[Forked from Mearls] MMOs, virtual vs. imaginary worlds (reply to Umbran)

I must put this disclaimer on this whole line of thought...I do not play, or like MMO's...I bearly put up with them around me. I have a small peice of my heart that wants in the year 3009 someone ot open a book (not program) and run D&D 39th edtion, meanwhile...but this is not about what I want but what I see comeing...

[FONT=&quot]I think what you are pointing at here might be similar to what seems to obvious next revolution in RPGs and MMOs: an integration of the two, where the DM is able to “create” a MMO on the fly, or at least pre-program an adventure that the players can run through that is orchestrated by the DM and not the program itself. I have to admit the idea is alluring, although it doesn’t avoid “the problem of imagination” I’m so concerned about, but rather replaces it with computer simulation.

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I think that 3e started down this road already. How many people already say Never winter nights and baulders gate are 'based on' 3e...now somewhere out there people are hopeing for 4e versions...

Yea there is going to be a point when the two meet. there will also be a point in witch they will become truely one...I don'r understand where this “the problem of imagination” comes from...in this game of D&D (You pick the edtion) we imagin ourselves...we make up a setting...we make a story...some times we draw our characters...sometimes we use minis some times we use visualizers and game tables...

At that point years from now the computer will be our table...our game mat, our minis, our pictures to 'show players'...but it will all come from imagination... just useing a new medium to display it.




Now here comes a scary thought. WotC runes 2 dozen survers 6 called LFR, 6 called LGH, 6 called LDS,and 6 called LE...you make your character on a survery...you then can play through the mods DMs have writen...you can't repate or play more then X per Y...in every way it is the current living games...but with metaplot built in. (I feel like I am writing a sequal to Demaliton man now..."all resterants are taco bell")
 

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Tabletop RPGs are, imho, fading for one reason because of scheduling conflicts. People simply have more going on in their lives. Getting time to play RPGs is tough for everyone I've met, every game I've tried to run.
I don't think that's the case. I don't think there's any reason to think that scheduling has become more or less difficult in the past few years.

Once upon a time, RPGs had a near if not total monopoly on fantasy genre gaming. Now, they don't. Therefore they're losing market share. Additionally, while I know the official forum line is that everything is subjective, nothing is better than anything else, blah, blah, BLAH, we now have decades of experience with gaming to rely upon in writing new games. And other genres of gaming have borrowed bits of that knowledge and experience, refined it, mixed it with their own strengths, and created products that bare little resemblance to the original inspirations, but which are fun in their own right.

Personally I'm fine with that. Instead of slipping from some ancient golden age the way people on this forum sometime see it, its probably more accurate to say that people are now better able to find the gaming they'll most enjoy, and can choose from a wider selection of more refined products when doing so.

Heck, we're probably on the second or third generation of descendants from the original D&D line. There's probably a vague lineage traceable from a game like Dominion back to Magic the Gathering back to AD&D, or from Battlestar Galactica to Paranoia to some 1e D&D meatgrinder adventures.
 

Fidelity only covers one slice of the pie, if you will. I would say that the “warmer tone” is separate from fidelity. What makes it pleasing? I would say something other than fidelity; the “warmth” isn’t merely nostalgiac, either (although probably is to some extent), but something more subtle, something more human.

Dude, the original posit was that simulation could never match reality. You are talking about a quality of one simulation (the played back vinyl recording) vs another simulation (the played back digital recording). That one particular simulation doesn't match the flavor of another does not speak to the original point. So, I'm not sure what you are getting at. You are presenting an argument that sometimes a simulation is preferable to the reality.

I don't myself have a problem with that idea, but I wanted to make that clear.

It is that digital vs. analog thing. More on this in my reply to amysrevenge below.

I think you're incorrect here, as I'll get to below...

I would ask, why are paintings “more pleasant to look at” than a photograph?

Hold your horses - I don't believe we have generally accepted the idea that they are. You may find them to be so, but I'd say that there's a whole lot of paintings out there I cannot give two hoots about, and that many photos come high above those paintings in my preferences.

I am not so sure that the photographer “enters into” the photo, at least not nearly as much.

In modern photography, taking a really good picture is not anywhere near "point your camera and push the button". Choosing lighting conditions, composition of the image, filters, exposure, aperture - all these things figure in. A good photographer can explain to you how he achieved a given effect, just as a good painter can tell you how he achieved an effect on the canvas. Both work with many variables, and make choices based on the desired aesthetic.

I think if you want to suggest that the photographer is less of an artist... I think you're outright wrong, there. He's using a different tool to create art, one whose result you may not like. But don't confuse, "I don't like it as much," with, "the artist is less present in the work".
 

Dude, the original posit was that simulation could never match reality. You are talking about a quality of one simulation (the played back vinyl recording) vs another simulation (the played back digital recording). That one particular simulation doesn't match the flavor of another does not speak to the original point. So, I'm not sure what you are getting at. You are presenting an argument that sometimes a simulation is preferable to the reality.

I'll try to be more clear. I am not as much saying that one simulation is better than another, but that one is more conducive to "letting in" the non-simulative. Vinyl is less mechanistic, more organic, and thus softer (I listen to vinyl, CDs, and MP3s btw).

And yes, I am saying that simulation can never match reality--but it is not a matter of how well it can replicate the sensory experience; that is not the issue for me as I'm sure simulations will be able to replicate sensory experience. What I am saying is that simulations cannot replicate the non-sensory experiences, that of the soul or even "spirit."

Hold your horses - I don't believe we have generally accepted the idea that they are. You may find them to be so, but I'd say that there's a whole lot of paintings out there I cannot give two hoots about, and that many photos come high above those paintings in my preferences.

Of course--I am not saying that all paintings are more pleasing than all photographs, or even that most are...I am not speaking in terms of quantities. I am saying that paintings can, by the nature of the fact that the artist is active in the creation of the image in a more full way than a photographer is with a photograph, more fully embody something beyond just the physical/sensory. And yes, photos can certainly capture the soul of the subject of the photo, but they cannot--or at least not to the same degree--"hold" the soul of the photographer. A somewhat similar analogy would be the difference between a violinist playing a violin piece and someone programming a synthetic violin to play the exact same notes. The first has the soul of a human being involved while the latter is a program (And again, I am a huge fan of electronica, but there is definitely a different quality at work than with instrumental and vocal music).

In modern photography...I think if you want to suggest that the photographer is less of an artist... I think you're outright wrong, there. He's using a different tool to create art, one whose result you may not like.

I think it is a different kind of art. I am not saying more or less, except in terms of how much the artist can enter into the piece.

But don't confuse, "I don't like it as much," with, "the artist is less present in the work".

Ah, the great postmodern trump card. For better or worse I cannot remove my subjectivity from this discussion; and it would be impossible (and beside the point) to try to engage this in an objective, weigh-able, scientific-rational manner, as if meaning can only arise through "verifiable facts." All I (we) can do is be aware of our subjectivity, our biases, at work--and try to make distinctions in spite of them. I don't have anything against photography, CDs, digital art, or even video games really, but I am also interested in making distinctions and not reducing everything to "it is all a matter of opinion." That's what Jurgen Habermas calls the performative contradiction and, imo, is often the death of otherwise interesting discussions.
 

Mercurius said:
It is that digital vs. analog thing. More on this in my reply to amysrevenge below.

There's a big problem with this picture, though. Your ear is not an analog device, either. The cilia of your inner ear are basically analog to digital converters (albeit not binary state switches). As human hearing is optimized to a variety of ranges, including the vocal range, your hearing is, in function, equivalent to an MP3 recording (which is essentially why MP3s work).

To a certain fidelity, both analog and digital are indistinguishable. Below that threshold, each imprints a signal that only approximates the original signal. As an example, an analog recording can be slowed by 0.1% when replayed, which will alter the contour of the recording not at all. It's "analog-ness" is not impacted. But the result has less fidelity, and if the pitch and perceptible rhythm change enough, the result will be a distorted signal.

All analog recorders are also limited by a timing system. either you use an analog spring or winder, in which case you have no way of checking whether the distortion I have just described will occur, or you use some kind of gears to move the recording device. If you use gears, the recording's timing is not based on a smooth analog line, but a very discrete system whereby energy is transformed from an analog state to quantified levels (each tooth of the gear).
 

I may take exception to the claim that the rise in popularity of MMORPGs diminishes fantasy creativity (and creativity in general). My understanding is that WoW's popularity is mostly based on people who do not "consume" other fantasy products. In other words, most of the people playing WoW do not choose it over D&D as they wouldn't have played D&D anyways. This is similar to the popularity of LotR not necessarily being related to the popularity of fantasy literature in general. (Anecdotally, the majority of Wow players I know enjoy very little else in "fantasy" land.)

Given these (possibly flawed) generalities, I claim that fantasy creativity is at least at the same level but the potential consumers of fantasy has greatly increased in number. And by potential, I mean people who watched Harry Potter and LotR and liked it or played Wow and liked it.

Economically, this is good for the creators of fantasy material as they have a larger potential audience and a larger repertoire of mediums to work with. For example, if you stopped working on D&D 20 years ago, your only option to use your experience was to write fantasy novels or go work on something that was much less popular than D&D, but still table top gaming. Now, if you stopped working on D&D, you have more options (e.g., Dave Noonan works for a software developer, S. K. Reynolds worked for software developers and CCG companies, Monte Cook's running Dungeonaday.com, etc.).

Finally, most of what has been claimed in this thread may be the result of differences in generations. I've been meaning to read Howe and Strauss's Millennials Rising, but I have read Twenge's Generation Me. The usual things are mentioned (shorter attention spans, bigger desire for success but less likely to work hard for it, narcissism). I don't, however, recall diminishing creativity as one of the hallmarks of the new generation.
 

Merc, this is one of the more interesting threads I've read here in awhile.

When I get back from up north I'd like to take a whirl at it. Lots of people have some interesting ideas and as a matter of fact I've been working on a series of experiments, tangentially related to this subject, for the past couple of months. But those experiments really deal with different methods of human control over our own experiential and perceptual modes. But it all reminded me of this.


But there's no reason to think that this is true, in theory. The human senses have limited fidelity and resolution. Your vision only goes down to a given size resolution, and can distinguish a limited number of shades and hues. There are limits to your physical system. All a simulation needs to do is match or exceed the ability of your sensorium. We are certainly not able to beat the human senses in general yet, but there's no known technical reason why that cannot happen, eventually.

You've got a really good point here. But within the context of Imaginary World versus Virtual World there is no reason that a form of portable, compact technology, capable of augmenting or modifying human sensory capabilities (say to mimic animal senses) cannot be developed to assist with both Virtual systems (fixed, preprogrammed systems) and with Imaginary systems (say to enhance ad hoc, mind and imagination based RPG play and experience).

So although such a technologically based system might seem naturally suited or coupled to Artificial Virtual Worlds (it might automatically be assumed artificial sensory enhancement systems are best suited to Virtual architectures, that isn't necessarily really the case), there is also no need to think such a system would be incompatible with Imaginary Enterprises. In other words the ideas and ideals behind the system don't necessarily limit application to one type of endeavor. Such technologies could have equally beneficial, though slightly different, applications in different realms of experimental modes.

I'm not arguing with you, so much as pointing out that the applications are not necessarily limited, though they might necessarily need to assume different interfacing forms.

Anywho, I gotta go.
Interesting read.

Carry on folks.
 

Ah, the great postmodern trump card.

Respectfully, no. The great postmodern trump card is: Don't confuse "I don't like it" with "it isn't good art". I'm saying something entirely different. I am not talking about the good/bad quality judgment, which has to do with how well the piece communicates to the audience. I am talking about the impact the artist has on how the piece turns out.

To wit - I am not a skilled photographer. I have a crappy old digital camera, that gives me few options in taking my picture. I can take a picture of an object or scene, and a real photographic artist can take a picture of the same scene, and these two things will be entirely different shots. The photographer will be clearly present in his work, while my work can be reproduced by a monkey trained to push a button.

The artist can be very present in a piece, and the piece can still be bad (meaning it communicates little to the audience).
 
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It's also worth pointing out that psychological elements have a certain "degree of resolution," as well. Our ability to recognize something as familiar depends on our cognitive schema. The number of schema we can recognize is not infinite (although it's staggeringly large). For instance, our ability to respond to imaginary characters depends on our ability to recognize them as human-like. Our ability to understand, say, an elf is initially based on our ability to recognize it as human-like. As we become more familiar with elves, we develop additional schema for elves based on Tolkien, Forgotten Realms, Keebler, Harry Potter, etc.
 

I apologize for not replying sooner--I don't want this thread to got he way of the dodo...yet.

There's a big problem with this picture, though. ...To a certain fidelity, both analog and digital are indistinguishable. ...SNIP

It was probably a poor analogy. What I was trying to get at is that while digital may be a more accurate representation in terms of hearing range, there is something that "seeps through" with analog perhaps because it is less exact.

I may take exception to the claim that the rise in popularity of MMORPGs diminishes fantasy creativity (and creativity in general). My understanding is that WoW's popularity is mostly based on people who do not "consume" other fantasy products. In other words, most of the people playing WoW do not choose it over D&D as they wouldn't have played D&D anyways. This is similar to the popularity of LotR not necessarily being related to the popularity of fantasy literature in general. (Anecdotally, the majority of Wow players I know enjoy very little else in "fantasy" land.)

True, good point. I guess this is why I shouldn't be upset when people like Harry Potter and think it is "good fantasy." :lol:

Given these (possibly flawed) generalities, I claim that fantasy creativity is at least at the same level but the potential consumers of fantasy has greatly increased in number. And by potential, I mean people who watched Harry Potter and LotR and liked it or played Wow and liked it.

Again, this is a good point. The problem being, though, that because there is such a large consumer base, the money is also bigger--so the market becomes more and more dictated by finances, which is why, I think, we see so many more re-makes than new ideas in the larger scifi/fantasy market. But again, it might be as you say that even that isn't truly the case, just the popular remakes outshine and even obscure the original material coming out. But where is that original material? Whether or not Avatar will be good, I applaud James Cameron for trying something new.

Look at Wizards of the Coast, where the first three settings are the Forgotten Realms, Eberron, and Dark Sun. What about a new setting and not just another kitchen sink one, but something thematically innovative and unique? We can hope for 2011, but I'm kind of doubtful. But it is a tricky business, because we might ask the question of how should WotC "reinvent the wheel" with 4th edition. Do you just go through all the hundred or so hardcover books for 3.x and basically re-arrange them and 4thedify them? Or do you try something different? Do we really need a 4th edition of Frostburn? Probably not. But we do need the monster books, and I suppose many need the "Power" books, although with D&D Insider they are becoming rather superfluous. But I'm getting a bit off topic; maybe a new thread on this...

Economically, this is good for the creators of fantasy material as they have a larger potential audience and a larger repertoire of mediums to work with. For example, if you stopped working on D&D 20 years ago, your only option to use your experience was to write fantasy novels or go work on something that was much less popular than D&D, but still table top gaming. Now, if you stopped working on D&D, you have more options (e.g., Dave Noonan works for a software developer, S. K. Reynolds worked for software developers and CCG companies, Monte Cook's running Dungeonaday.com, etc.).

Yes, as long as these new options aren't "creative down-grades." A lot of novelists, for instance, make a living as "professional writers" by writing novelizations, Star Trek or RPG novels. My guess is that the vast majority would rather be coming up with their own material. I suppose it is a weeding out process.

Finally, most of what has been claimed in this thread may be the result of differences in generations. I've been meaning to read Howe and Strauss's Millennials Rising, but I have read Twenge's Generation Me. The usual things are mentioned (shorter attention spans, bigger desire for success but less likely to work hard for it, narcissism). I don't, however, recall diminishing creativity as one of the hallmarks of the new generation.

Yes, the generational thing is huge. As for your last comment, I think it depends upon what we mean by "creativity." I have noticed in conversations I've had about this and related topic both in cyber and meatspace, many equate creativity with such things as processing speed, problem-solving, and other more computative/left-brain aspects of thinking. I'm using it more in terms of aesthetics, imagination, and right-brain thinking. This is where I see MMOs and other video games as good for the left-brain in that they stimulate and even develop the ability to react and respond to certain situations, but they--at the very least--neglect the right-brain, image-making and what Jung called the "collective unconscious" aspects of human consciousness.

Merc, this is one of the more interesting threads I've read here in awhile.

When I get back from up north I'd like to take a whirl at it. Lots of people have some interesting ideas and as a matter of fact I've been working on a series of experiments, tangentially related to this subject, for the past couple of months. But those experiments really deal with different methods of human control over our own experiential and perceptual modes. But it all reminded me of this.

I'd love to hear more about this.

You've got a really good point here. But within the context of Imaginary World versus Virtual World there is no reason that a form of portable, compact technology, capable of augmenting or modifying human sensory capabilities (say to mimic animal senses) cannot be developed to assist with both Virtual systems (fixed, preprogrammed systems) and with Imaginary systems (say to enhance ad hoc, mind and imagination based RPG play and experience).

So although such a technologically based system might seem naturally suited or coupled to Artificial Virtual Worlds (it might automatically be assumed artificial sensory enhancement systems are best suited to Virtual architectures, that isn't necessarily really the case), there is also no need to think such a system would be incompatible with Imaginary Enterprises. In other words the ideas and ideals behind the system don't necessarily limit application to one type of endeavor. Such technologies could have equally beneficial, though slightly different, applications in different realms of experimental modes.

I'm not arguing with you, so much as pointing out that the applications are not necessarily limited, though they might necessarily need to assume different interfacing forms.

Very interesting stuff here. The concern that arises for me is that even if we come up with technologies that enhance "Imaginary Enterprises," how will they enhance our own inner capacities to create said enterprises? An analogy would be if we could come up with a pill that took away a smoker's interest in smoking; great, they won't smoke anymore--at least for the time being--but it creates a reliance on something external (a drug, most likely), and it doesn't build the correlative capacity required to quit smoking, namely willpower.

A perhaps more accurate or appropriate analogy would be the use of psychedelics to stimulate visionary experience and/or imaginative experience. In the right context, fine. But what about the artist who can only create with a joint in hand? Or the shaman who relies on psilocybin or peyote to do "soul healings"?

This goes into the whole issue of transhumanism and my belief that in the future we will see a real split in humanity, those that have developed with and through technology, and those that have developed inner, even mystical, capacities. I have no doubt that the latter will be far fewer than the former, but we are already seeing this occuring.

Respectfully, no. The great postmodern trump card is: Don't confuse "I don't like it" with "it isn't good art". I'm saying something entirely different. I am not talking about the good/bad quality judgment, which has to do with how well the piece communicates to the audience. I am talking about the impact the artist has on how the piece turns out.

To wit - I am not a skilled photographer. I have a crappy old digital camera, that gives me few options in taking my picture. I can take a picture of an object or scene, and a real photographic artist can take a picture of the same scene, and these two things will be entirely different shots. The photographer will be clearly present in his work, while my work can be reproduced by a monkey trained to push a button.

The artist can be very present in a piece, and the piece can still be bad (meaning it communicates little to the audience).

OK, fair enough--and very true. But photography and painting (or virtual and imaginary) are two very different mediums, and I think they can vary in terms of how conducive they are to allowing the artist to enter into the work. The painter is actively engaged in creating the medium by the very act of the brush strokes, whereas the photographer's work is more about adjusting and working with a more pre-given medium. This isn't a judgment for or against photography, just a matter of making meaningful distinctions. As I believe you said or implied, a given photographer can be much more of an artist than a given painter; but my point is that this directly relates to the degree to which they are simulative vs. imaginative, and that the mediums have some impact on this.

It's also worth pointing out that psychological elements have a certain "degree of resolution," as well. Our ability to recognize something as familiar depends on our cognitive schema. The number of schema we can recognize is not infinite (although it's staggeringly large). For instance, our ability to respond to imaginary characters depends on our ability to recognize them as human-like. Our ability to understand, say, an elf is initially based on our ability to recognize it as human-like. As we become more familiar with elves, we develop additional schema for elves based on Tolkien, Forgotten Realms, Keebler, Harry Potter, etc.

Yup, which is why "vanilla fantasy" is more popular than "anything goes." Being more of a humanities guy, I see this less through the lens of neuroscience than that of mythology and psychology. What you are saying points to the reality of archetypes, in my opinion, that there are certain qualities--or gestalts of qualities--that deeply resonate without our consciousness. Why elves and dwarves? Why not kridnors and xyguts? Why orcs and dragons? Why not otyughs and modrons? Well, otyughs and modrons are kind of fun, but they are less archetypally resonant (god, I hope that doesn't sound pretentious!).

Now whether archetypes are simply a kind of psychological storehouse of mytho-historical imagery, or whether they represent universal patterns is less important than the actuality of their "energy signatures," so to speak. In other words, the hermeneutics are less important (although still important) than the phenomenology.
 

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