Going back to the Batman example with RC for a moment. Umm, just because the player knows that he will catch the Joker doesn't mean that the player is incapable of supressing that knowledge during play. I play with people who are mature enough to separate in character knowledge from OOC knowledge. Thus, they are perfectly capable of knowing as a player that they are going to capture the Joker and still not be a complete douche by sitting in the corner ordering the GM to give them the automatic win.
It's a different style of play, I admit. But, it's no less valid for that.
Yes, it is a different style of play. It is perhaps roleplaying, but not a
game.
But here I call shennanigans. I suggest that you do not, in fact, know that Batman will catch the Joker. For example, if Batman shoots himself in the head, he fails to capture the Joker. Instead, what you know is that the victory conditions are very, very easy to meet. I would also suggest that,
the easier the victory conditions are to meet, the less real exploration of sacrifice is being done.
The odds are rigged in your favour, true, but the players know that
if the game is about what sacrifices Batman must make to succeed, success will require discovering what sacrifices are necessary. That, in and of itself, requires that the necessary level of sacrifice be hidden from the players at the start of the game.
Or else you are writing collaborative fiction. There is nothing wrong with this sort of a pasttime, of course, but it is not a game in the sense that D&D is a game.
Take another example of the Batman catching the Joker. What if catching the Joker is the beginning of the scenario?
Then, in a game, the victory conditions are not "capture the Joker", but there still are victory conditions, and what is required to meet those conditions is not initially known (but must be discovered/explored through play).
BTW,
Batman Beyond: Return of the Joker (along with
Batman: Mask of the Phantasm) blows away any prior live action Batman flick. I highly recommend the uncut version of RotJ.
RC, we totally agree that there must be meaningful choices in order for there to be a game. Yet, where we disagree is that you seem to be saying that all choices must be meaningful. The GM should never disallow any choices.
You misunderstand me, then. What I am saying is that, in determining whether or not something is a game, it is the meaningful choices that count. That doesn't mean that the choice to have Sir Robin in a yellow cape or a blue cape must be meaningful. That choice may add to
role-playing, but it does not (usually) add to the
game aspect of an RPG.
In my example of buying a beer, there are still meaningful choices to be made. The end result - I get my beer - is completely a foregone conclusion. Yet, do I walk or drive to the store? What do I wear? Should I take an umbrella? Should I go by myself or take someone with me? Etc. Etc.
Ok, the example is not exactly a riveting game.
It is not a game at all.
Me having to guess what you would choose might be a game, because there is an unknown element, and hence some form of contest (How well do I know Hussar? Did I take the weather into account?).
You making those decisions isn't a game; it is you making those decisions.
Heck, by your definition, Call of Cthulu is no longer a real game since we know, at the outset, that our character's are going to either go insane or be killed. There's no escape in Cthulu, either in Call or Trail. Yet, I'd be hard pressed to say that it's not a real game.
Actually, this is the opposite of the Batman game above. The odds are very heavily against you, but the end is not a foregone conclusion. Moreover, like the cooperate game example, upthread, Bus Depot Diner, the victory conditions do not need to be an on/off switch. The Joker gets away, but Batman saves the tourists. I go stark raving mad, but the world is preserved from Shub-Niggarath.
RC