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Vincent Baker on mechanics, system and fiction in RPGs
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<blockquote data-quote="Emberashh" data-source="post: 9199274" data-attributes="member: 7040941"><p>Im not sure I can reconcile one person telling me his games are evidence of his design work and another telling me that they're not related. </p><p></p><p></p><p></p><p>Not all of them, and thats the reason why genre emulation was picked on. Genre Emulation mechanics are progression mechanics, and additionally are all far too complex for the resulting stories to be considered genuinely emergent. </p><p></p><p>Their more basic forms Yes,and et al would count, however. </p><p></p><p>Plus, as an aside, my personal theory is that emergent storytelling is already happening in games inherently. Mechanics in of themselves tell stories, and great webs of them tell even greater stories. </p><p></p><p>Games in general already have genres of their own, and as an artform all games convey meaning through interactivity, which comes from Mechanics. Genre Emulation works for gamifying genres in other art forms (and we even see examples of that style in video games already. Uncharted/Max Payne style games), but it fundamentally isn't emergent on its own. </p><p></p><p>As controversial as it is to say, as I no doubt will get naughty word for it, genre emulation as progression mechanics are just a form of railroading, and most genre emulation games are hybridizing with an emergent game form to hide this. Uncharted allows for emergence with open levels and free form gameplay, PBTA with the integrated Improv game. </p><p></p><p></p><p></p><p>That comes down to mechanic types. As the book says and Ive reiterated, that statement of universality applies to Discrete mechanics <em>only</em>. </p><p></p><p></p><p></p><p>Nor do I, but thats not what I was communicating at any point. All Ive attempted to communicate is just being cognizant of what we're actually talking about so we can address whatever issues properly, <em>without getting into a debate to establish we're speaking the same language first</em>.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9199274, member: 7040941"] Im not sure I can reconcile one person telling me his games are evidence of his design work and another telling me that they're not related. Not all of them, and thats the reason why genre emulation was picked on. Genre Emulation mechanics are progression mechanics, and additionally are all far too complex for the resulting stories to be considered genuinely emergent. Their more basic forms Yes,and et al would count, however. Plus, as an aside, my personal theory is that emergent storytelling is already happening in games inherently. Mechanics in of themselves tell stories, and great webs of them tell even greater stories. Games in general already have genres of their own, and as an artform all games convey meaning through interactivity, which comes from Mechanics. Genre Emulation works for gamifying genres in other art forms (and we even see examples of that style in video games already. Uncharted/Max Payne style games), but it fundamentally isn't emergent on its own. As controversial as it is to say, as I no doubt will get naughty word for it, genre emulation as progression mechanics are just a form of railroading, and most genre emulation games are hybridizing with an emergent game form to hide this. Uncharted allows for emergence with open levels and free form gameplay, PBTA with the integrated Improv game. That comes down to mechanic types. As the book says and Ive reiterated, that statement of universality applies to Discrete mechanics [I]only[/I]. Nor do I, but thats not what I was communicating at any point. All Ive attempted to communicate is just being cognizant of what we're actually talking about so we can address whatever issues properly, [I]without getting into a debate to establish we're speaking the same language first[/I]. [/QUOTE]
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