Tuesday, December 06, 2005

 

Inside The Simscape: Constructive Denial

In the comments to my last post, Rob said

"the multi-layered aspect of [my game] would seem to make it a "multi-sim" hybrid, as the various tools easily address different Sim focuses, not to mention the possiblity of gamist intentions."

Cool. I'd like to talk about different Sim focuses, as I think we're pretty much in agreement that the Sim "range" is pretty wide open. I'd like to go from these bases:
So I think a good place to start is talking about how constructive denial works in terms of each element of exploration, hopefully with examples from play.

Note: I started this next section as an afterthought, then realized it deserved it's own post. So, we'll get the elements of exploration next time.

Constructive Denial, General Comments

I'm going to make up a bunch of stuff real quick.

It seems to me that a useful framework is to see the terms Constructive and Denial in a 4-square comparison with their opposites.

.............................Denial.....................Acceptance
Constructive | Constructive Denial | Constructive Acceptance
Destructive | Destructive Denial | Destructive Acceptance

Some examples. Say these people are playing Adventure!

Constructive Denial:
P1: I'm gonna shoot him in the back of the head, execution-style.
P2: Dude, this is the evil genius. We need to find out his plan.
P3: Whatever, I'd rather waste him.
GM: As if sensing your intention, the doctor yells "Wait! If you kill me, you'll never find out where I hid the Diamond of the Zulus....and your long-lost sister."
P1: "What? I don't have a sister!"
GM: "Yes. You do."

Constructive Acceptence:
P1: I'm gonna shoot him in the back of the head, execution-style.
GM: Ok. [Graphic description of blood, brains, etc.] As his body flops to the ground, a small tube of paper rolls from his hand. It's a crude map.
P2: "Maybe this is a map to the location of the Diamond of the Zulus!"

Destructive Denial
P1: I'm gonna shoot him in the back of the head, execution-style.
P2: Dude, this is the evil genius. We need to find out his plan.
P3: Whatever, I'd rather waste him.
GM: Your gun jams as you pull the trigger.

Destructive Acceptence
P1: I'm gonna shoot him in the back of the head, execution-style.
P2: Dude, this is the evil genius. We need to find out his plan.
P3: Whatever, I'd rather waste him.
GM: Ok. [Graphic description of said wasting]


I would say that destructive responses to input are, for the most part, not to be desired for coherent, non-Participationist play. And the key difference between constructive denial and constructive acceptence is that denial is an active response, while acceptence is a passive response. It's easier to just go with whatever the other party says than to take it, think about how it contributes to the overall enjoyment and intention of the game, and then respond in such a way as to mold that input towards those goals. I'm sure that a lot of observed behavior straddles the line between denial and acceptance (is "yes, and/no, but" a denial or an acceptance, for example?)

Now, the process of Sim is constructive denial, not constructive whatever. This makes intuitive sense to me - measured and continuous denial shapes, conforms and guides input, while continuous acceptence, even if measured, leads to free-wheeling and wildly all-over-the-place input. It's constructive denial towards a goal - bricoling the Source material with the groups input.

So there's a couple different ways to go in order to look at play preferences that happen in the Sim sandbox. I think a good starting organizational rubric is to look at how constructive denial (and, for counterpoint, acceptence) works in terms of each of the elements of Exploration, and what kinds of observed behaviors support these interactions.

For now, I welcome comments on the (probably many) problems with my initial formulations about Constructive Denial.

Comments:
Hey Rob. I look forward to seeing what you have to say about Dead Inside (not that I've read it, I'm just a generally curious person...)

I have nothing to add to your explication of source material. The only thing would be that the Source is absolutely essential to Sim, while it's more incidental to Gam or Nar (we can be struggling Gladiators in Dark Sun or in Star Wars or in Rome, we can address questions about family ties versus provincial loyalty in LO5R or Ravenloft, etc).

"Hmm, I'd reword it a bit as
"Sim play is focused on explorative play governed by a process of constructive denial, in order to create, sustain and extend the Dream, and Right thereto.""

Well, I would say that all play is explorative (in order for it to be roleplay at all, which is why I chose the phrase I did. It's the constructive denial of that explorative play that leads to Sim. Does that make sense? Or are we talking semantics?

For my purposes, I use Dream b/c I'm trying to work from vanilla Forge terminology. Really, I don't think it's the best word either - I think we're all pretty sure we known what we mean when we're talking about Sim, but it's hard to encapsulate in a word, so different people pick their favorite. For "Dream", insert "X" where X = What You Dig About Sim Play.

Side note, you may be interested to look at my thoughts on what roleplay as a form is (linked above). Your "Communal Fantasy" sounds awfully close to my "Collaborative Creation," though with the Sim focus on your end.

Your right about Adventure!, and its the most recent long-term game I've played, which is why I reference it.

"I think this sounds pretty good, though I am still not a 100% with the bricolage concept yet."

I can give some links for Bricolage, if your interested. Basically what I mean here is your taking bits from your Source, bits from player input, bits of inspiration from other sources and things floating around in your head, and bringing it together. It's the Constructive Denial that makes the bringing together process productive.

"Also, I think the impact of the distribution of authority/crediblity in Sim play is gonna deserve special consideration."

Yes, oh dear god yes! It looks like you're addressing this with your design (I do read your blog, I'm just a bad person who don't comment...) I think it's a topic for a whole 'nother post (or set of posts), tho.

Looking forward to your further comments!
 
Joshua - Yes, it is.
 
Mmmm, yes! It's definitly time to get working on what makes up denial and acceptence, and how the apportioning of input credibility works with that, and what that all means for Sim. So, basically, what you said.
 
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