging in Power Gaming behavior because I want to have power over the fictional world or because I do not want meaningful challenges amping up the difficulty of challenges to suit my character is unlikely to lead to a compelling experience. On the other hand that might be just what I am looking for if the underlying motivation behind my Power Gaming is to create a suite of resources to strategically deploy in order to make impactful decisions and show my mastery over the rules of the game in play and I have a high need for challenging content. Sometimes that Power Gaming might even be a symptom as in the case of a player who has found their efforts to deploy skilled use of fictional positioning are constantly frustrated by a given GM's techniques. This can often be almost impossible to read in long standing groups where we always play in the same way with the same GM.
I think we can do better. I think we can do much better. It starts by actually getting to the core of what motivates player behaviors instead of simply observing that behavior. Enter The Gamer Motivation Model developed by Quantic Foundry Labs. While it covers motivations that are specific to video game design rather than roleplaying games I think the underlying motivations behind why we play games apply more universally. After all, video games owe a lot to D&D. It's only fair they give something back.
The Gamer Motivation Model has the advantage of being based on far more rigorous research. It is an empirical model based on meaningful statistical analysis developed by a team that has academic backgrounds in both computer science and social science with more than 40 peer-reviewed papers. It is also based on a phenomenally large dataset (220,000+ independent data points) that would be almost impossible to attain for an industry as small as tabletop roleplaying games. It also has proven predictive power.
Here's a brief talk on the model.
[video=youtube;YZwiQd-0xqQ]https://www.youtube.com/watch?v=YZwiQd-0xqQ[/video]
I will be covering the Gamer Motivation Model in more detail in future posts. Below I have linked my profiles for both their Gamer Motivation Profile and Board Gamer Motivation Profile. It is not uniquely suited to roleplaying games, but I think it is better than pretty much anything we have.
My Gaming Style is Action-Oriented, Proficient, Relaxed, Social, and Deeply Immersed
My Board Gaming Style is High Conflict, Strategic, and Immersed