morsla: (lookin)
[personal profile] morsla
As often happens when surrounded by work, I've been thinking about games.

[livejournal.com profile] jod999 organised a group to talk about games - kind of like a book club, but talking about computer games instead. I enjoyed the first meeting this week, using Osmos as a starting point - I bought a copy last week, and [livejournal.com profile] aeliel and I have been playing the hell out of it on the iPad. It works really well on a touch screen, even if I'm still to master any of the orbital levels. As with most computer games, [livejournal.com profile] aeliel is much better at it than I am.

I've also found myself trying to be as minimalist as possible for ages after playing it. Do I click on this thing in the web browser? No, just wait until the page you were looking for drifts into view. It's hard to shake out of that kind of slow, ambient mood.

Back in 2001, Ron Edwards wrote an essay on "GNS" for The Forge. It broke gaming down into three main categories - Gamism, Narrativism and Simulationism. I'm sure there are other ways of breaking down the genres, but it's the one that has stuck with me over the years..

"Gamey" games can be great, but I'm not very interested in them as roleplaying games. I love games that are challenging to learn, master and win - but that is why I play miniatures systems like Warmachine. Roleplaying game mechanics are peripheral to the story for me: I enjoy them when they are invisible, and when they don't get in the way of story-driven decisions.

As you can probably tell, narrative games are the reason I like roleplaying. If I'm playing an RPG, I'm there for the story. Not just the story being told by the person running the game - if I wanted a static story, I'd read a novel. I want to see how it evolves once there are living characters in that world. I've happily played in games with no rules or system at all, but I also like games that are designed to encourage the creation of a story.

Simulation-style games bore me to tears. I couldn't care less how accurate or realistic a system is, as long as it doesn't break my suspension of disbelief while I'm playing. It's partly a streamlining thing: I'm yet to see something elegant that captures all the detail a simulation wants to cover, as the default style appears to be pages of bloated, over-complex rules. I'll pass on these ones.

Years later, some people on RPG.net coined a tongue-in-cheek movement of their own: Cheetoism. "We game for the snacks. And also the dice. But mostly, just to hang out with friends and tell tall stories." I think that really sums up the thing I most enjoy about all the time spent with [livejournal.com profile] miss_rynn, [livejournal.com profile] bishi_wannabe, [livejournal.com profile] mousebane, [livejournal.com profile] aeliel, [livejournal.com profile] umbra_mentis and Lon over the years. There have been lots of games, using lots of different systems. But ultimately it's been an excellent excuse to spend time with friends, eat more than we really ought to, and tell stories.

Date: 2011-05-19 09:43 am (UTC)
From: [identity profile] jod999.livejournal.com
I'm a Cheetoist.

Date: 2011-05-19 10:28 pm (UTC)
From: [identity profile] umbra-mentis.livejournal.com
Correction - eat way, way, way too much more than we ought to! :)

Date: 2011-05-20 01:16 am (UTC)
From: [identity profile] aeduna.livejournal.com
I couldn't care less how accurate or realistic a system is, as long as it doesn't break my suspension of disbelief while I'm playing

In my case its more about self-consistency - if you're going to worry about details in one spot, and then handwave it away in another, then that gets jarring

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