I'm reading The Aesthetic of Play, by Brian Upton. I like it quite a bit so far (I'm only at chapter 4, so there's far more to go). It has prompted thoughts (dun-dun-duuuun) about how to apply some of these concepts to a MU* to improve the experience.
At one point, he lists the following characteristics as parts of a fun-game (note, this is not the be-all end-all, just what's easily enlisted for current discussion):
Definitions: Horizons of Action (the possible actions arrayed before the player) and Horizons of Intent (what the Player believes is possible / appropriate based on previous experience, and understanding of ruleset).
- Choice: Horizons offer a range of possible actions.
- Variety: Horizons aren't repeated.
- Consequence: Actions have outcomes.
- Predictability: Outcomes can be anticipated.
- Uncertainty: Outcomes aren't predetermined.
- Satisfaction: Desireable outcomes are attainable.
Choice: Too little choice makes a game boring. Too much choice makes a game confusing. With too much, a Player will often perform a personal narrowing of options, based on internal criteria, in order to lessen the confusion. On MU: "What my character would do," narrows a too-wide sandbox.
Variety: Doing the same thing over and over again is boring. It can be done if the Player feels the goal/result is worth the repetitiveness, but is rarely fun in its own right. It's possible to use set-pieces in different ways to solve the cost:benefit analysis. On MU: Sabbat Always Attack Head-On is boring. Using the Sabbat as a regular foe when they take different actions, not so boring.
Consequences: Turning the wheel of a car should turn the car. If it doesn't, what's the point? It's no longer a game at that point, it's a movie. On MU: EOTW failed in part because there were no real or lasting consequences for the actions taken.
Predictability: If you turn the wheel of a car to the right, and the car goes in some random direction, what's the point? We can't play if there's no sense of cause-effect. On MU: The ruleset helps with this in micro. In macro, there should be internal story logic driving what happens when a Player takes action. They don't have to know exactly what that logic is, but they have to trust it exists and can be puzzled out.
Uncertainty: A Player needs an external element (whether dice, or other players) to provide some wiggle room. If she knows exactly what's going to happen, again: not a game. On MU: Fellow Players help provide some of this. A ST adjudicating helps provide it too. Random dice results when it's appropriate. In having so many players, we accomplish this much.
Satisfaction: If it's impossible to achieve, what's the point of trying? Being hard to achieve is fine! Impossible is not. On MU: This is easy enough to apply to a story. Where it gets harder is application to the concept of RP. Our goal is to play, right? It's shouldn't ever be impossible to play, even when our specific character has an impossible goal in-game. Yet somehow, satisfaction is still a problem.
Questions to the community at large (as composed of people who know and care that this forum exists) in no particular order other than as they occur, and numbered for ease of discussion:
- How do we emphasize the characteristics above in order to keep our games fun and entertaining?
- What is our goal, really? Are we here to play? Are we here to tell a story? Are we here to explore a gritty urban-fantasy-scifi world? All of the above?
- Are there any other characteristics worth adding to the list? Or any of the above that really don't apply to MU after all?
ES