Tag: game design
Playing the Game of Life
by Andre on Nov.24, 2011, under games, holodoxy
Forgive me gamers, for I have sinned. It has been years since my last post about roleplaying games. You see, I’ve been preoccupied with this whole religion thing. Now I’m going to write a post that combines both ideas. But before I make my point, I want you to consider a couple of quotes, from two of my favourite game texts. The first is from Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed; by “Designer X” (Greg Costikyan). On page 22, he says:
Orcs
Now—before you put this away, either “hurr hurr”ing like an asshole, or feeling vaguely disturbed, I want to ask you a question. That orc—you know, the orc in that room in the dungeon, you open the door, there’s an orc there. He looks up, a bunch of heavily armed human motherfuckers are charging into the room waving weapons.
What’s he supposed to do? Smile broadly and say “Hey, mi casa es su casa, amigos!”? No, he whimpers with fear, pulls out his pigsticker, and prepares to meet his doom. I wanna know about his childhood. Are you telling me he doesn’t have friends who are going to miss him? That he didn’t have hopes and fears and aspirations of his own? That you aren’t a bunch of fucking degraded monsters for wasting him without a second thought? You’re playing a fucking role, okay, you’re supposed to act like a real character in this world. And yet you saunter around, killing intelligent creatures like they’re just another widget, a bunch of pixels to blow away, a mechanism for obtaining experience points and treasure. That isn’t roleplaying. Not as I understand it.
Here’s what I want to do. I want to go into a Quake® deathmatch. And I want to strip down to a loincloth, sit down on the floor with a begging bowl, and call after the lunatics with the plasma guns as they flee past me, saying, “It is all samsara, it is all illusion, my friend”—for truly it is, pixels on a screen. ”Reject the fleeting temptations here, what profiteth you another kill? There is another path.” And I want him to turn, think twice—and then I will smile benevolently as he tosses a rocket my way, blows me to my reincarnation as my peaceful self—and he runs on, and kills and kills again, quad damage, armor, another clip, heal and heal and blammo to the floor—until finally he turns, lays down his gun, and sits by me, asking me to teach. And then one by one, the players shall gather by me, sitting, assuming the lotus position, touching the ground in the earth-witness gesture, letting their thoughts still, contemplating that strange Quake sky as it streams overhead, peaceful, in unity, transforming this one, small, cyberrealm of unending war and mayhem into harmony.
Sigh.
Right.
I wanna be a shooter bhoddisatva, baby.
Man, I am so full of shit.
And then there’s this, from Over the Edge (2nd Edition), by Jonathan Tweet with Robin D. Laws; page 167, under Alternative Hypothesis:
…Perhaps exposure to tulpas, especially psychic contact, would give a person a brief glimpse of the universe as it really is: an infinite number of immortal spirits donning temporary identities in various “worlds” as they play out their intricate, never-ending games with no true concern other than shared amusement. What would one do with this knowledge?
I’ve been thinking about these quotes for a long time. It started when I had a conversation with a good friend of mine almost three years ago. We spoke about the near-death experience she had on an operating table, after being hit by a truck.
I wrote this in my journal, in February of 2009, a couple of days after the meeting:
…and [she] told me something that I guess she told me before but I didn’t properly understand. She said that death is like taking the blinders off—that when we’re not here, living our limited and individual lives, we are infinite beings, capable of infinite understanding. Of course, in a universe where everybody knows everything, beings get bored, so they invented this amusement park / school called life, where we can limit ourselves and experience everything like it’s new again.
Which ultimately means that nothing can truly hurt you. Nothing is permanent—not even death. The only heavens or hells we need to worry about in life are those of our own making. There’s no such thing as eternal punishment or damnation and ultimately there is nothing to fear, or hate, either in life or in death.
This is a very comforting thought—a great sense of peace comes with it. Life is what you make it, and there’s no need to worry. Everything will be okay. That’s not to say that bad things don’t happen to good people, for reasons beyond their control. Of course they do. Tragedy happens. Evil happens too. But when these things occur, we have a choice in how we receive them. With a little perspective, it’s easier to not take them quite so personally, and thus deal with them more effectively.
Then, in the fall of 2010, I saw the first episode (“Is There a Creator?”) of Through The Wormhole, with Morgan Freeman. That’s where I first learned that the Simulation Argument is a somewhat respectable thought experiment in modern philosophy, and not “merely” an ancient philosophical idea (not to mention a seed for interesting fiction, like The Matrix, or Dark City).
If you’re not familiar, the Simulation Argument goes something like this: if it’s physically possible to make a near-perfect virtual reality, then chances are (given the age and size of the universe) that some technologically advanced alien culture has already done it. And if that’s the case, then they’re probably running multiple simulations—a multitude, even—including what might be called “ancestor simulations,” to study biological and social evolution, among other things. And if there is a multitude of simulations of the universe running, each of them filled with self-aware virtual beings; then statistically speaking, you and I and everybody we know are probably simulated people living in an artificial reality.
Now, it’s not like these ideas are revolutionary. Pretty much everybody at some point in their lives has heard or thought of the possibility that reality as we know it is an illusion of some kind, or that there might be some greater reality encompassing this one. It’s an ancient idea for a reason. But it really got me thinking.
The simulation argument suggests we may be living in a simulation. And given the state of present-day video games, it’s certainly easy enough to imagine a post-human society with super-advanced video games populated both by living players and simulated intelligences. It’s funny, really, because a lot of people of the transhumanist / singulatarian persuasion wouldn’t bat an eye at such a possibility; and yet will quickly balk at religious notions of a life beyond the one we commonly experience—whether those ideas are coming from a traditional or more New Agey source.
Maybe the Simulation Argument, and religious metaphysics, are just different ways of expressing the same idea—that ultimately, we’re really far more than we believe we are. Maybe in actuality, we’re all part of some vast collective intelligence—whether that’s an omniscient post-singularity hive-mind, or God itself—and maybe the difference doesn’t matter. And maybe, we just individuate ourselves from that totality of being to take on temporary, limited forms in simulated worlds, playing out parts for the education and amusement of ourselves and others.
Jordan Peterson also talks about this in his talk on Virtue as a Necessity. He begins by noting (at 3:47) that Life is Suffering. Life is Suffering because throughout our lives, our goals are thwarted by the arbitrary limitations placed upon us by nature and time. These are limitations like whether or not we’re smart, or good looking, or pre-disposed to certain diseases, and like the fact that one day we’ll die. All of these things are (Transhumanist optimism notwithstanding) beyond our control, and so they limit us. He says (around 6:20) that they are:
“…conditions of existence. Human being is predicated on a kind of fundamental limitation, in that we are what we are, and we’re not other things. And so that means, inevitably, that the awareness of human being comes along with suffering. Life poses the question: How to conduct yourself in the face of suffering. Not only yours, but everyone else’s. And it’s an inescapable question, except that maybe you’re fortunate, and you’ll have periods of time where something absolutely horrible isn’t happening to you…
…And to know this frees you from the false illusion that life can be conducted without suffering. Suffering is an integral part of being. Now, why is that? Well, who knows? It’s a metaphysical question. But I have some ideas about that that have helped me, and they’re things that I’ve read.
I read, for example, an old Jewish commentary about the reason for creation. It’s like a Zen Koan this idea. You take a being with the classical attributes of God: omnipotence, omnipresence, and omniscience; a totality. And the question is, what does a being with those attributes lack? And the answer is “limitation.” And then you think, well, what’s so important about limitation? Well, if you can be anything, or do anything, at any time whatsoever; there’s no being, because everything is one thing. There’s no differentiation between things. So something that’s absolute and total has no being—it has to be parcelled out into limited being.
And you know this because you all play games. You play video games, you play games with other people. You may play games you don’t even know you’re playing. And when you play those games you put limits on yourself. You play by a set of rules. And the reason you do that is when you limit yourself—arbitrarily, in some ways—whole new worlds of possibility emerge. And so there’s a powerful metaphysical idea that being is not possible without limitation…”
Maybe we’re all role-players, at heart.
Peterson concludes this part of his talk by noting: “So you say, what’s the price you pay for being? The price you pay for being is limitation. And the price you pay for limitation is suffering. So the price you pay for being is suffering.”
Why do we let ourselves suffer if we’re just playing an elaborate game? Why would any all-knowing entity voluntarily experience pain and loss and uncertainty? Maybe just so that we take the simulation seriously.
Maybe we’re all role-players, suffering for our art. Maybe we’re just playing characters driven by our passions—suffering the slings and arrows of outrageous fortune to educate ourselves, or the universe itself, in all the wonders of a life well worn. Just so we can feel, and be moved.
Maybe Shakespeare was right: The Play’s The Thing.
All the world’s a stage, And all the men and women merely players; They have their exits and their entrances, And one man in his time plays many parts, His acts being seven ages.
—As You Like It, by William Shakespeare; Act 2, scene 7, 139–143
The Metaphysics of Twendr
by Andre on Jul.18, 2011, under holodoxy, news
Remember that machine we wanted to build when we were kids? That supercomputer that could be used to monitor, simulate, and predict cultural trends; maybe even physical events? (Okay, I was a strange kid, so what?) We thought this would be some sort of standalone machine. Something centralized and owned by some government. But no.
I just learned about Twendr (yes, I’m a tad slow with these things; bit of a Luddite, really). I hate the baby-talk name; but anyway, it tells you about twitter trends as they happen by spotting keywords in people’s posts. In other words, it just tells you what everybody is talking about in a global sense, in real time.
But think about how this could be applied to utilities like Google Street View and Google Earth and blogs and 4Chan and whatever remains of journalism in the twenty-first century, and every other frigging thing out there.
Think of where this is going. We’ve made maps, representations, of the real world since the beginning. We called them words and ideas and symbols and myths, and sometimes, actual maps. We learned to manipulate these representations. We realized we could use them to highlight certain facts and ignore others, and so could understand the real world better—and alter it to suit our interests.
We’ve had conflicts not only because our interests collide, but often because our representations of the world, our maps, feel more real than the actual world. Or they block out our view of the actual world. Indeed, we tend to bury our faces in our maps and forget to put them down and look where we’re going.
Get out your Hawaiian shirts, folks. Everybody’s a tourist.
But now comes the internet, which, among other things, is like a huge map—not only of physical space, but of cultural space as well. And with things like Twendr and Google Earth, we’re updating that map in nearly real time, with commentary.
I mean, the internet—I can’t say it’s alive, exactly; but it’s certainly some kind of evolving organic system. It’s a cyborg brain with people for neurons and electronics for synapses.
And the thing is: this vast representational network, this colossal meta-map, is becoming more complex every second, like some zygotic panopticon.
We can imagine a day when the map becomes more detailed than the territory. And as this happens, we’re developing biotech and nanotech that will one day give us the power to edit the physical world as easily as we can edit photos and documents.
The map, already approaching 1:1 scale, will bleed off the page and into the world, The word “reality” will have no meaning beyond the conversation about it, shifting with our desires and delusions. The medium will literally be the message. We will truly dwell in a collective hallucination that every saint and sinner, every starred commenter and asshat troll will tug and twist with all available might. Whether that hallucination will be consensual and mutually worthwhile, or if it’ll be a bad trip for some or all—that’s anybody’s guess.
But maybe, if we know we’re all hallucinating, we can choose to make it a good one; because we’ll know that every act, every idea we nurture, will contribute (however minutely) to what the next moment brings.
Maybe we’re already living in a Matrix-like world mediated by digital mapping and manipulation, and thereby shaped by the hopes and fears of the minds contained therein. Maybe the singularity happened a long long time ago, and we just don’t realize it. Maybe we’re gods and mortals by turns… fallen from Olympus with self-imposed amnesia and arbitrary limitations, just so we can experience the whole existence thing with fresh and passionate eyes—even if it means we also suffer, and are occasionally brutal to each other. I mean, it’s the challenge that makes the game worth playing, right?
Or maybe I’m just a lunatic, and you should ignore everything I’ve said here.
Choice is quite a thing, no?
Is this a game I’m beginning to see?
by Andre on Aug.09, 2010, under games
Well, years and years have gone by (over 17 in fact), and I’ve been working on this silly game as well as life would permit. I’ve read hundreds of other RPG’s, trying to find what worked best in them that I could learn from. I’ve read the Big Model theory and joined the Forge and learned a few things there. I’ve agonized over resolution methods, skill systems, martial arts, and personality mechanics. I’ve added and revamped feature after feature as I’ve come up with or encountered a better way of doing something. I live surrounded by mountains of notebooks and post-it notes and binders, all connected to one writing project or another, most of it dedicated to this game.
And finally, I feel the light at the end of the tunnel. (continue reading…)
Defining RPG’s
by Andre on Aug.07, 2010, under games
I rediscovered an old post by Josh Bishop Roby called Games, The Standard, and Spoons, mainly discussing the efficacy of the Big Three questions (and the Power 19 in general) for triggering a Eureka! moment in potential game designers—when they realize that all the standard assumptions they have about how RPG’s ought to work are merely that. It’s a pretty awesome read, in the vein of “Zen and the art of Game Design.”
Anyway, in that post he says:
“Roleplaying is people collaboratively imagining events. Everything else is optional. No really, everything else. Designing a game is directing that activity towards a specific purpose. You, as the designer, choose that purpose. Everything else that you add needs to serve that purpose.”
Damn. It doesn’t get much clearer than that.
Gangs of the Factory Zone
by Andre on Oct.30, 2009, under games
Well, it’s been a while since I’ve posted any game news. This is mainly because I’ve been rethinking a whole lot of things about the game, and then taking a much needed break from the whole thing.
The decision I’ve come to is this: I’ll create two games; one relatively traditional tactical game with some room for thematic play (which we’ll keep calling Martian Cycles for now), and another, much more thematic game called Gangs of the Factory Zone, which will be more focused on an area of the world called “the Zone.” (continue reading…)
We’re back!
by Andre on Sep.28, 2009, under games, holodoxy, news, stories
Well, I know it’s been a while but Metapunk is back up and running, after a few hurdles. First I decided to move the blog, then the site was hacked and I lost all my comments (not that there were all that many, but…) and had to repost everything from backups. But we’re back, baby and better than ever! Also, I’m going to make ever so much more effort to post on a regular basis, even if it’s only a paragraph or two. (continue reading…)
Uncharted Territory
by Andre on Aug.14, 2009, under games
I seem to be fumbling toward some kind of important personal discovery in my game design. For a long while now, I have struggled to define exactly what it was that the game was supposed to be about—not in terms of setting or colour, but in terms of the experience of playing.
It’s because I am an inspiration junky. I read another game text or review, some piece of theory, a fragment of a forum discussion, and I start getting all these ideas about how I can improve my own work. But it never seems to end—my game never gets done. It’s the worst case of Feature Creep this side of Duke Nukem Forever. (continue reading…)
Indie or bust? Narrativism or not?
by Andre on Apr.30, 2009, under games
So, I’m torn. I was reviewing everything I still have yet to do with Martian Cycle, and I’m feeling overwhelmed. But more than that, I’m not sure which direction to go in.
I’ve been working on my RPG for a long time, and in the last year or so, I’ve learned a lot more about the table-top RPG industry—well, as much as you can learn from the Internet, with fairly infrequent gaming sessions, and without actually going to gaming conventions like GenCon and the like (logistics don’t allow it, currently). (continue reading…)
A touch of magick…
by Andre on Apr.25, 2009, under games
“… and that’s when I pulled out my soul-drinking rune guitar, +1!”
In my last post I mentioned that I was trying to think carefully about how magic ought to work in Martian Cycle. In most games, and most fantasy fiction, magic is a given—that is, within the confines of the setting, magic is real and obvious to everyone. In fantasy worlds, magic is the high technology of the day, and magical talismans are as common as cellphones are in the modern world. Everyone has a crystal ball in their house for watching dragon races on, and the heroes might be able to sling fireballs as easily as you or I might turn on a light. (continue reading…)
Overview: A game by any other name…
by Andre on Apr.23, 2009, under games
In my last post, I referred to problems I’m having adding martial arts into the roleplaying game I’m designing, without providing any detail about the game itself. Not very effective writing, really, so I shall rectify this mistake presently. For the moment, we’ll call the game The Martian Cycle…