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Caring ABOUT versus caring FOR a character -- Fascinating critique of gaming principles from "The Last of Us"
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<blockquote data-quote="innerdude" data-source="post: 8938518" data-attributes="member: 85870"><p>I just stumbled across this in my Firefox "Pocket Articles" feed . . . and just . . . wow. My mind is now churning at 7,000 RPM.</p><p></p><p>[URL unfurl="true"]https://www.vulture.com/article/the-last-of-us-is-not-a-video-game-adaptation.html?utm_source=pocket-newtab[/URL]</p><p></p><p>What a fascinating, engrossing analysis of the true nature of "interactivity" vis-a-vis the creation of "narrative."</p><p></p><p>There's just so much here to unpack in relation to gaming generally, but this bit really caught my eye in relation to RPGs --- </p><p></p><p></p><p></p><p>Bold emphasis is mine. </p><p></p><p>Man, there's just something bubbling under the surface here about player approaches to character, <em>especially</em> how players fictionally position their characters into a given fictional "space," etc. </p><p></p><p>It makes me wonder --- is this same tension ever present in RPG play? Does the "gamification" of character through stat blocks, XP/progression, etc., create this same sort of dissonance? That the aesthetic experience must naturally and inherently suffer through the overarching needs of allowing the player to "game the game"?</p><p></p><p>And wow, it just occurred to me that if the creation of an "aesthetic experience" is a desire to be realized during RPG play, then if this sentiment is true, then the least likely way for that "aesthetic experience" to arise is to just let the "game play out". No wonder the impulse of plot-heavy GMs to be heavy-handed in forcing "narrative structure"; it's likely the only way to have an "aesthetic experience" at all.</p><p></p><p>One more fascinating quote, that further brings home why it's so dang <em>hard</em> to produce real emotional character growth / character arcs in RPG play --- </p><p></p><p></p><p></p><p>And just . . . Oh my goodness, yes! <em>Of course </em>that's why it's so hard! As players it's just so incredibly difficult to make that psychological distinction. The constant tug against just keeping your PC alive to fight another day, versus really delivering what would be viewed as an overwhelming psychological need for the character. To care <em>about</em> the character, <em>you actually have to </em>CARE ABOUT <em>the character</em>. You have to view the character's psychological need as something real, something tangible, to the point that you have to <em>play the character</em> in a way that does not defy those needs. </p><p></p><p>Otherwise, you're just playing a game.</p><p></p><p>This <em>completely</em> explains the sense of character betrayal I felt during a 16-month Savage Worlds fantasy campaign as a player a few years ago. My character's pressing, urgent, deep need to rectify her past as an escaped slave went completely unaddressed during the entirety of the campaign. And so of course, I was always just <em>caring for</em> the character, never <em>caring about</em> her.</p><p></p><p>Final thought ---</p><p></p><p>What would it take to elicit this same kind of critique of RPG play, at this level of thoughtfulness and respect for the medium? Clearly the author of the article has tremendous respect for the creators of both the video game and the television show, while bridging the two "performances" of the narrative with her analysis.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8938518, member: 85870"] I just stumbled across this in my Firefox "Pocket Articles" feed . . . and just . . . wow. My mind is now churning at 7,000 RPM. [URL unfurl="true"]https://www.vulture.com/article/the-last-of-us-is-not-a-video-game-adaptation.html?utm_source=pocket-newtab[/URL] What a fascinating, engrossing analysis of the true nature of "interactivity" vis-a-vis the creation of "narrative." There's just so much here to unpack in relation to gaming generally, but this bit really caught my eye in relation to RPGs --- Bold emphasis is mine. Man, there's just something bubbling under the surface here about player approaches to character, [I]especially[/I] how players fictionally position their characters into a given fictional "space," etc. It makes me wonder --- is this same tension ever present in RPG play? Does the "gamification" of character through stat blocks, XP/progression, etc., create this same sort of dissonance? That the aesthetic experience must naturally and inherently suffer through the overarching needs of allowing the player to "game the game"? And wow, it just occurred to me that if the creation of an "aesthetic experience" is a desire to be realized during RPG play, then if this sentiment is true, then the least likely way for that "aesthetic experience" to arise is to just let the "game play out". No wonder the impulse of plot-heavy GMs to be heavy-handed in forcing "narrative structure"; it's likely the only way to have an "aesthetic experience" at all. One more fascinating quote, that further brings home why it's so dang [I]hard[/I] to produce real emotional character growth / character arcs in RPG play --- And just . . . Oh my goodness, yes! [I]Of course [/I]that's why it's so hard! As players it's just so incredibly difficult to make that psychological distinction. The constant tug against just keeping your PC alive to fight another day, versus really delivering what would be viewed as an overwhelming psychological need for the character. To care [I]about[/I] the character, [I]you actually have to [/I]CARE ABOUT [I]the character[/I]. You have to view the character's psychological need as something real, something tangible, to the point that you have to [I]play the character[/I] in a way that does not defy those needs. Otherwise, you're just playing a game. This [I]completely[/I] explains the sense of character betrayal I felt during a 16-month Savage Worlds fantasy campaign as a player a few years ago. My character's pressing, urgent, deep need to rectify her past as an escaped slave went completely unaddressed during the entirety of the campaign. And so of course, I was always just [I]caring for[/I] the character, never [I]caring about[/I] her. Final thought --- What would it take to elicit this same kind of critique of RPG play, at this level of thoughtfulness and respect for the medium? Clearly the author of the article has tremendous respect for the creators of both the video game and the television show, while bridging the two "performances" of the narrative with her analysis. [/QUOTE]
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