Snarf Zagyg
Notorious Liquefactionist
edit- doublepost, sorry, see below.
Exactly. Academic theory is just a pretentious level of I know better than you. It hurts me to say that as I think there is a large problem with anti-intellectualism currently; but do we really need an academic level to discuss RPG theory? The point of the courses are to discuss the topic's nuance and context, the definitions are just the sign posts. I mean, seriously cant folks just accept somebody only meets 75% of their criteria of what a sandbox is to continue on with the discussion? Sadly, the answer seems to be no all to often. "Something must be done to stop these people! Somebody publish a book, wont a university offer a course?!"I went to graduate school and some of my favorite classes involved working on theory for both history and anthropology. There's a point in every grad student's life, at least in the liberal arts schools, where he or she looks at all those theories and asks themselves a vital question: Does this really mean anything or is it all bull$%#^? I even remember this exchange form one of my fellow students and our professor in class.
Student: So you're basically saying history is a bunch of bull$%#^?
Professor: Yes. But it's well constructed bull$%#^.
At one point, I could talk to you about functionalism, a Marxist interpretation of history, structuralism, etc., etc. intelligently (believe or or not), and use those theories as tools to do my own analysing! But when I talk about RPG theory, my eyes glaze over, and I find that I ask myself a critical question that I still have no answer to: Does this really mean anything or is it all bull$%#^?
Criticism, huh, yeah /
What is it good for? /
Absolutely nothing, uhh /
What is the purpose of criticism? Is it to better understand a particular game or trends in gaming? Help us decide whether a game is right for you and your group? A way to help people improve their game writing skills?
How do you criticize a game? I start by trying to figure out what the game creators were trying to accomplish and determine if they succeeded. I'm not going to criticize Call of Cthulhu because it doesn't have rules for Hong Kong style action because that's not what the writers of CoC were trying to accomplish their their rules and setting.
Exactly. Academic theory is just a pretentious level of I know better than you. It hurts me to say that as I think there is a large problem with anti-intellectualism currently; but do we really need an academic level to discuss RPG theory? The point of the courses are to discuss the topic's nuance and context, the definitions are just the sign posts. I mean, seriously cant folks just accept somebody only meets 75% of their criteria of what a sandbox is to continue on with the discussion? Sadly, the answer seems to be no all to often. "Something must be done to stop these people! Somebody publish a book, wont a university offer a course?!"
I think those questions are answered all the time. Just not to folks complete and utter satisfaction. You will never be able to brow beat the "mail a check to Vegas is just as good" guy. If they refuse to acknowledge any different playstyle, dynamic, or design theory that's on them. This is a discussion board and it's not just you and me; its you, me, and all of EN World. The answers and applicatons will vary. That's the point of the discussion!I think it would help. Don't get me wrong- it's not like having common definitions would end the debates. Just because people agree on terminology in film, for example, doesn't stop people from arguing about cinema! But it would at least help provide some baseline to allow us to better critique and improve games without having to constantly re-invent the wheel.
For example, people often get caught up in over-arching debates about, oh, "typologies" of games. But what we don't look at are the smaller things that can be usefully examined to improve the gaming experience- the type of things that are worked out in videogames, which pay attention, and iterate, when it comes to basic concepts like "how should doors work."
Here, unless I've missed it, there doesn't seem to be any basic work on how underlying mechanics feel. IIRC, I remember that surveys were done that showed (while designing versions of D&D) that people prefer to "hit," which is why we have moved toward the "bag of hit points model." But there isn't a lot of shared vocabulary and testing specific to RPGs that goes into basic issues like the use of randomness.
Allow me to elaborate. I once was in a discussion with another person here about why people prefer rolling dice to using averages. The other person asked why people wanted to roll dice for, say, weapon damage when they could just take the average. My reply was that it's for the same reason people like going to Vegas instead of just sending small amounts of money to the casinos on a regular basis.
But do we really examine that? When does the illusion of control and thrill of randomness outweigh loss aversion? Why is it that people, generally, prefer rolling damage and "to hit," but get squirrely when it comes to rolling hit points and ability scores? This is something so basic you think we'd have more on it, and yet we often engage in endless arguments about it without having a real foundation.
If we can't answer specific and "simple," questions like this, what are we doing even thinking about discussing the variations in systems we see at a higher level?
Also, I'm well aware that "mail a check to Vegas is just as good" guy will likely shutdown the larger contextual discussion, but it always happens after the good discussion. Just take my pro-tip and stop reading threads after 8 pages. Your perspective may change entirely.
The internet has also meant the end of gatekeeping of who gets to be a reviewer or content producer generally. (Which is 99.99% A Very Good Thing.)The problem with RPG discussion isn't RPG theory at all. It's about general devolution through social media into a positions over interest culture. Folks want to win, they want to be right, and they want these things above a good discussion. It is also accentuated by gamers propensity for being anal retentive and overly pedantic.
Yes, and no. Just because there are more voices than ever doesn't mean good meaningful discussion isn't happening. Its just the overwhelming bollocks is deafening. You need to discover your own noise to signal method.The internet has also meant the end of gatekeeping of who gets to be a reviewer or content producer generally. (Which is 99.99% A Very Good Thing.)
That means no one tosses back garbage reviews and says "this makes no sense and you have no supports for your arguments." And now we've had at least two generations of people who've grown up with reviews that are just "I don't like it, bleah," and the whole process has gotten dumbed down.
Even the actual good reviewers get yelled at for "that's just your opinion, man," which doesn't exactly encourage anyone to do better.
And that in turn means that ordinary people, who don't necessarily have any aspirations to be reviewers, typically don't have models for good analysis and criticism. (The handful of English majors and academics can't hold back the tide on their own.)
There's definitely good reviews still out there -- typically the folks that do have people they answer to who tell them to do better on their reviews and analysis -- but more and more, people just see the equivalent of howler monkeys throwing feces at stuff they don't like.Yes, and no. Just because there are more voices than ever doesn't mean good meaningful discussion isn't happening. Its just the overwhelming bollocks is deafening. You need to discover your own noise to signal method.
Your old archeology is a dusty relic that belongs in a museum!If the new archeology is abandoning whips and fedoras, I don't want it.