Friday, January 28, 2011

RPG's as a Social contract

I need an overarching theory for evaluating the design of a MMORPG video game. I have chosen the Role Playing Game as my unit of analysis. I don't think the size of the game is a major factor. Hence, I have ignore the MM or massively multi-player part. I do think that size will be a factor further down the line. But, initially I am going to ignore it. I also believe that the statements I am going to make will apply to role playing games that are not implemented on computers. The great thing about a blog is that I don't have to get it exactly right the first time. I can express my current thinking and change it later as I learn more or gain more insight.

The overarching theory will be that of the social contract. The game master enters into a social contract with the players. Usually, this contract is implied although I am going to try to make it more explicit. The game master agrees to do certain things in providing the game environment. And the player pledge certain things as well. The design of the game can then be evaluated in terms of the obligations of the game master and how well those obligations are met. At the level of the game design, a game that is way too hard or way too easy; way to simple or way  to complicated; would be a poorly designed game. But, even if the game were well designed it may be implemented poorly. On the other side of the contract, players who play merely to interfere with the enjoyment of others (commonly known as greifers) are not good players. Player who do not wish to spend the time to learn the game and constantly complain are not good players either.  Those are broad brush extremes that I will flesh out later.

Further, the contract is hierarchical. A well designed game could have a poorly design quest, for example, or vice versa. The ideal game would have all elements contributing to and consistent with the overall game design.

Well, those are my thoughts for now. I will add and/or modify as I think this through.

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