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Posted By: GrahamGod knows what they'd look like, but not like indie games.
Posted By: GrahamI like Chris' argument that many indie games were postmodern, although I don't agree with it.
Posted By: timfireTo begin with, the Big Model is an analytical model, not a design or play method. So I have a hard time accepting the idea that "[Forge Games] revolve around a single theory, the Big Model."
Posted By: GrahamI was deliberately simplifying that argument, but I do think there's a case that many Forge games stem from the same way of thinking about RPGs.
Posted By: KropotkinDislocation--fragmented identities--simulations--maybe something like that?
Posted By: Bill_WhiteFor a game to be "philosophically postmodern" (or maybe "post-structuralist"), it should challenge assumptions about the relationship between the player and the game, the game and the fiction, the fiction and the real world.So that means ARGs (and some LARPs) are more post-modern than most tabletop, right? "Playing yourself" and/or "shared characters" would be two major benchmarks, as I see it: the former blends the diegetic with real life (and real life issues; viz my For Mature Audiences) and the latter eliminates any (traditional) notion of My Guy.
Posted By: David ArtmanPosted By: Bill_WhiteFor a game to be "philosophically postmodern" (or maybe "post-structuralist"), it should challenge assumptions about the relationship between the player and the game, the game and the fiction, the fiction and the real world.So that means ARGs (and some LARPs) are more post-modern than most tabletop, right? "Playing yourself" and/or "shared characters" would be two major benchmarks, as I see it: the former blends the diegetic with real life (and real life issues; viz myFor Mature Audiences) and the latter eliminates any (traditional) notion of My Guy.
Posted By: GrahamIf I designed a game that encouraged players to play in different ways* - some competitively, some just to enjoy being in the world - that'd be interesting.
* Steve refers to this as "rich play", in which the use of and negotiation between differing Creative Agendas enriches the experience. It contrasts with with "impoverished play", in which all players play using the same Creative Agenda.
Posted By: Mr. TeapotI'd say that all roleplaying games are postmodern, myself. Death of the author? Self consciously imitating art that came before? breaking down the traditional rules of art? Resurrecting old forms of art (oral storytelling in this case), etc. Yeah, rpgs do all that, all the time, even back to D&D.
Posted By: Ben Lehmana secret cache of GM notes by Ezra Pound
Posted By: Simon PetterssonThere has to be a difference between postmodern and parody, I hope. I'd put "Kill Puppies for Satan" and "Drowning and Falling" in the parody department, rather than the postmodern oneOf course there is a difference. In spite of it, I'd say that KPfS and D&F are both postmodern productions. The old "Murphy's Rules" cartoons, I'd say, are parodies. Medium awareness is key: KPfS and D&F are themselves playable games, which show the flaws in the old structures by demonstrating new ones, and then point and laugh. "We've learned so much together!" they tell the reader. "Let's not suffer brain damage/design naïve sim games anymore." They aren't just the joke, like Murphy's; they're in on themselves.
Posted By: droog kill puppies for satan is a particularly interesting case, because cloaked in the shape of a parody is an invitation to transgress. Baker makes the invitation all the more insidious in Dogs in the Vineyard. It is a project undertaken with full knowledge that the audience constructs meaning for itself and does not receive it passively from the writer (cf. the Modernist urge in AD&D to fix a pure scheme of morality).QFT. Very well said.
Posted By: GrahamI think that the idea of coherence in game design, contra Ryan, is highly postmodern. Not ever game that understands coherence needs to engage it by blocking contributions from all but a narrow range of CA, though. One possible pomo move: "OK, coherence. What if I design a game that honors a wide range of CAs and harmonizes them, making them feed each other? Because screw coherence." Sorry to bring CA and the attendant identity politics back, but it's what I mean.
Or perhaps [postmodern games] explicitly reject the Big Model. If I designed a game that encouraged players to play in different ways* - some competitively, some just to enjoy being in the world - that'd be interesting.
Posted By: Bill_WhiteThe notion that postmodernism is characterized by the rejection of a "grand narrative" in favor ofpetitor local narratives is sometimes adduced as a sign of postmodernism's lack of internal consistency, in that the "retreat from grand narrative" can itself be regarded as a kind of grand narrative. I don't find that argument terribly convincing, in that it strikes me as cheap casuistry rather than a serious engagement with ideas. I'm prepared to regard postmodernity as an ideal-type conception rather than something that's embodied or enacted in unmitigated form anywhere. To my mind, a postmodern game will be more or less self-referential--possibly parodic, but in a way that deconstructs shibboleths of gaming rather than reinforcing them--or somehow render problematic the relationship between the act of playing and the resulting "diegesis" (fictional world). For an example of the first type, seePowerKill, which describes itself as a "metagame" to be overlaid upon other games: that's not really a dungeon, it's a Vietnamese village. And you're Lieutenant Calley.[...]I was trying to work "Power Kill" into a post on the other thread. The New Style games seem like a watershed in so many ways — I was also trying to work in "Violence" and "Puppetland". "Violence" is an important milestone on the path to a culture that would enjoy kpfs, by my reading. If ever a (published, widely-read) game could be uncontroversially postmodern, it would be "Power Kill". And man, that game is amazing. Everyone should play it at least once. Only takes an hour, tops. Totally worth it. "Power Kill" is a sandwich made of deconstruction and win.
Posted By: timfireSo I don't think there was ever as much agreement as people seem to think there was. It's also worth noting that most of the memorable "Forge games" were written prior to '05 and a "unified Forgian worldview"... However... I will concede that the members of the Forge shared a particular mindset, even if they didn't agree about the details.I wanted to bring this up in light of what Bill started off saying. Even though it's hard to put a finger on, as we saw elsethread, there is an underlying, hard-to-articulate "feel" to Forge (and diaspora) games, such that almost everyone agrees that game X is in the class, and game Y is out. Postmodernism is notoriously hard to pin down, too. The two ideas have that in common. So it's not surprising that getting one pulsating blob to sit still long enough to be compared to a different squirming mess is really hard. Doesn't mean it's impossible, though.
Posted By: wrshamiltonThe community, DIY kind of aesthetics, and the general blurring of producer and consumer can be seen as postmodern.Especially the last. Also, the blurring of critic and author, and of theorist and author.
Posted By: Mr. TeapotI'd say that all roleplaying games are postmodern, myself.Pomo is a virus that tends to colonize everything it touches. Once you see the door in the fourth wall, once you get the ironic vision, it's hard to unsee it, or unget it. I don't know that the games of the sim-by-default era have any good argument to be seen as postmodern productions, but once there were enough of them, and a critical mass of people thinking about them, I think it was inevitable that the pomo memeplex would find its way into another yet-virgin medium. Only careful watch and warding can keep it out (the wholly unironic spawn of D&D3, for instance, are still cute and innocent that way). That, or constant wearing of blinkers, RIFTS-style.
Posted By: Jason MorningstarIs anyone else interested in discussing technique? I can start a new thread, but I have nothing to contribute - I'm interested in the outlines of a postmodernist game, even as a thought experiment, if it encompasses new ways of approaching the fiction or social experience. If you've thought deeply about this and think it isn't what we do currently, maybe you have some ideas.There's a thead here to do just that. Good idea!
Posted By: ccreitzI don't know that the games of the sim-by-default era have any good argument to be seen as postmodern productions,
Posted By: Mr. TeapotRPGs have broken down the fourth wall, kidnapped the audience and dragged them up on stage.Nick wins the thread.
Posted By: Mr. TeapotInstead of one artist passing art down to the audience, you have an inverted cyclical pattern where the artist and audience are one and the same, and everything else we know about art is up for grabs.
Posted By: wrshamilton
The push for "coherence" in game experience is a specifically modern rather than postmodern one. As is the strong focus on the vision of a game's author...
Posted By: Ben Lehmanunless we find a secret cache of GM notes by Ezra Pound, no one was around to write a modernist role-playing game.Pound did not publish his RPG works, but he did serve as an editor of many RPG designers of his day.
Posted By: Josh RobyPosted By: Ben Lehmanunless we find a secret cache of GM notes by Ezra Pound, no one was around to write a modernist role-playing game.Pound did not publish his RPG works, but he did serve as an editor of many RPG designers of his day.
Note: if you grew up speaking English and didn't get this joke, chances are you shouldn't be trying to post like an authority on literary criticism. Just sayin'.
Posted By: ccreitzPomo is a virus that tends to colonize everything it touches. Once you see the door in the fourth wall, once you get the ironic vision, it's hard to unsee it, or unget it.
Posted By: Simon PetterssonI'm not saying Forge is- Simon, let's try to keep this a safe space for queer people like myself, okay?homopomo
Posted By: Simon RogersOne day, I thought, studying postmodernism might come in useful.
Posted By: GB SteveTbilisi is a critique of the notion of creative agenda (the subtext of creative agenda is the rejection of the notion of a subtext)
Posted By: ccreitzSimon, surely you meant just "non/art" toward the end there. Or maybe "(non)art", reading very generously. Don't you think that we can "chose" (insofar as we ever "chose") to internalize the paradox and accept both alternatives as "valid"? Or to understand the disclosure/discovery of the paradox as, itself, art?
Posted By: ccreitzSimon, surely you meant just "non/art" toward the end there. Or maybe "(non)art", reading very generously. Don't you think that we can "chose" (insofar as we ever "chose") to internalize the paradox and accept both alternatives as "valid"? Or to understand the disclosure/discovery of the paradox as, itself, art?
Chris who? And where is the argument?
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