Yeah, no. I think that this desire to universalize gets people into trouble, Whether its literature, film, videogames, or anything, really. There should be common terms, but not common analysis. Again, to borrow from videogame, what makes Tetris Effect (or even Candy Crush) compelling and/or effective is not necessarily the same things that work for Journey.
I'm not trying to universalize the analysis; certainly each type of game will have elements unique to it that require specific analysis. But there are still going to be common ones that allow such comparison.
For video games the reason that Tetris and Candy Crush work as games is very similar, and can be spun out to more complex games. In fact I think using the MDA paper The Angry GM used is very helpful.
Here's a direct link. In MDA Tetris and Candy Crush are mostly challenge and submission, because they present a challenge for the sake of being over come and submission in that they are played as kind of "mindless" fun.
As a quick summary of MDA: M is Mechanics, that is to say the base level of a videogame (ie. the actual programing code and rules) up through how you design a level; D is the Dynamics of a player interacting in the run time (ie. playing the game); A is Aesthetics which determines the emotional response we want the player to have, or the emotional reason that players play specific types of games. For example I find the Civilization series dull as dirt, but other like them a lot
I think the differences between TTRPGs is a lot more nuanced than the difference between types of video games. That's not a knock on video games either, that's just how the market works. Also, people play any one given TTRPG in different ways and for different reasons in, I think, more variety than people who just bough a new shooter, or puzzle game might. TTRPGs are very difficult to categorize IMO. Broad categories of rules systems are doable, but once you take into account how they actually get played I think things start to get a little fuzzy. Not impossible, but requiring significant theory and vocabulary, neither of which we (pretty obviously) agree on with any ease.
I actually do think it is possible to break games into relatively broad categories, and then break individual aspects of play down from there. For example how much player agency does a game provide? Does a particular rule facilitate role play or hinder it? Defining those terms is applicable to most RPGs.
This why I think the MDA theory is helpful because it actually starts from basic principles of design. It starts off with the idea that we're design a video game. As a designer I need to bake in particular aspects from the core code if I want players looking for specific responses to actually get those responses. The most interesting part however is the aesthetics section, specifically why players engage with a game.
From the paper:
1. Sensation Game as sense-pleasure
2. Fantasy Game as make-believe
3. Narrative Game as drama
4. Challenge Game as obstacle course
5. Fellowship Game as social framework
6. Discovery Game as uncharted territory
7. Expression Game as self-discovery
8. Submission Game as pastime
What is important is that a game can be all or some of these to varying degrees at any given time. There is no secret sauce combination that is right, it is simply a very basic taxonomy of how to describe responses and goals.
On
@lowkey13 referring to win conditions, RPGs still have them, they just don't end the game, simply the scenario the group is engaging with immediately. When my party all dies in a fight, we've lost the scenario, but the game doesn't end. So, that is a fairly unique mechanic in games.
Any way, I think my prevous assertion about RPGs being primarily games got lost somewhere in that since RPGs are games (it's right in the name!) using existing discussion of games and types of games might be a salient place to start since RPGs have more in common with other games than they do with something like a movie, at least in so far as the way one interacts with the game.
I think it might helpful to break down the essential components of an RPG. And I mean super, super basic break down here and include stuff that should be obvious but often gets over looked becasue it is such a basic premise.
Think of a as the most basic check list you need to play and RPG.
For example:
- we need players
- Characters the players use
- rules of some kind
At the absolute most basic (that I can think of) that is an RPG.