Showing posts with label play style. Show all posts
Showing posts with label play style. Show all posts

Sunday, February 21, 2010

Play Style and "Fun"

A good while back, I ran into this post on Levi's Amagi Games: the What-I-Like Glossary. At the time, I read it, shrugged, thought to myself, "Well, that was interesting," and then went right on my way. About the same thing happened when I discovered Brain Hex. Thought about it for a bit, decided it might lead to some interesting ideas, and then moved on to other things.

I've been thinking about them both lately, because I've been trying to figure out what I mean by "play style." When I use that word, people start throwing around terms like "gamist" and "narrativist" soon after. These aren't useful words for me. The big issue is that I always feel like there's some much more precise definition for them than I actually understand; I've read the articles in question on the Forge, but can't make precise sense of them. All I really have to go on is the way that I see people use them, and there I find concepts that aren't particularly compelling.

Though perhaps that's not quite the right word. Compelling they are, yes. Dividing up RPGs into three distinct, semi-exclusive categories is, for whatever reason, attractive. I've found myself drawn in that direction myself, on occasion. And since I'll readily admit that I don't have a strong grasp on the overall theory that they live within, they may very well be good terms for describing the kinds of things they're designed for. But in common use, they tend to trample over a lot of what I find interesting about play style.

For instance: "Gamism" tends to be used to mean "games like 4e D&D," where the players are expected to spend a lot of time manipulating the mechanics of their characters in various ways, towards the end of overcoming various obstacles. But when I look carefully at the people I know who enjoy playing this way, the idea that this is style of play functions as some kind of self-contained unit breaks down. Many of them enjoy extremely rules light play, so long as there are obstacles to overcome and problems to solve--they get just as much thrill out of figuring out how to use a ten-foot-pole to deal with pit traps as they do finding that perfect character combo. And all of them are drawn to D&D for reasons beyond simply manipulating the ruleset and overcoming challenges, whether it's the funny voices that their DM makes or the continuing story that their character is involved with.

So while I've borrowed a lot of ideas from the framework behind those terms, I try to avoid using them because they don't get at a lot of distinctions I'm interested in. Instead, here's what I think is important about play style:
  • Different people have different ideas about what's fun and what isn't fun. This'd be one of those "borrowed ideas," though I doubt it's original to GNS theory or whatever it is that it's called. Furthermore, I suspect that a lot of problem play comes down to people disagreeing about what's fun and not realizing that they disagree. If I'm reading Ron Edwards right, this idea is what's behind a lot of his talk about "incoherent play," but I don't take it quite so far myself, for reasons I'll get to in a bit.
  • "Play style" doesn't live on the Island of RPGs. The stuff I like in roleplaying games tends to be similar to what I like in other games, or in other kinds of storytelling. Where it isn't the same, it interacts directly with my roleplaying game preferences; that is to say, there are certain things that I don't like in roleplaying games specifically because I think some other kind of game does them better. Particularly on a practical level of figuring out what makes your group tick, it's important to look at what people like about what other games they play, and why they're playing RPGs rather than those other games.
  • "Play style" is made of a bunch of little interlocking pieces. This is where Brain Hex and the What-I-Like Glossary come in; they're both basically ways of breaking down and looking at those pieces individually. You'll note that they have a number of styles of play in common, as well as the overarching idea that everyone enjoys more than one, but there's usually one or two that someone will like the best. Neither is perfect; the Brain Hex model is specifically geared towards video games, and Amagi Games has failed to provide the internet with a snappy Greek term for the thrill of finding stuff out. But the basic idea there is attractive to me, being based on at least an attempt to model what's actually going in people's heads when they talk about "fun." Though I mostly like it because it lets me talk about how . . .
  • Some kinds of fun go together like peanut butter and chocolate. Or, I should say, chocolate and something that's not terrible. Using the Amagi Games terminology, what I mean is, if you're into ludus and kinesis then you're crazy if you're not playing a game that's got tactical miniatures combat, because those two kinds of fun can really complement each other. Likewise, if you're currently deep into kenosis, you'll find it pretty easy to add expression and kairosis to your game, if you also enjoy those kinds of play.
  • Others kinds of fun are more like steak and ice cream. The main thing I'm thinking of here is something that Levi notes directly in his list: kenosis is easy to mess up if you've got something else going on in your game that breaks people "out of the groove." Another good example using the same terms is that alea can (but doesn't always) conflict with fiero. There's a certain kind of gamer who wants to win because he came up with a great plan, not because he got lucky. The basic idea here is that there are certain kinds of fun that you have to prioritize, because you can't have all of them.
  • Some players who like different kinds of play will get along great. Others . . . won't. If their favorite kinds of play don't conflict, or complement each other, you won't have a problem. That kind of group may even be preferable to one where everyone's play style is in perfect accordance; it can be fun to be a spectator to a different style of play than the one you're normally engaged in, or to be pushed out of your specific comfort zone every once and a while, and it's good to have players with a variety of different ways of approaching in-game situations and problems. On the other hand, if two players strongly prioritize styles of play that interfere with each other, you're going to have problems, especially if they don't realize that it's a play style clash and assume the other person is just being obnoxious. But playstyle isn't some immutable iron thing, either--if both parties are aware of the different kinds of fun they're interested in, and each explain to the other person what it is that's cramping their style, they're likely to be able to hash out a compromise that keeps them both fairly happy.