Archive for September, 2007

xkcd comic Pix Plz—peripherally related to women and gaming

Okay, this new xkcd.com comic isn’t not about games, but it certainly applies to some things I see in game forums. Since we’ve been talking about things that prevent women from getting in to our hobby, I thought I’d post it here.

XKCD comic: Pix Plz

It’s funny ’cause, man, I wish I had an EMP cannon for just such occasions!

Add comment September 28th, 2007

“Chess for Girls” — What women want from games

Asking what women and girls want from games is the wrong question. The question probably has no real answer, and if anyone ever found one, it’d basically be useless.

I’ve put off writing about the topic of women and gaming for a while for two reasons. First, it’s a difficult and big topic. Second, it happens also to be a topic I care a lot about.

Thanks to a minor synchronicity, I’ve decided that today’s the day I begin to tackle to subject, though I’ll have much more to say on the subject in the future. The synchronicity that sparked this post involves reading this one at female-gamer.com and discovering the following video (thanks to this post on Feministing.com).

A very funny fake ad from SNL, but unfortunately it’s not really all that outlandish. The early 90s saw the introduction of “Battle Trolls,” macho versions of the bright-haired plastic dolls popular with girls. Although I saw the original ad over fifteen years ago, I still remember the narration: “Everyone knows that girls like trolls, but what to boys like? Battle Trolls!”

It made me shudder then, and it makes me shudder now, especially when I watch my two-year-old daughter putter in her kitchen for a few minutes making imaginary cakes, then switch over to her pirate ship for some high-seas adventuring.

I don’t pretend that, within our culture, a person’s gender doesn’t influence what he or she looks for in games. I won’t bother to speculate on how much game predilections depend on the biology of gender (my instinct an experience suggest biology has almost nothing to do with it, but that debate goes hopelessly beyond the scope of this blog).

But every time someone asks, “What do women gamers want?” We get the silliest answers—from men, from women, from everyone. For instance, a fascinating article in The Escapist a few weeks ago on the topic of heroines in video games included quotes from a variety of women in the industry. While one woman wished that female video game characters would “be wearing pants,” another said

Give my heroine a PMS day where she, unexpectedly and without reason, decides to pull the ears off small bunny rabbits. Have her try to leave the house and go back to change shirts four times. Let her have some upper body limitations and figure out how to manage using her legs.

Seriously? I game almost exclusively with women, and I don’t know a single one who wants menstruation in her escapism.

Here’s the main reason the question of “what women want” is stupid: We all want exactly the same thing from our games. Oh, some of us may prefer puzzles, others strategic board games, and still others vicious PVP, but what we really want is fulfilling entertainment.

In games with a narrative (most video and tabletop roleplaying games, for instance), this means that we want to be heroes—reluctant heroes, action heroes, and antiheroes, perhaps, but heroes nonetheless. On the more abstract, gamey side, we all want to be challenged, usually progressively, but not overwhelmed.

Do some women want the chance to decorate their avatars in MMOs in greater detail? I can assure you that an equal percentage of men want exactly the same thing. Do some adolescent men like to drool over cheesecakes in chainmail bikinis in their game books? Well, plenty of men are turned off by such illustrations, too.

In the end, the reason fewer women than men are attracted to all genres of gaming has everything to do with culture and almost nothing to do with “what they really want.” Almost all video and roleplaying games fail with women not because women don’t want to play such games, not because the games haven’t been successfully targeted to women, but because the games have been targeted at the hard core of a niche market. Most developers still market to the passionate minority. As soon as they start developing for people, not for “Men aged 18 to 35″ or “Women with $50,000 median income,” they’ll really start seeing a profit.

I could go on and on about this topic. As I said, it’s very important to me. I’m an unashamed feminist and an unashamed gamer. My regular gaming group comprises one man and four women. And, straight male though I am, I too bridle at the absurd physiques that decorate the books and the sexist language (see he or she) that even my favorite game company ridiculously insists on using.

So I’ll have more to say on the topic in coming posts.

4 comments September 27th, 2007

Quick Sample: Sword of the New World

In early September, I downloaded the intriguing Sword of the New World, a Korean fantasy MMORPG that is “free to play,” although the game ultimately favors players who buy in game items and money with real money transfer (RMT).

I had planned to write a detailed review of the game, but an excellent write-up appeared a couple of days ago at Hardcore Casual that really tells you all you need to know

For myself, here’s what I very much enjoyed about the game:

  • The characters look amazing. The costumes are richly detailed and beautiful, and even though you can’t do even one thing to customize their faces, they are appealing. This game has truly captured the anime look and wedded it to the setting.
  • The setting is unique: pseudo-Spanish exploration of a (not the) new world. It has some of the flavor of the popular pirate genre but winds up carving out a unique niche. The setting doesn’t try to be believable. Lavishly decorated ballrooms and opulent halls line the streets of a city on the edge of an unexplored continent. But when you’re playing, you just don’t care.
  • The music is gorgeous and setting appropriate (really, you just have to listen to it), and the game allows you to control what music is playing.
  • The chance to control three characters simultaneously means a person like me, who loves to explore every class available, doesn’t have to split time among quite so many different groups. You can easily make characters of all classes and choose whatever combination seems interesting when you set up an adventuring party.

That said, I quit the game after about a week, because for all the good points, I find it’s just a terrible game. Here’s why:

  • It’s too “gamey” for me. As I’ve said before, I prefer a more immersive environment, and Sword of the New World instead reminds me that I’m playing a game. Controlling three characters means I’m not really roleplaying any one; instead, I’m operating three virtual chess pieces simultaneously. The NPCs talk openly about game mechanics.
  • Combat is either entirely too easy or almost too hard. One thing I actively dislike about most current MMOs is that they’re too easy. WoW and LotRO are both designed to be accessible to anyone, and even the most difficult challenges are met primarily with time investment, not with skill. In SotNW, though, adventuring can be so easy that you can literally leave the game running for hours at a time, then come back and see how far your characters have leveled. Seriously, the game is actively designed to let your characters grind while you eat lunch. On the other hand, the challenging dungeons and encounters require such careful management of your characters’ abilities and positions to handle the onslaught of monsters – something you won’t have practiced in the super-easy leveling you’ve done so far – that even experienced, skilled gamers may be unable to handle them consistently.
  • RMT pisses me off. There are some good arguments for a revenue model based on real cash for in-game rewards, but as someone who prefers immersion, I find such options break my suspension of disbelief. Also, I happen to prefer games in which those with more abundant real-world capital don’t automatically have an advantage.

The worst problem with the game is that I was just plain bored with it after four or five days of exploring. Without a reasonable challenge, an interesting storyline, or a chance to interact in a fun way with other players, even the beautifully realized setting couldn’t hold my interest.

Instead, I felt as if I were playing ProgressQuest. That’s not really fair, of course. The game has lots more to offer. But it doesn’t have lots to offer me.

2 comments September 26th, 2007

The Buffy the Vampire Slayer Roleplaying Game

Buffy the Vampire Slayer Roleplaying GameOn vacation, I had time to read the core rulebook for the Buffy The Vampire Slayer Roleplaying Game. I picked it up because a friend who has never played a roleplaying game in her life but who seems like a good candidate absolutely loves the Buffyverse.

In fact, our very first session will take place this Friday. Introducing a new player to roleplaying is fun and exhilarating. This woman is friendly, fun, and creative. She loves good stories and acts in the community theater. Unless the utter geekiness of our activity sends her screaming, she should be a wonderful addition to our group.

I like the Buffy system. This is my first encounter with Unisystem, but from what I can tell it will be a genuinely fun game system that actively supports the genre. The very grainy rules (one skill covers all melee weapon use) mean that players can focus on doing the cool stuff they’ve seen on TV without worrying about a dozen possible techniques for any given weapon. (Note, I absolutely love games that let you worry about such things. GURPS is my system of choice, after all. But that sort of detail has no place in Buffy.)

The text itself does a pretty good job capturing the feeling of the show (the name of that one melee skill: “Getting Medieval”), although sometimes I thought it got a bit heavy handed. Yes, it’s clever to use Buffyspeak in the text, but sometimes every single sentence in a rules-heavy paragraph seems to drip with Whedonesque wordplay. Funny and fun, but not all the time.

This Friday, we’ll spend most of our time creating characters. I’ll need to refamiliarize myself with the rules (I get lots of great players, but none of them ever seem willing to read the damn rules, even though doing so would make our games richer) and put the finishing touches on our introductory adventure.

Before I do, though, I’d like to ask anyone who plays or has played the game one question: How important are the various supplements? I have one player set to take on the mantle of the Slayer, one who wants to be a reluctant witch, another who can’t resist the alure of a lycanthropy, and the last who’s eager to play a Watcher. Will we be missing out on lots of great rules of we don’t have the The Slayers Handbook and the The Magic Box within easy reach?

Add comment September 26th, 2007

Pirates of the Burning Sea: The Boarding Party

It seems Flying Lab Software, developers of Pirates of the Burning Sea, has begun to actively recruit members for an elite fan group who they hope will “increase online and offline awareness of the game.” They have a sign-up form here, and anyone who’s interested in the game should probably go sign up right now.

I should note that this isn’t your ordinary sign-up. As they said in their blog post: “Boarding Party Membership is a privilege and not every person that applies will get to participate. As a matter of fact, begging, cajoling, harassing, demanding or complaining about your lack of membership is a sure-fire way to ruin your chances to participate.” The application supports this, requiring written answers to several questions. It even includes a chance to submit a writing sample!

Sounds like this is a chance to become a real, active participant in the community surrounding PotBS. I’m pleased that the developers are taking community building seriously. The community comprises people who care about the game, so it should be well served—hopefully in creative ways. Further, a well-developed community can in turn serve as a valuable resource for developers and designers.

As I may have mentioned, I’m quite excited about the game. I suspect it will quickly become my game of choice. In the meantime, though, if I’m lucky enough to become of The Boarding Party, I’ll be thrilled at the chance to get involved in the community even as it’s forming.

2 comments September 25th, 2007

LotRO Journal: Why I’ve signed up

Although I mentioned that I very much enjoyed my vacation from MMORPGs, in the month since I’ve been back, especially while my wife has been playing WoW, attending knitting groups, or otherwise occupied, I’ve dedicated some evenings to exploring (via betas and free trials) a number of other MMOs, among them Tabula Rasa, Sword of the New World, Everquest 2, and Lord of the Rings.

I’ll chatter on about each of those games (and others) in other posts, but since I signed up for a paid subscription to Lord of the Rings Online, I figured I didn’t want to delay keeping a light journal of my experiences with the game.

This is the first time I’ve ever been subscribed to more than one MMORPG at a time. I’ve kept my WoW subscription open because my wife is still playing. I’d very much like to see her reach level 70 in that game, and her being able to call on my dwarf priest for help when she needs it (almost nothing can get her to look for a group in the game unless she knows the people in real life or through real-life friends) will make that process easier. As long as she has a WoW account, I’ll keep mine open, because I really do enjoy playing games with her.

But on to LotRO. During my seven-day trial, I experimented with a human Captain and hobbit Hunter. My initial assessment: the game is WoW with a different skin.

That is, of course, a gross oversimplification. The two games each have their own unique features to recommend them. But they also have a common core:

  • They’re easy to play.
  • They’re fantasy games with a class-and-level character development system.
  • Character advancement is a big part of the “goal,” and this is largely achieved through quests and combat.
  • The tank-heal-nuke-(crowd control)-(buff) model applies in both cases.
  • Both games allow soloing as a viable alternative to grouping.
  • The base UI is fundamentally identical.

Some of LotRO’s refinements directly address shortcomings in WoW, like the fact that you can make objects useful to your character as soon as you learn a profession. As I understand it, professions are still money sinks, but rather less severe than WoW’s.

So why have I signed on?

  1. I like the fiction, and LotRO has done a bang-up job capturing Middle Earth in MMORPG format. I’d heard that, but I must admit I’m surprised at how much it feels like I’m actually running around the Shire from The Hobbit and The Fellowship of the Ring.
  2. I like exploring and learning new classes, and LotRO gives me seven new classes with which to do just that.
  3. Deeds. I didn’t like rep grinds in WoW, and a lot of Deeds in LotRO seem like mini- (or not so mini-) rep grinds. But as someone who would most like to see a level-free MMO where any character can set out to pursue any quest to gain a given ability, equipment, trait, or the like, I have to say that the deeds give me some of that feel.
  4. Roleplaying. I don’t enjoy the so-called “heavy rp” roleplaying style that’s emerged in WoW. I hate being called to guild meetings to watch avatars agonize over their personal angst via text chat. But I consider myself a roleplayer because I like it best when I and those I play with stay in character. LotRO does several things inherently hospitable to roleplayers, including a default “RP” channel which new characters do not automatically join; a clearly-marked “OOC” channel and other topic-based channels that one can opt out of; and an immersive, slow-paced game world where fast achievement, boasting, and baseball don’t have a roll.
  5. Immersion and a slow pace. Now, I like leveling and achieving the pinnacles of character advancement as much as anyone, but I also like to enjoy the process. In WoW, I reached 70 largely by performing the same repetitive fight sequences thousands and thousands of times without paying much attention to my surroundings, the storyline, or eventually even the quest text. In LotRO, I may will wind up doing the same fighting, but I don’t feel as if I’m in a hurry. Instead, I actually get pleasure out of running around a given region, discovering what’s over the next hill, finding that I can get a peek in Bag End. I love that NPCs say things inspired by your character as you run past.
  6. The slow pace also means that I’m likely to do a lot more grouping. In WoW, I always, always felt that I was making a sacrifice when grouping with others, unless it was to do an instance I couldn’t solo. In LotRO, I just don’t care. If someone asks for help, I’ll be glad to help them. I’ve grown very bitter about the fact that WoW’s easy soloing has meant that I haven’t made many in-game friends. (Yes, it’s my own fault, but I’m not the only one who finds solo-grinding to 70 the most effective method in WoW.) In LotRO, I’ve grouped with people just to get to know them.

My main character is a hobbit Burglar. I think she’s level 13 now. I couldn’t tell you her stats if you asked. But I do know that she’s “Undefeated,” a “Fur-cutter,” a “Pie runner,” and an official post officer.

And that, right there, is why I’m playing LotRO, now.

Add comment September 24th, 2007

Review: The Catan Card Game

The Catan Card GameAnother game I picked up during my vacation in Vermont was the Catan Card Game (Amazon, Board Game Geek). My wife and I hoped it would give us the feel of the Settlers Of Catan Board Game for two players.

Starship CatanWe already have Starship Catan, a two-player board game that uses a modified version of the resource mechanics from the original board game to fuel a space-exploration themed game. It’s great fun actually physically upgrading your ship with laser guns, engines, and probes, but it takes a while to set up.

I hoped the card game might make for quicker setup, hoped it would stay true to the original setting, and if nothing else give us an interesting taste of how a board game could be reinterpreted as a card game.

I’m happy to say that the Catan Card Game is a grand hit, at least with us. Setup isn’t instant, since the game comprises about six or seven different (small) decks, but once both players understand the rules, it plays fast and fun!

I have to admit, I have so far lost every single game to my wife. (Basically, she absolutely PWNs my ass in competitive tabletop games.) That hasn’t detracted from the fun of the play.

In the card game, each player is given a set of nine starting cards with which to build his or her “principality.” One of the nine cards is the player’s initial settlement, two are roads, and the remaining six are resource nodes, each displaying a single die. As in Starship Catan, resource accumulation is tracked by turning the resource node cards so the number of resources “stored” on that card (o, 1, 2, or 3) is placed at the bottom. A single card can’t ever hold more than three of its resources.

Players spend these resources to build roads (to separate settlements), new settlements (adding two new resource nodes for each settlmenet built), and buildings, as well as to upgrade settlement to cities (which can accomodate four buildings instead of two). Each of these is represented by a card, and as new places are built, the player’s principality grows—horizontally for new settlements, vertically for new buildings.

Although you can always build a road, settlement, or city if you can afford it (and cards of the appropriate sort remain), in order to construct a building, you have to draw it from one of the four decks of face-down cards. Also in these decks are action cards that let you bend the basic mechanics (by destroying your opponent’s buildings, for example, or defending against certain threats). The buildings themselves add victory points, increase resource production, defend against threats, and grant their owners other benefits.

Finally, the game is affected by “events.” When the resource die is rolled, an event die is also rolled. It may indicate an attack of raiders (who steal resources), a free resource to both players, or a draw from the final deck of the game, the “event cards.” These cards are almost always interesting and occasionally catastrophic.

Players may also field armies of knights (the mechanics of armies depend mostly on comparing each player’s knights’ total “strength”).

The game has ample complexity, with lots of room for entertaining emergent situations and challenges, but play itself is just plain fun. Strategy from game to game varies depending on the cards you happen to draw—and, of course, the luck of resource production.

I’m also pleased to say that the game keeps players moving along at a reasonably even pace. Oh, yes, my wife beat me every time, but never by so much that I ever gave up any hope of catching up (except maybe in the last turn or two). Unlike with the dreaded Monopoly, the game never devolved to an agonizing and unending pillaging by one player of another. Every turn, each player had some hope of advancing.

We’ve since acquired (but have not tired) the Catan Card Game Expansion Set. It basically contains six different expansions that can be added to the game, giving each play a very different feel. I also noted from a quick scan of the rulebook that it supports a sort of tournament play where players can build their own decks. I’m unlikely to ever give that a serious try, but adding dragons or barbarians to the game seems just plain fun, and I can’t wait to give it a try.

Add comment September 20th, 2007

Illuminati Deluxe

Illuminati (Deluxe Edition)I got back from vacation less than a month ago, but I already miss it. I worked almost full time while on vacation, so it’s not the work I have to do now that bothers me; it’s the structure. In Vermont, effective “working from home,” I found time to do work whenever it didn’t interfere with my family life. Now, back in the office, I squeeze family and fun time in when it doesn’t interfere with the expected nine-to-five (or in my case seven-to-three) work schedule my company imposes on me.

One thing that’s missing is the casual gaming my wife and I—and other friends—did while we were in Vermont.

And one game that we’re not playing now is the Illuminati card game (the deluxe edition, whatever that means) from Steve Jackson Games. I picked it up in Heroes Kingdom in St. Alban’s, VT, because I’ve enjoyed many an SJG product, because the theme (illuminated conspiracy) is great fun, and because the box promised the game would work for “2–6 players.”

Apart from not really working for two players, I have to say it’s a good game. But I’ll start with my quibble.

The box advertises a game for two to six players, but on the first page of the rules it warns that it’s best not to play with less than four. Three is marginal, at two you’re definitely missing something, and both are “not recommended” according to the rules. My wife and I found this to be completely true. I understand why they printed the box the way they did, but since one primary reason for our purchase was that the game was suitable for two players, I’m a bit miffed.

That said, we quite enjoyed the game. My wife beat my soundly four games out of four, we laughed at the cards and enjoyed the different feel the game has when you play different factions.

In fact, I think it’s the factions that really make the game. Depending on your randomly chosen faction, you have very different strengths and weaknesses, and each faction also has its own unique goal. (Except for the UFO faction, which gets to choose its goal from the list and keep that secret.) Thus, depending on your own faction and those of other players, each game is radically different—more different from game to game than Settlers of Catan I’d argue, despite the fact that Catan’s board layout changes every game.

The different factions wind up adding quite a bit of complexity to what is, what it starts, a fairly straightforward game to play. The turns go fast. But depending on your own goals, strengths, and strategy—and of course the happenstance of how the deck is shuffled—the convolution of a world fought over by illuminated conspiracy groups seems to unfold, with wit, on the table.

The rules suggest—and I’m convinced they’re right—that with four or five players the fun increases. One-on-one, the only goal is to win and frustrate your opponent. With more players, though, alliances can easily form (and of course just as easily break). Best of all, the game actively supports the possibility of multiple players winning simultaneously.

Alas, with just the two of us, we didn’t get to sample the real double-dealing and backstabbing of desperate alliances and bitter betrayal, but I hope to rope some gamer friends into a few games soon (maybe even this weekend), to see how it all plays out.

Add comment September 14th, 2007

Toddler gaming part 4—learning and education

I love watching my toddler play games, not just because she has so much fun but because she learns so much as she does it.

Because the games—the skills, the goals, the rules—are so simple, I can see that the pleasure she takes from playing derives at least in part from the achievement of new skills or proficiency. Oh, the pretending part—the stories, the imagination, the simulation of things she sees her parents do—are a big part of the fun, of course. She loves imagining that she’s on vacation or that she’s a cat.

But when she begins to master a new skill or grasps a new concept, she can’t contain her joy. She dances. She shrieks. She sings. She insists on getting everyone who will stand still long enough to watch her play her game.

Why does she approach these developmental activities in the form of games? Despite being an avid gamer, I haven’t tried to force the concept of game upon her. Instead, it seems to be a natural approach. She imposes a game approach on almost every learning opportunity. Even the (to her) arbitrary rules we make are “game-able.”  If we insist that she keep her food on her plate, she’ll test the limits of the rule.

“Can I put it here?” she asks, placing her broccoli on the table.

“No.”

“Here?” The broccoli is on the washcloth we keep at the ready at all meals.

“No.”

“In my cup?”

“No.”

“Can I throw it on the floor?”

“No, just keep your food on your plate.”

She shoves the broccoli into her mouth and asks “Here?” Her eyes twinkle, because she’s found a “cheat” to the game. She’s not putting her broccoli in any forbidden place, but she’s also not complying with the order to put it on the plate.

She has won.

I’ve written before about games being the absolute best educational tools we have at our disposal. Watching S— play, I stand by that assertion. She learns more rapidly when playing than at any other time, partly because the game makes learning fun, but just as much because the learning, properly framed, makes the game fun.

I see this in my own pleasure in games. I like to learn the MMOs I play. Once I’ve learned how to play my character, I lose interest in repeatedly doing so in order to achieve an arbitrary goal (like equipment), although I may enjoy improving my play in PVP.  When I’ve learned all I can, I will probaby try a different class . . . or a different game altogether. The only reason I’d stay is for social aspects or exploration and immersion.

That so many people are motivated to collect rare virtual pets in an MMO seems a bit odd to me, I have to admit. I enjoy collecting as much as anyone, and I recognize that any goal in an MMO is an arbitrary one. But the pleasure for me comes not from getting something (especially something not real), but from learning how.

Thus, although I’d like to figure out how to make potty training a game, I don’t want to do so with prizes. I’m averse to giving rewards (like stickers) for successful potty use, even though I hear that it can be helpful. I know rewards of any sort, even arbitrary ones, can be powerful motivators.

My aversion stems in part from a philosophical conviction that the best motivator to learn a skill is recognizing that the skill is its own reward. Also, I want the rules of the game to be self-contained. I don’t want to be an arbitrary prize-awarded and authority; I’d rather play the game with her, somehow. In the best games, achieving the conditions of victory as defined by the game is the reward, because getting there is what’s fun. Trophies and medals are all well and good, and prize money is even better. But I greatly fear becoming the arbiter of my daughter’s potty success.

I’d like her to play the game to win the game.

I don’t have any plans for a fifth “Toddler gaming” post, although I have no doubt that I’ll be writing again and again about S— and the games she plays in the coming weeks, months, and years. That said, if anyone has any topics related to Toddler gaming they don’t think I’ve covered, or any thoughts on the topics I have covered, I’d very much like to hear them. Post a comment and let me know what you think!

Add comment September 12th, 2007

Toddler gaming part 3—rules!

In her games, my daughter loves rules.

One of the fundamental components of any game is rules. Without rules, you may have a fun activity, but you don’t have a proper game. That’s why we RPG geeks have (and gloat over) elaborate tomes of arcane rules addressing even the most improbable situations. Sitting around and telling a shared story may be fun, but most of us find it more fun with rules.

My brother and I used to make a game of shared storytelling on long car trips. Eschewing die rolling and combat tables, we nonetheless invented guidelines for whose turn in was to spin yarns about the brave Mercemer Brothers (the heroes of many of our tales, adolescent boys who foiled almost all the villains’ plots through the judicious use of M80s, which we somehow envisioned as the pinnacle of personal explosive devices). Of course, the storytelling could be surrendered voluntarily, but it had to be given up if one player exceeded five minutes or repeated an event without sufficient variation.

And understanding and exploiting rules grants a degree of pleasure itself, of course.

As I’ve already discussed, my two-year-old prefers games of “pretend,” as I suspect most two-year-olds do. These proto–roleplaying games may involve walking in circles around the first floor and calling it “going on vacation” or making sure that her toys are looking in a particular direction or “talking” to one another.

But already they’re starting to have rules.

Oh, I don’t pretend to understand her rules, but she’s got ‘em.

For instance, in a recent game of “follow me around the house,” S— gave me one of her plastic dinosaurs. “You have to hold it like this,” she said, grasping the one she reserved for herself by the tail and holding it as a sort of saurian pistol. I complied, and we completed two circuits of the house.

“Now hold it like this,” she said, switching her grip to its head. She started to lead me around again but caught me letting my arm hang at my side. “No, you have to hold it right!” I complied, and the game continued.

As an example of a non-roleplaying game, I recently found S— and her friend sitting on opposite arms of the sofa in the den, taking turns calling out the names of objects they could see.

“Wall!”

“Pillow!”

“Kitchen!”

“Farm set!”

“Arm!”

“Farm set!”The girls laughed and laughed, but their laughter increased when one of them shouted something out of turn or had to pause to think of something. They began giggling hardest when they started making up words completely. And if you saw them, you’d know that it’s the same sort of laughter that erupts from any player in a good-natured pick-up game when a challenge is missed.As I said, I don’t exactly know why she makes these rules. Is she simply asserting authority? Somehow, that doesn’t feel right. Instead, it feels as if she wants to really make a game of an activity. Adding arbitrary challenges (holding the toy correctly) and mandating turn-taking adds fun to the fun.

Talking about emergent behavior in response to rules systems is always interesting, but at the moment I’m finding it even more interesting to watch the emergence of rules systems themselves.

Add comment September 11th, 2007

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