OOC Culture Clash [Probably Long]
Posted: Tue Oct 18, 2005 4:29 pm
The clash OOC and OOG between different styles, ideals and goals is more acute than the one IN game and IC. I myself am beginning to loathe certain players with characters on both sides of the IC conflict for the way they conduct themselves in this event.
My participation, by the way, should not in any way be taken as an endorsement of this event. I am participating because I basically have no choice if I want to be a part of anything.
I'm going to attempt, hopefully, to explain how the playerbase appears to be so acrimoniously split and why some people are quitting. How this came about and, potentially, how it can be corrected. Some of this is going to get a little 'intellectual' I'm afraid, but stick with it and you may find it helps.
As you may or may not know I am a full time, freelance and self-publishing, RPG designer. That's pen and paper or TTRPGs, not computer games. This doesn't give me any special insight into computer games, but there are many broad similarities - particularly in CRPGs and MMORPGs especially. I say this not to crow or claim 'Authoratay' but just to give you a little background of where I'm coming from.
Amongst RPG writers there is a much talked about theory of game analysis/design called the GNS theory. A cut down version runs accordingly...
* Gamism is expressed by competition among participants (the real people rather than the characters); it includes victory and loss conditions for characters, both short-term and long-term, that reflect on the player's actual play strategies.
* Simulationism Simulationism heightens and focuses Exploration of the world as it exists as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of that Exploration. (The exploration quoted is not exploration as in travelling but in discovering, fiddling with things and aiming for a plausible and consistent world/vision)
* Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme. The characters are formal protagonists in the classic Literary sense, and the players are often considered co-authors. The listed elements provide the material for narrative conflict (again, in the specialized sense of literary analysis).
Note, these terms do not explain everything, they merely provide a frame of reference for analysis and understanding.
Here I'm going to use it to try to explain different player types.
A gamist plays to 'win'. This needn't necessarily mean PvP but they will tend to play the system. Find combinations that work, discover 'exploits' that give a great deal of power, decode mathematical game systems to calculate the odds. Their 'character' is likely to just be a playing piece as much as anything with little to no more attachment than a chess piece. In game decisions that they make will be done with the goal of getting the greatest amount of power and advantage.
Example: They might have no qualms whatsoever abotu purchasing jewels from a rival faction because they know the seller there is better and makes great resistance jewels.
A narrativist places story and character above all else. They want to influence the way the story is moving and to feel a part of it. That they make a difference and can be a hero. Most, but not all of your roleplayers are going to fall into this. They'll be interested in the lore and portraying a role within the context of (or bucking against) that lore. In game decisions they make will (within the boundries of still being able to play reasonably effectively) be made for reasons of RP or aesthetic.
Example: They might wear a low quality low boost ring, simply because it has emotional significane to them or has been crafted by their in game spouse.
A simulationist is interested in the veracity and internal consistency of the gameworld. They want details, knowledge, understanding, to explore the systems of the world and to understand the simulated reality of it. They want things to hang together interestingly and to make sense. They're likely to get a kick out of crafting and the economic systems.
Example: They might wear all their own jewels, despite them being lower level as they're experimenting with what does what and they don't believe the prices the economy supports are realistic.
In the context of the current event, interpretations can be very different between the types (nothing is black and white of course, most players will have elements of appreciation and compromise between all three).
A gamist sees - a game only. They see the fight and war as being no more significant than a game of football. A bit of fun they can laugh about afterwards and still be mates with people on the opposing side. They'll be interested in the rewards for having lots of honour, in the PvP to test their 'optimal builds' and won't mind constantly being ganked so much because to them, it is 'only a game'
A narrativist sees - a war. Some will be pro, some will be anti, but this is a major event for their characters and for the world, changing the direction of the whole game and with lasting impact. Nothing will ever be the same again, not interaction, nothing at all. It all changes now and will have varying effects on varying characters.
A simulationist is likely interested in the building actions and the effect the event will have on a war economy but may share concerns with some narrativists that the sudden swing to war doesn't make much sense in the context of the gameworld as presented. They are probably also interested in emerging tactics and how large scale fights will go down.
Each can be for or against PvP, each can have different reactions and levels of interest (or rejection) to it but hopefully this should help people in each camp (recognised or not) understand each other a little better.
My participation, by the way, should not in any way be taken as an endorsement of this event. I am participating because I basically have no choice if I want to be a part of anything.
I'm going to attempt, hopefully, to explain how the playerbase appears to be so acrimoniously split and why some people are quitting. How this came about and, potentially, how it can be corrected. Some of this is going to get a little 'intellectual' I'm afraid, but stick with it and you may find it helps.
As you may or may not know I am a full time, freelance and self-publishing, RPG designer. That's pen and paper or TTRPGs, not computer games. This doesn't give me any special insight into computer games, but there are many broad similarities - particularly in CRPGs and MMORPGs especially. I say this not to crow or claim 'Authoratay' but just to give you a little background of where I'm coming from.
Amongst RPG writers there is a much talked about theory of game analysis/design called the GNS theory. A cut down version runs accordingly...
* Gamism is expressed by competition among participants (the real people rather than the characters); it includes victory and loss conditions for characters, both short-term and long-term, that reflect on the player's actual play strategies.
* Simulationism Simulationism heightens and focuses Exploration of the world as it exists as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of that Exploration. (The exploration quoted is not exploration as in travelling but in discovering, fiddling with things and aiming for a plausible and consistent world/vision)
* Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme. The characters are formal protagonists in the classic Literary sense, and the players are often considered co-authors. The listed elements provide the material for narrative conflict (again, in the specialized sense of literary analysis).
Note, these terms do not explain everything, they merely provide a frame of reference for analysis and understanding.
Here I'm going to use it to try to explain different player types.
A gamist plays to 'win'. This needn't necessarily mean PvP but they will tend to play the system. Find combinations that work, discover 'exploits' that give a great deal of power, decode mathematical game systems to calculate the odds. Their 'character' is likely to just be a playing piece as much as anything with little to no more attachment than a chess piece. In game decisions that they make will be done with the goal of getting the greatest amount of power and advantage.
Example: They might have no qualms whatsoever abotu purchasing jewels from a rival faction because they know the seller there is better and makes great resistance jewels.
A narrativist places story and character above all else. They want to influence the way the story is moving and to feel a part of it. That they make a difference and can be a hero. Most, but not all of your roleplayers are going to fall into this. They'll be interested in the lore and portraying a role within the context of (or bucking against) that lore. In game decisions they make will (within the boundries of still being able to play reasonably effectively) be made for reasons of RP or aesthetic.
Example: They might wear a low quality low boost ring, simply because it has emotional significane to them or has been crafted by their in game spouse.
A simulationist is interested in the veracity and internal consistency of the gameworld. They want details, knowledge, understanding, to explore the systems of the world and to understand the simulated reality of it. They want things to hang together interestingly and to make sense. They're likely to get a kick out of crafting and the economic systems.
Example: They might wear all their own jewels, despite them being lower level as they're experimenting with what does what and they don't believe the prices the economy supports are realistic.
In the context of the current event, interpretations can be very different between the types (nothing is black and white of course, most players will have elements of appreciation and compromise between all three).
A gamist sees - a game only. They see the fight and war as being no more significant than a game of football. A bit of fun they can laugh about afterwards and still be mates with people on the opposing side. They'll be interested in the rewards for having lots of honour, in the PvP to test their 'optimal builds' and won't mind constantly being ganked so much because to them, it is 'only a game'
A narrativist sees - a war. Some will be pro, some will be anti, but this is a major event for their characters and for the world, changing the direction of the whole game and with lasting impact. Nothing will ever be the same again, not interaction, nothing at all. It all changes now and will have varying effects on varying characters.
A simulationist is likely interested in the building actions and the effect the event will have on a war economy but may share concerns with some narrativists that the sudden swing to war doesn't make much sense in the context of the gameworld as presented. They are probably also interested in emerging tactics and how large scale fights will go down.
Each can be for or against PvP, each can have different reactions and levels of interest (or rejection) to it but hopefully this should help people in each camp (recognised or not) understand each other a little better.