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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="clearstream" data-source="post: 8500619" data-attributes="member: 71699"><p>One of the more obvious lacuna is the siting of the metagame. A dissonance is that cues mix game world up with processes and avatars.</p><p></p><p></p><p>That is well put, and I am pursuing both understanding and a way to add something. A common intuition among video game designers and people studying games is that they are far from well understood. Games resist definition, although one can say useful things about them. For instance, thinking of games as tools.</p><p></p><p>There is an oft-cited hunch that games will in time be a new narrative form. Game-narrative is by some predicted to <strong>not</strong> be done in the same way as linear narrative like book or film. </p><p></p><p></p><p>The reason I am arguing for a narrative from game as game is to get a foot in the door. If the games we have now can produce any kind of narrative at all, then it is plausible to imagine a future game that goes further.</p><p></p><p></p><p>I'm really not sure on this. Your point is a fair one, for example we have Senet which is a game artifact with lost rules. But then there is the matter of the ludic meaning of the rules and the instantiated play which is form dependent (hence in videogames, enormously different levels built using ostensibly identical rules.)</p><p></p><p></p><p>In this case the game artifact is constituted of neurons and synapses, if it is truly isomorphic!</p><p></p><p></p><p>I'd start with Jesper Juul and Espen Aarseth for some initial definitions of game. Foundational reading would include Bernard Suits and Johan Huizinga on game playing. On rules and rule following, AJ Kreider, Indrik Reiland, Richard Royce, and Jose Trevino.</p><p></p><p></p><p>I'd love to try it at some point!</p></blockquote><p></p>
[QUOTE="clearstream, post: 8500619, member: 71699"] One of the more obvious lacuna is the siting of the metagame. A dissonance is that cues mix game world up with processes and avatars. That is well put, and I am pursuing both understanding and a way to add something. A common intuition among video game designers and people studying games is that they are far from well understood. Games resist definition, although one can say useful things about them. For instance, thinking of games as tools. There is an oft-cited hunch that games will in time be a new narrative form. Game-narrative is by some predicted to [B]not[/B] be done in the same way as linear narrative like book or film. The reason I am arguing for a narrative from game as game is to get a foot in the door. If the games we have now can produce any kind of narrative at all, then it is plausible to imagine a future game that goes further. I'm really not sure on this. Your point is a fair one, for example we have Senet which is a game artifact with lost rules. But then there is the matter of the ludic meaning of the rules and the instantiated play which is form dependent (hence in videogames, enormously different levels built using ostensibly identical rules.) In this case the game artifact is constituted of neurons and synapses, if it is truly isomorphic! I'd start with Jesper Juul and Espen Aarseth for some initial definitions of game. Foundational reading would include Bernard Suits and Johan Huizinga on game playing. On rules and rule following, AJ Kreider, Indrik Reiland, Richard Royce, and Jose Trevino. I'd love to try it at some point! [/QUOTE]
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