The players then weigh up the choice between these two scenes, which in the fiction is the PCs weighing the choice between the two portals. Risk (the trap) is a major consideration in this, but they also make reference to elements of PC background. The more important the participants regard that background stuff to be - ie the choice made should conform to it or at least in some fashion fit with it - the more likely it is that their overall agenda is a "sim" one; whereas if the background stuff is more like a colourful fig leave placed over a discussion about risk and potential rewards, then it seems more likely the overall creative agenda is gamist.
I snip out this one, as this one alone made things really click for me in a major way! I am amazed how much more insight I have gotten just talking 3 days with you, than my past 2 decades of more passively trying to absorb the material!
My first reaction was: How would the participant's evaluation of the importance of the elements, when we just established that the creative agenda of play could be independent of the agenda of the players (ref the GM motivation for providing the stuff was irrelevant for determining if we were looking at a simulationistic "story time" scenario). Then I realized how to resolve that, and with that how I can imagine independently coming up with something that at the very least
strongly resemble GNS back in the day if the right things had been brought to my attention. Let me walk trough my imagined thought process:
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Enrahim's dream of discovering GNS
The hot thing of the day is the Treefold model. This describes
player motivation for singular actions in play in 3 neat categories. These categories are well recognized, and the main controversy is around to what extent actions could be motivated by several of these at once, or if they would always be competing.
However when looking on how these players play, something surprising is discovered: Trifold player motivation do not affect actual play as much as you would expect. The obvious example is D&D where players spend disproportional amounts of play time doing tactical choices despite having a self reported Treefold preference of Drama. Meanwhile players playing sorcerer spent quite a bit of play time agonizing over hard emotional choices, despite a stated preference for Treefold Game.
Intuitively it would seem like treefold Drama would be interested in dramtic choices over tactical choices, while it would be the other way around for treefold Game. Hence we come to our first obvious conclusion:
system matters!. However I want more! I want to explore why and how system matters. But to examine this I need some words and concepts to be able to speak about it.
So a good initial conceptualization might be that the play sort of has a "mind of it's own" with an "agenda" that roughly matches the treefold model. This is motivated by the idea that people with different Treefold model motivaton typically will prefer a certain type of play. However as this new concept is explicitely a combination of player motivation and system, we cannot
define our categories based on the Treefold model (like what type of play someone tending toward a motivation would prefer). Rather we need to look at properties on play itself, but tuned so that the "typical" game of that category matches an idea of what a "typical" member of a Treefold model would want; while trying to make it defined on recognizable patterns in play isolated.
Here we come to the first big problem: There is infinitely many possible taxonomies that fits these criterion. In particular when designing these categories there is going to be a trade-off between overlap between play category and preferred play for each Treefold category, and intuitive undestanding/recognizability of the category when looking at play isolatedly. In particular as opposed to the Treefold model, the categorization of play need to be artificially decided, rather than organically arising trough communal pattern recognition.
I manage to come up with one such way to categorize play that is consistent, and fit these design requirements, and try to share that with the world. Unfortunately the result is hard to describe, as it doesn't match up with any exactingly commonly recognized patterns. Nevertheless I manage to get quite a few sufficiently onboard that we can start reaping the fruits of this effort: Look at how system affect what kind of play is actually happening.
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A critique of GNS
How well do this match up with your impression of what actually might have happened for Ron Edwards? I feel this clarifies both the system design motivation of the CA concept, and how it is independent of but correlated to player motivation. As there in my example wasn't sufficient information to classify play, you couldn't use the
definition to inform classification, but you could leverage that the categories are
designed to be
correlated with player mental state to inform likely classification.
This might also point toward why GNS has fallen out of favor. While it might have brought clarity to how some game design elements affect play, the well of improvement seem like have dried up with less to show for than what one might have hoped for initially. As such looking toward GNS nowadays might be more restrictive than useful compared to looking for designs not neatly addressing GNS concerns?
Moreover Treefold also hasn't aged well. Some of it might have been that those most engaged with it moved over to studying the GNS framework instead. But I think it has more to do with the problems related to the extent those categories were robust at all. The conception now seem to be that everyone seek a mix of Game, Drama and Sim; and actions can be motivated by several of these at once; so it is hard to see what value can come out of analysis at this level.
So as both the motivation for the concept (system design clearity) seem to have played out it's role, and the original justification for a psychological connection (alongside the justification for having 3 categories) have fallen apart, it is no wonder GNS are not very high on the agenda.
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At first glance a defense of (almost) GNS
One thing that is striking though is that despite being constructed GNS
make sense in a way I feel GDS don't do anymore. Those GNS literate appear to be able to take a birds-eye view of
most of the common practices of play and identify which GNS category they appear in
consistently. The big problem is that this require a holistic approach. You cannot look at any single random period of play in order to deduce what GNS category play belongs it. This make this classification scheme extremely hard to teach, and the opportunity for collecting reliable data is relatively low. There are also odd-ball play that is hard to classify even with a holistic view. In light of this the fact that there appear to be strong
consistency possible at all points toward that it is measuring something more fundamental than GDS. Such fundamental phenomena usually do not emerge on a fuzzy holistic macro level, but arises from a connection to some simpler and easily recognizable phenomena. I previously believed that phenomenon was the Treefold trinity. But that notion was no longer consistent with your previous insight.
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A new suggested approach to defining a GNS.
I hence propose the following theory:
1 - Find a trio of easily recognizable categories of play. For instance play around "What is the context?" "What shall I do?" "What happens?".
2 - For the trio chosen assume that for most groups one of these categories will tend to dominate playtime.
3 - Categorize large scale play according to which category dominates according to 2.
4 - Assign these large scale category label G, another the label N and the last the label S.
I got a hunch that fine tuning the questions in 1 will produce GNS exactly. Indeed I think GNS might not be so strongly defined that only one set of questions will produce it, but actually several different sets could cover various different interpretation of GNS.
The obvious problem here is that this process seem to allow us to create any arbitrary theory as long as 2 holds; and depending on the threshold for "most" and "dominate" 2 could be made statistically extremely likely even on completly random distribution.
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A new proposal for a fundamentally sound GNS
So I think in order to have a categorization that actually is well justified it need to be funded on something recognizable as fundamental. I propose as a possible such fundamental concept being the modal verbs. In the form "What xxx we do?", "Can, may, might, would" maps to Sim, "should" maps to narrativism while "will and must" maps to gamism. This would explain why sim has been hard to grasp, as it covers many forms. Also it explains how narrativism and gamism stand out, as both of those ask questions where the answer to them is a clear call to action showing the direction of progress; while those on the sim side are passive and un-commitive. I am curious how well this proposed model matches established GNS.