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Where Reality Ends and That Other Reality Begins...
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C_Brennan
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Where Reality Ends and That Other Reality Begins...

First, just in case, this is not an attempt to berate anything/anyone. I'm just looking for advice/feedback.

With that said as a "just-in-case cushon" I'm going to bring up the topic that everyone feels really passionate about. IG vs. OOG. Where does one stop and the other begin?

What I'm looking for are responses to this topic in general from everyone, from those who study these games to those who just really really really really love them to those who just stay here to say that they're apart of a large community. I don't care where you come from, I'm interested.

Ok, the prompt:

More and more, games have been recognizing Unfiction and Immersion Unlimited and other places as an element of gaming and as just part of the game. While they may not consider Unfiction as a resource to root in, they are truly blurring the line.

I have read posts from people who are so confused in trying to distinguish what is reality and what is alternate reality. Who's on what side and what not. For some people, that disturbs them. Others really don't care either way.

I am wondering why does this blurring work or not work for you, and give reasons to support why this blurring does or does not work for you. I don't want an argument or a debate, I'm just looking for some ideas here from the entire community.

Also, don't turn this into an Unfiction vs. Immersion Unlimited battle. I'm looking for concepts and ideas that are independant of either board and the paradigms both contain. Like I said, just comments on how far to blur the line. Nothing more.

Thank you for your help and thoughts.

Sincerely,
Seraphina Brennan

Edit: And yes, I will take everything stated in this thread into consideration during the development of my next game. So if you want to get heard, now is your chance.
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-Synagoga, after getting her first cat from "Auntie" Seraphina

In-Play: The Dark Knight


PostPosted: Wed Apr 20, 2005 7:23 pm
Last edited by C_Brennan on Wed Apr 20, 2005 7:57 pm; edited 1 time in total
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GunslingerGulp
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Personally I think it is important to have a place where you can just take a step back from the actual game and discuss your thoughts freely, like for example what the PMs want to accomplish with certain puzzle or to what lengths are they willing to go. e.g. Do I need to take a train or just wait for an email.. that sort of thing.
I also agree that some people tend to blur the line and that's fine, everyone should get as involved as they like, but at least for me it's important to separate the game, no matter how good, from reality.
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PostPosted: Wed Apr 20, 2005 7:43 pm
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GuyP
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The more we write games into the real-world, the more grey areas there'll be regarding the ingameness of various story elements. I think it's an interesting trend and one that I hope continues, if only to challenge player behaviour and drive it in a more realistic direction. Obviously, caution is advised on everyone's part.

However, I absolutely don't see Unfiction as part of this trend, and while I'm sure there might be PM's who regard it as bleeding-edge to consider Unfiction in-game, I'd find them deeply naïve and disrespectful.

If PM's want to blur lines, that's cool, but they need to draw their own, and not smudge ours.

(Didn't see your edit there, chap, so I didn't intend those comments to be directly aimed at you, at least in tone.)

PostPosted: Wed Apr 20, 2005 9:27 pm
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imbriModerator
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Go figure, I have an opinion on this Smile

First, a disclaimer of sorts, my opinion is not that of a player, but of a Puppet Master and someone that gets into this debate nearly daily with game designers, theorists, and artists outside of the ARG community. That sometimes makes me a bit intense amongst you all where this topic is concerned...

When this matter, inevitably, comes up in my discussions on ARG, I would quote bits of Jane's A Real Little Game presentation. In fact, I've quoted or paraphrased her so often that my friends at school tease me for being a rabid fan girl. (stupid friends... I'm just a fan girl, my rabies test came back negative!) Yet, over time, many of her ideas in that paper have stuck with me and, in some ways, taken on a life of their own. So, if you've read that presentation, you'll likely recognize some of the thoughts. If you haven't read it, but are interested in this subject, it is a very good read and available on her site (www.avantgame.com). It doesn't deal with in game and out of game as much as it does the idea of player belief. Which, I think, is the heart of the matter because I don't think that we're asking as much about the blurring of the lines but about player belief and disbelief. While similar, I think that they're slightly different issues.

As you've all heard me before, I believe that the setup at IU actually increases the boundaries of the game world by requiring a player to consistently check themselves (and their belief) on what is and is not "in game". Because of that, it is no more possible for a player on IU to become "fully immersed" as it is for a player on UF that has the safe boundaries of a completely out of game board. This is, in my opinion, a very good thing.

Despite some saying that they want to experience "The Game", players in all genres, including ARG, search for and push the boundaries as a way to reinforce the line between the real and the fictional. As such, I think that if those that say they want to live "The Game" truly thought about it, very few of them would really want that experience. Instead, they want to feel as if they are experiencing it and they want to be able to enjoy and relate that experience while they are participating in it. We must remember, "The Game" is a singular experience, there is no sharing and relating. ARGs are highly communal and, not only does that provide a forum for relating the experience, it provides another area where one can reaffirm the boundaries.

That leads to the latching on to the "This Is Not A Game" mantra. We (players) like to believe that it's not a game. We want to live to that ideal. But, each time we say it, we are just reinforcing the idea that it is actually a game. In addition to providing a reinforcement of the boundary, it also provides a rallying cry to reaffirm the community and to relate to others in the community.

As for your claim of those not able to distinguish between the reality and the alternate reality, as a friend so aptly put a similar argument this weekend, "That's insanity." The pun is intended and, despite what you say, I have not come across an earnest claim of a player not understanding the difference between the game and the real world. Though, having debated this issue at length with fellow students and respected professors, I do admit that I am concerned by that thought and, moreso, by their thinking that thought.

The more that I read articles in the main stream press, such as the PCGamer article, that stress "mass amounts of confusion" and make claims that players don't understand the boundaries between what is real and what is not, the more frustrated that I become. It furthers that myth which some people take as far as some sort of prelude to what has been called the Ender's Game Scenario. This causes concern amongst game theorists as well as the media and, while I can understand their concerns, it can be quite frustrating to repeatedly have to assure them that this is just not occurring. I have yet to meet or talk with a player that has a mass amount of confusion (aside from the natural confusion of working through a puzzle or organizing a plot scenario… both done in a very "out of game" fashion). I have yet to see a game played out in a manner that is truly and complete immersive (in the you have no clue what is a game and what is real type of sense of the word).

Yet, it's a catch-22 of sorts. We use the phrase to reinforce the boundary between the fiction and the real. It works on so many levels. Yet, it is misused and misunderstood by the media and that just provides fodder for concern over how far these games go. As Phaedra and I discussed at length in UF one night, we are so aware of and conscious of the game boundaries that there is, essentially, less to be concerned about with an ARG than in, say, a large 3D virtual world. Those working to create realistic 3D environments for use in large virtual worlds or augmented reality are, essentially blurring the lines between the real and the virtual. By accepting and understanding that ARG players have dealt with those very issues and the ways in which they have dealt with them should be of great interest to them. ack! I'm slipping into a presentation that I did on this subject and becoming all frustrated.... at the end of the presentation, the first words out of the professor's mouth (a great guy who works in 3D environments) were "but we can just turn it off…" Don't even get me started! Coincidentally, along with mentioning the confusion that players face, the PCGamer article expressed something about not being able to switch it off… grrr! Anyway, back to the topic at hand…

I don't have an issue with games referring to ARG community sites. However it needs to be done in a realistic fashion. If it's not, it's just a badly played device used to point new players to the player resources or, worse, a badly designed game. Perplex City is a great example of this being done well. Despite the annoyingly narcissistic nature of the press listings, they have affectively provided a focal point to look to for the boundaries between the game and fictional worlds. In addition, they have outright stated who the game designers are, providing another resource for players to understand more fully that it is just a game.

I do have an issue with games invading player space, such as characters posting on known out of game forums. Such devices continue to confirm the boundaries because it causes players to discuss the issue. Yet, my real problem, is that it can serve to add to the concern mentioned by various scholars and theorists as well as those in the media who don't want to invest in the liability. That can cause problems for the growth of the genre in the long wrong run and, actually, counter the Puppet Master's original intent.

PostPosted: Wed Apr 20, 2005 9:37 pm
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Sin Vraal
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whoa

d00d, WtF u m34n????????///////

PostPosted: Wed Apr 20, 2005 10:10 pm
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C_Brennan
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1. Ok, Imbri posted, the rest of you can go home. Very Happy (Just kidding, keep thoughts coming in.)

2. Thank God Sin, I was getting all scared when I came back after reading all of Imbri's post and saw you had posted and I got the "Dear God he better not have written something as equally long." I feel ok now. Lol.

3. If you were referring to my original post, Imbri, I should have made myself clear, I was referring to the things such as players being confused as to who was a player and who was not, in areas such as The Perplex City Sentinel, in which some people were discussing if some of the letters from Earth were from real people or not, and the Stolen A3 forums with Worry, as people were wondering if Worry was a player or a character. I didn't intend it to mean that anyone would confuse one of our realities for reality because that would be the definition of insanity. My apologies, I should have made that clearer. And I did read that report, Imbri, thanks.

Um... as you people were... I'm enjoying reading the many thoughts.
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-Synagoga, after getting her first cat from "Auntie" Seraphina

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PostPosted: Wed Apr 20, 2005 10:15 pm
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GuyP
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OK, I scrapped my original post because it was a little longwinded, but I suddenly feel a little less self-conscious about that Smile

The blurring of lines is a product of the trend towards games justifying their existance within out world. The Beast, for instance, provided no justification as to how we were reading a version of the internet from hundreds of years in the future, not to mention calling up security guards in their world. ILB on the other hand, despite setting it's central audio drama hundreds of years into the future, also dedicated a non-trivial amount of content to setting up how we were able to listen to the story.

It's often said that ARGs are really created by both the PM's and the players, and that holds true for 'realism' too. If we want to see games get more PM's make games more realistic and to blur the lines, then the player community needs to respect that by playing more realistically. If we trod more cautiously when interacting with characters (as we would if we were conducting a real life investigation), it wouldn't be so much of an issue - but when people send throwaway emails along the lines of "[you are] an insolent child whos mindless prattle [is] achieving nothing" it makes me nervous that civillians may get caught in the crossfire.

I used to think it was ridiculous to suggest that participants might lose their grip on what's real and what's a game, but little things nag at me these days that make it not inconceivable... mainly witnessing the symptoms of paradoila at work in the forums. Still, I like to think that everyone has the common sense to realise that the harassment or worse of anyone is very clearly not part of any game.

That said, Art Of The Heist is set entirely in our world and is involving plenty of interaction and real-world stuff, and that seems to be working amazingly. So what do I know?

It's almost like this: This Is Not A Game. Hence, everyone in it is OOG (as there's no "game" to be in.) Therefore, treat everyone like they're a real life person... respectfully. That's the kind of player mentality before we can blur the lines much more, I think. But while players are finding people of dubious ingameness, and then people start posting "I've got a friend at Cambridge uni who's going back up on monday, maybe he could scout out [HIS HOME AND WORK ADDRESS]?" - use your smarts, PM's!

And again, don't mess with the UF.

PostPosted: Wed Apr 20, 2005 10:30 pm
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imbriModerator
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Are you guys implying that my post might be a bit verbose?

as ozy would say, SUCK IT!

Smile

And Colin, I was only partially responding to you in that bit. The post was really just addressing some of general statements that I hear outside of the UF/ARG community. I just took advantage of your lead to do it, so thanks! I needed that.

- b

PostPosted: Wed Apr 20, 2005 10:46 pm
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C_Brennan
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No... I didn't imply it was verbose... I implied that... um... wait.. wait.. look, a bird! *Runs away*

No, I really can't imply it was verbose... I do the same thing... Yep... definetly guilty...

And, ok, just wondering. I didn't know, and I didn't want to be unclear. Heh. Um... if you ever need another release.. um... look me up. I live here. Lol. See the logo up there? Yeah, my bed is behind it. Lol!
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"Here's a kitty, there's a kitty, my kitty too! Kitty, kitty, kitty, kitty... um... I ran out of rhyme..."
-Synagoga, after getting her first cat from "Auntie" Seraphina

In-Play: The Dark Knight


PostPosted: Wed Apr 20, 2005 10:52 pm
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colin
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imbri wrote:
Despite some saying that they want to experience ?The Game?, players in all genres, including ARG, search for and push the boundaries as a way to reinforce the line between the real and the fictional.
...
That leads to the latching on to the ?This Is Not A Game? mantra. We (players) like to believe that it?s not a game. We want to live to that ideal. But, each time we say it, we are just reinforcing the idea that it is actually a game.


I think the first sentence is a fascinating concept in itself. Maybe players push the boundaries to check if it's real, not to re-enforce that it's not. To draw an analogy: In science you keep testing something until you are sure it's real, and then you accept it. Perhaps players are doing the same thing, they want to keep testing that's it real, and once they are convinced, they will accept it. Problem is that it's going to be really hard to build a game world that is utterly convincing.

The players are approaching with rational thought. If they want to believe the game world, they need faith. I think this is the crux of the Ender problem. Ender had faith in his teacher, that it was a simulation, not real. It was a setup by the teacher, involving establishing a real relationship and then conning Ender. A similar situation exists between a parent and child; Santa Claus.

This relationship is not available in a game world. A game is presented to the player. The game doesn?t illicit a players trust and then lie to them. A player plays the game, the game doesn?t play the player.

It could be argued that ARGs could con people because of there nature. The idea that an ARG could try to con a player is by no means an invalid one, but it?s an ARG. All scams and cons are based on creating an Alternate Reality, thing is it?s not a game. I think the game aspect is what stops an ARG becoming a con. A game world is presented, it?s trying to be convincing, but not convince you (subtle point?)

As far as TINAG goes: I believe that the game doesn?t present itself as a game, and does nothing to acknowledge it?s a game. This includes having no OOG sites and having an iron curtain. The concept for me is that the players know it?s a game, the Puppet Masters know it?s a game, but everything in-between doesn?t know it?s a game.

I think it?s not a mantra for players but a mantra for Puppet Masters. For players it?s a choice of if they like that style of game.

(I also think TINAG concept is getting adulterated, but that?s another thread)

PostPosted: Thu Apr 21, 2005 7:44 am
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imbriModerator
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colin wrote:
I think it?s not a mantra for players but a mantra for Puppet Masters. For players it?s a choice of if they like that style of game.

(I also think TINAG concept is getting adulterated, but that?s another thread)


I agree and disagree here.

I do think that it's beyond just a preference for the players. I don't even want to count how many times I've seen "This Is Not A Game" or it's more board & chat friendly "TINAG" mentioned by players. I do think that it is a mantra and I think that the press, to a degree, reinforces that mantra. I also think that it is relatively important as such if my post didn't make that clear Smile

I will agree, however, that it has been adulterated. And, yes, that is another thread. However, I do think that it has two meanings, one for behind the current (the design philosophy) and another for the players (the game play philosophy).

- b

PostPosted: Thu Apr 21, 2005 9:08 am
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Alzheimers
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Just to be a voice of dissent,

I would have to say that the concept of being an invisible spectator in an Alternate Reality experience is paradoxical at best. In order to participate in what we would believe to be a Reality, even as a "mildly curious bystander", you still have to take a role in the universe that's being presented.

I think the perception is that the unparticipating observer is like the audience hiding behind a 4th wall in a stage production, or watching through an invisible 3rd person camera like TV. I believe this philosophy totally defeats the purpose of creating a plausable, believeable universe for the ARG to take place in.

If you, and by that I mean the general audience the "performance" is produced for, don't consider yourselves to be a part of the same universe as the characters then how can we truly consider it an ARG? If you are unwilling to put yourself, even just as the "mildly curious bystander", into the reality that's being presented, how is the story being told any different than any other form of non-interactive entertainment? If you sit really really close to the TV, it can almost, sort of, in a way, feel like you're sitting in the same room with the characters. But if you reach out, all you hit is glass. In an ARG, if you reach out, you should (metaphysically) be able to "touch" that character as if you were sitting in the same room.

But, now I'm going to switch gears for just one moment, and startle everyone by trying to narrowly avoid contradicting myself. Despite this call for players to behave as if they were actually experiencing the events of the "Alternity" (woo, did I just coin a word?) along with the characters, there needs to be a place separate and nonexistant to the Alternity for the players to congregate. The community aspect of our genre demands that players have a way to communicate in a way that doesn't have any effect towards in-game events. Especially when ARG projects are expected to be vast and insurmountable by an individual, without the space to escape to from the Alternity there's no way to guarantee that the mindshare can remain uncorrupted by in-game forces.

For example, let's assume that the Pious Flea from ILB had found Unfiction. We know of its ability to mimic other entities and establish communication lines as if it were the original to send it's corruptive messages. How could we then trust anyone? How could we come together as a community, if there was always the suspicion that we might be spied upon by an In-game character? How are we supposed to develop the bonds that only come from a shared experience, when we're too busy questioning the motives of everyone around us?

So to sum up: it's illogical to say you're part of an Alternate Reality experience if you're unwilling to accept becoming a part of that reality. It's also dangerous for an Alternity to ignore the separation of Game and TINAG. If an actor in a shakespearian play starts jumping up and down yelling "This is not an act!" at the audience, it only makes the performance that much harder to believe.

The harder you try to argue something is real, the more unreal it becomes.
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PostPosted: Thu Apr 21, 2005 11:41 am
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Katsurame
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Personally, I always thought of ARGs as one giant OOG RolePlay. I think that puppetmasters should think OOG when creating, or it seems too contrived.
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PostPosted: Thu Apr 21, 2005 1:03 pm
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catherwood
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I'll have more to add in a minute. I'm still reading the whole thread, but wanted to blurt out a quick comment on this:
imbri wrote:
"but we can just turn it off…"
The cool thing about an ARG to me is that it never sleeps, the good ones don't have a pause button. I wake up the next morning to find emails between characters, and a (real?) press release about a stolen car.

(still working my way thru the thread)
colin wrote:
A game is presented to the player. The game doesn't elicit a player's trust and then lie to them. A player plays the game, the game doesn't play the player. ... It could be argued that ARGs could con people because of their nature.
At this point, I am reminded of the "puppy" scene during AWARE. A player was kidnapped -- or was she? The more we tried to say it was just acting, the more the game pushed "proof" on us that she was really in danger. But, really, come on now. IF a player had been kidnapped in real life, we would call the police and end the game. This insistance on "blurring the lines" was a lie, a con, and one of the reasons I felt abused by that game. I'll allow that this is a matter of personal taste, but you asked for my opinion.

(getting closer to the end now)
Alzheimers wrote:
In an ARG, if you reach out, you should (metaphysically) be able to "touch" that character as if you were sitting in the same room.
As long as a game has that potential, it makes the Alternity more believable, even if I personally never take advantage of it. But perhaps it _requires_ at least one player to take that step and interact with the world -- and report back to the community -- for the Alternity to be established. Without that, I'll agree, the game world functions as no more than elaborate stage play.

Using the theatrical stage performance analogy, I might be watching a scene between two characters playing Euchre. I get up and go out to the lobby. I buy popcorn, but I find that someone has written a cryptic message on the bag. (I can choose to solve it or not.) I return to my seat, but find that the play continued in my absence, and now new characters are discussing some action which I missed. I can turn to the patron sitting next to me for a recap, or I could flag down an usher. In fact, the usher can take me to the edge of the stage, where I can actually talk to one of the characters (who is not in the current scene), ask them what the last conversation meant, and even show them the cryptic note I found! Would that be cool in real life? I think it would be chaos, because I wouldn't be the only patron doing this!

As was stated above, the beauty of the Michael Douglas movie "The Game" was that he was the _only_ person without a clue. The mystery was entirely his to live. No stranger on the street was going to walk up to him with "spoilers". This is not an ARG. The essential element seems to be the community. I think i shall go meditate on this for a while.

PostPosted: Thu Apr 21, 2005 1:24 pm
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Phaedra
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Alzheimers wrote:
Just to be a voice of dissent,

I would have to say that the concept of being an invisible spectator in an Alternate Reality experience is paradoxical at best. In order to participate in what we would believe to be a Reality, even as a "mildly curious bystander", you still have to take a role in the universe that's being presented.


I don't know -- there were a lot of people who only observed during ILB, and yet I think they would still say they participated or "played" it.

Also, "take a role in the universe that's being presented" sounds an awful lot like "role-play."

I think it's totally possible to play an ARG -- to work on puzzles, to discuss character interactions, to talk with other players and SPEC one's little heart out -- without ever being engaged in role-playing. Is someone who acknowledges that the whole thing's a fiction and just works on puzzles and speculates, here, on an OOG forum, about where the plot is going really "taking a role" in the game's universe?

One only really is called up on to role-play if one interacts directly with a character. Even then, depending on the character, the "role-playing" can be very minimal. With ILB, interacting with Melissa, we had to pretend to be members of her crew, but that wasn't the "alternate reality." The ARG itself (not to mention Dana) acknowledged that Melissa had been cast back in time, and we were not her crew members. That fiction was only for the sake of one character. The only role-playing we did with Dana was to pretend that we believed that Melissa was real, that her website had actually been corrupted, and so on -- not pretending that we were part of, say, Melissa's universe, but just not acknowledging that we knew a company making an ARG had actually made the website.

But I can imagine a character interaction involving even less role-playing:

CHARACTER: Hello.
PLAYER: Hi. We're trying to solve the puzzle you sent us. Can you give us any help?
CHARACTER: No.
PLAYER: Right, then. Carry on.

This doesn't violate the game boundaries, yet the only fiction being preserved here is that it was the character rather than the PM that sent the puzzle. Presumably the player is talking to the character, but they're also talking to the PM, through the character. So in some ways, there's absolutely no role-playing going on at all, just a request for information.

Granted, most character interactions are not going to be that austere, but I just wanted to establish one (plausible) end of the spectrum.

But if a player doesn't interact with characters at all, which in a big game like ILB is entirely possible and even likely for the vast majority of the players, how are they taking on a role in the universe?

I don't know -- I think it gets dangerous to mix up "role-playing" and "participating."

I prefer games that preserve a fiction that they *could actually* be happening, personally. Games that take place in my time period, and what looks like my world. Melissa gets shot back into 2004, and looks for help from real people in our world, even if *when talking to her* just as we would do with a real crazy person in our real world, we pretend to go along with her fiction. The narrative framework there is something happening in the Real World: Dana's cry for help because her website is screwed up.

I much prefer this to the narrative framework involving me pretending from the outset that I believe I'm talking to, say, aliens from the planet Zork. I'm not much of a fan of role-playing, I guess, except in its most subtle forms. I want my intial contact with the game to involve realistic characters who are as confused as any real person would be if something out of the ordinary happens, not a Zorkian appearing in chat.

But I admit that I'm picky. I just don't think that one necessarily has to participate in the game's universe to play it. It's more FUN, IMANSHO, to play in that universe, but not NECESSARY.
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Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Thu Apr 21, 2005 2:02 pm
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