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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8628722" data-attributes="member: 71699"><p>Thank you, that nicely clarifies your meaning. So we have prestige and achievement. The former relates to external recognition. The latter to internal cognition.</p><p></p><p></p><p>Armed with your definition, I agree with your conflation of achievement with solving a problem. Although as I will come to, I have further thoughts on that score. As an aside, although I do get your thought of - a sense of achievement - it might be difficult to really divide an internal desire for accomplishment from a socially-projected desire for accomplishment. Going forward I'll use <strong>epiphany</strong> - a word you suggest further along.</p><p></p><p></p><p>Would we not suppose that there can be some inward sense of satisfaction connected with each motive? Is there perhaps a redundancy or <em>inseparableness</em> that means we might as well fold "solve a problem" and "epiphany" into one construct?</p><p></p><p>Alternatively, if it really is "what is game for" we're going for, rather than "why to players choose to play it" then wouldn't we be silent on epiphany? Game is for presenting problems to solve. How much players might love solving those particular problems - why they choose to play it - is not a subject of our taxonomy.</p><p></p><p></p><p>Not at all. In the light of your discussion, I find myself looking at Edwards' choice with fresh eyes. He suggests a symmetrical arrangement of</p><ul> <li data-xf-list-type="ul">prestige - real-world performance in person</li> <li data-xf-list-type="ul">challenge - game-world performance via avatar</li> </ul><p>Challenge here is really situation, with a gamist spin on it. I'm not sure this arrangement offers much insight. Maybe it does and hopefully others will be able to show how. If my taxonomy of <strong>what game is for</strong> includes</p><ul> <li data-xf-list-type="ul"><strong>Solve a problem</strong></li> <li data-xf-list-type="ul"><strong>Tell a story</strong></li> <li data-xf-list-type="ul"><strong>Make believe</strong></li> <li data-xf-list-type="ul">Construct</li> <li data-xf-list-type="ul">Collect</li> </ul><p>Then my taxonomy of <strong>why do players choose to play it</strong> might include</p><ul> <li data-xf-list-type="ul"><strong>epiphany</strong></li> <li data-xf-list-type="ul"><strong>prestige</strong></li> <li data-xf-list-type="ul">etc</li> </ul></blockquote><p></p>
[QUOTE="clearstream, post: 8628722, member: 71699"] Thank you, that nicely clarifies your meaning. So we have prestige and achievement. The former relates to external recognition. The latter to internal cognition. Armed with your definition, I agree with your conflation of achievement with solving a problem. Although as I will come to, I have further thoughts on that score. As an aside, although I do get your thought of - a sense of achievement - it might be difficult to really divide an internal desire for accomplishment from a socially-projected desire for accomplishment. Going forward I'll use [B]epiphany[/B] - a word you suggest further along. Would we not suppose that there can be some inward sense of satisfaction connected with each motive? Is there perhaps a redundancy or [I]inseparableness[/I] that means we might as well fold "solve a problem" and "epiphany" into one construct? Alternatively, if it really is "what is game for" we're going for, rather than "why to players choose to play it" then wouldn't we be silent on epiphany? Game is for presenting problems to solve. How much players might love solving those particular problems - why they choose to play it - is not a subject of our taxonomy. Not at all. In the light of your discussion, I find myself looking at Edwards' choice with fresh eyes. He suggests a symmetrical arrangement of [LIST] [*]prestige - real-world performance in person [*]challenge - game-world performance via avatar [/LIST] Challenge here is really situation, with a gamist spin on it. I'm not sure this arrangement offers much insight. Maybe it does and hopefully others will be able to show how. If my taxonomy of [B]what game is for[/B] includes [LIST] [*][B]Solve a problem[/B] [*][B]Tell a story[/B] [*][B]Make believe[/B] [*]Construct [*]Collect [/LIST] Then my taxonomy of [B]why do players choose to play it[/B] might include [LIST] [*][B]epiphany[/B] [*][B]prestige[/B] [*]etc [/LIST] [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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