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<blockquote data-quote="Manbearcat" data-source="post: 8837099" data-attributes="member: 6696971"><p>Yeah, this one is a bit difficult to parse in light of what animal life is broadly, what social life is with intelligent animals that possess brains with executive function and and integrated endocrine system, and how games operate for these creatures. Life for these creatures effectively <em>is</em> an Operant Conditioning Chamber and games with any sort of consequential, layered decision-making can’t help but plug directly into that. </p><p></p><p>And there is deft game design that makes that phenomenon multivariate in processing and the direction of the flow of influence. System “programming” players to onboard an approach. Players then having their say on content (like “what is the thematic content of this xp/reward trigger” or “I’m going to escalate or de-escalate a situation or reorient entirely based on some matrix of reward parameter and <em>juice ain’t worth the squeeze</em> parameter”) and that feeding back into system which then “programs” (via uptake of those player flags and their responsibilities via system) the GM to frame particular types (theme/premise/challenge) of conflict. And the feedback loop flow might reverse or manifest subtly differently.</p><p></p><p>Regardless, its a big, complex, coherent and functional if designed and implemented correctly, Operant Conditioning Chamber where multiple parties (players, GM, system) all have their say. Its somewhat of a Platonic (and transparent) Ideal of the clustereff relationship of these things in human social systems (regardless of scale)!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8837099, member: 6696971"] Yeah, this one is a bit difficult to parse in light of what animal life is broadly, what social life is with intelligent animals that possess brains with executive function and and integrated endocrine system, and how games operate for these creatures. Life for these creatures effectively [I]is[/I] an Operant Conditioning Chamber and games with any sort of consequential, layered decision-making can’t help but plug directly into that. And there is deft game design that makes that phenomenon multivariate in processing and the direction of the flow of influence. System “programming” players to onboard an approach. Players then having their say on content (like “what is the thematic content of this xp/reward trigger” or “I’m going to escalate or de-escalate a situation or reorient entirely based on some matrix of reward parameter and [I]juice ain’t worth the squeeze[/I] parameter”) and that feeding back into system which then “programs” (via uptake of those player flags and their responsibilities via system) the GM to frame particular types (theme/premise/challenge) of conflict. And the feedback loop flow might reverse or manifest subtly differently. Regardless, its a big, complex, coherent and functional if designed and implemented correctly, Operant Conditioning Chamber where multiple parties (players, GM, system) all have their say. Its somewhat of a Platonic (and transparent) Ideal of the clustereff relationship of these things in human social systems (regardless of scale)! [/QUOTE]
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