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	<title>Comments on: Disruptive Emergence &amp; the Impassioned Character Socket</title>
	<atom:link href="http://games.spaceanddeath.com/sin_aesthetics/87/feed" rel="self" type="application/rss+xml" />
	<link>http://games.spaceanddeath.com/sin_aesthetics/87</link>
	<description>In which Mo explores the social pathology of roleplaying and begins to experiment with game design.</description>
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		<title>By: Sven Holmström</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-792</link>
		<dc:creator>Sven Holmström</dc:creator>
		<pubDate>Sat, 10 Jan 2009 00:41:01 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-792</guid>
		<description>Old post, I know, but I couldn&#039;t help myself from commenting.

I did in fact very much like this particular instance. It was emotionally disturbing, but the fact that found it intellectually fulfilling won this time (also, when the fourth season is taken into account it will also be emotionally fulfilling). I actually found to fit very well with the story of Prez that they were telling, but only if you look back to the first season, perhaps not if the third season would be judged on its own.

A somewhat similar example is the whole movie Requiem for a dream. I liked everything in that movie, acting, directing, script. The story I found smart and intellectually fulfilling. I liked everything except the movie itself.

In fact I resented it, because the smart heaping of unhappy resolutions of stories made it impossible for me to find any emotional connection to the characters.

Actually, this is a problem  that might be hard to solve during actual play, I believe. I have never before thought about it in roleplaying terms, only about movies. This is interesting.</description>
		<content:encoded><![CDATA[<p>Old post, I know, but I couldn&#8217;t help myself from commenting.</p>
<p>I did in fact very much like this particular instance. It was emotionally disturbing, but the fact that found it intellectually fulfilling won this time (also, when the fourth season is taken into account it will also be emotionally fulfilling). I actually found to fit very well with the story of Prez that they were telling, but only if you look back to the first season, perhaps not if the third season would be judged on its own.</p>
<p>A somewhat similar example is the whole movie Requiem for a dream. I liked everything in that movie, acting, directing, script. The story I found smart and intellectually fulfilling. I liked everything except the movie itself.</p>
<p>In fact I resented it, because the smart heaping of unhappy resolutions of stories made it impossible for me to find any emotional connection to the characters.</p>
<p>Actually, this is a problem  that might be hard to solve during actual play, I believe. I have never before thought about it in roleplaying terms, only about movies. This is interesting.</p>
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		<title>By: Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-750</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Tue, 23 Sep 2008 21:53:29 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-750</guid>
		<description>Thanks Fang! 

Just clicky on the &quot;sockets&quot; tag in the left hand bar. :)</description>
		<content:encoded><![CDATA[<p>Thanks Fang! </p>
<p>Just clicky on the &#8220;sockets&#8221; tag in the left hand bar. <img src='http://games.spaceanddeath.com/sin_aesthetics/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-749</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Tue, 23 Sep 2008 21:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-749</guid>
		<description>It would have totally changed my reaction. What&#039;s withheld is my ability to be with (in?) Pryz during the event. They cut me off from the character, changed his whole life and then dropped him back in front of me. Put another way, normally I would observe Pryz in a state of empathy, afterwards in a state of pity.</description>
		<content:encoded><![CDATA[<p>It would have totally changed my reaction. What&#8217;s withheld is my ability to be with (in?) Pryz during the event. They cut me off from the character, changed his whole life and then dropped him back in front of me. Put another way, normally I would observe Pryz in a state of empathy, afterwards in a state of pity.</p>
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		<title>By: Fang Langford</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-748</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Tue, 23 Sep 2008 20:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-748</guid>
		<description>Wow Mo!  I love socket theory.

Could I convince you to link up a socket theory reading list?  That would be fabulous.

Fang Langford
Creator of &lt;a href=&quot;http://scattershotgames.com/scatterwiki&quot; rel=&quot;nofollow&quot;&gt;the Scattershot Role-Playing Game&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Wow Mo!  I love socket theory.</p>
<p>Could I convince you to link up a socket theory reading list?  That would be fabulous.</p>
<p>Fang Langford<br />
Creator of <a href="http://scattershotgames.com/scatterwiki" rel="nofollow">the Scattershot Role-Playing Game</a></p>
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		<title>By: Ian</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-747</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Tue, 23 Sep 2008 19:59:30 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-747</guid>
		<description>&lt;i&gt;There wasn’t really any lead up to the scene, just a few quick shots interspersed with the other scenes...The killing is out of the blue, and all the lead up and shooting itself don’t even happen on screen.&lt;/i&gt;

Is it how they present the scene (quick shots, jump to the aftermath; quite literally the mechanical elements of the scene) that cuts you off from the socket or is it the event itself?

If there had been more lead up to the shooting itself, and if it had occurred on-screen instead of off-screen, do you think that would have changed your reaction?  Is that what felt withheld?  Or is it something else or something more?

For example: Say they had followed Pryz from the beginning of the chase right through to when he pulled the trigger, letting you watch the chase and discover, with him, the person he had just shot, let you watch his face change from grim success to mute horror?</description>
		<content:encoded><![CDATA[<p><i>There wasn’t really any lead up to the scene, just a few quick shots interspersed with the other scenes&#8230;The killing is out of the blue, and all the lead up and shooting itself don’t even happen on screen.</i></p>
<p>Is it how they present the scene (quick shots, jump to the aftermath; quite literally the mechanical elements of the scene) that cuts you off from the socket or is it the event itself?</p>
<p>If there had been more lead up to the shooting itself, and if it had occurred on-screen instead of off-screen, do you think that would have changed your reaction?  Is that what felt withheld?  Or is it something else or something more?</p>
<p>For example: Say they had followed Pryz from the beginning of the chase right through to when he pulled the trigger, letting you watch the chase and discover, with him, the person he had just shot, let you watch his face change from grim success to mute horror?</p>
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		<title>By: Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-746</link>
		<dc:creator>Mo</dc:creator>
		<pubDate>Tue, 23 Sep 2008 15:29:02 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-746</guid>
		<description>I don&#039;t think that the disconnect is a result of the character&#039;s disconnect... that situation feels differently. It&#039;s as if I were still plugged in and getting nothing but static or a blank screen.  Interestingly I had exactly that kind of response in game recently, where under severe duress and a loss of self (quite literally, as the game in question is Unknown Armies) the character went offline suddenly and drastically. For me there&#039;s still an emotional satisfaction in the near tangible sense of that *absence* - it&#039;s powerful. The conduit to character goes quiet, but it&#039;s still there. The situation with Pryz was radically different. I disengaged wholly from him, and while watching the aftermath I was interested, but cognitively, not there with him.

I&#039;m think you&#039;re on that it&#039;s a dissonance issue, but I still think it&#039;s socket related. Certainly dissonance on any level (mode, method, technique), can cause disconnection and can probably cause disconnection on a number of levels. In this one, the place where I experienced the disconnection was at socket level.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think that the disconnect is a result of the character&#8217;s disconnect&#8230; that situation feels differently. It&#8217;s as if I were still plugged in and getting nothing but static or a blank screen.  Interestingly I had exactly that kind of response in game recently, where under severe duress and a loss of self (quite literally, as the game in question is Unknown Armies) the character went offline suddenly and drastically. For me there&#8217;s still an emotional satisfaction in the near tangible sense of that *absence* &#8211; it&#8217;s powerful. The conduit to character goes quiet, but it&#8217;s still there. The situation with Pryz was radically different. I disengaged wholly from him, and while watching the aftermath I was interested, but cognitively, not there with him.</p>
<p>I&#8217;m think you&#8217;re on that it&#8217;s a dissonance issue, but I still think it&#8217;s socket related. Certainly dissonance on any level (mode, method, technique), can cause disconnection and can probably cause disconnection on a number of levels. In this one, the place where I experienced the disconnection was at socket level.</p>
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		<title>By: Ian</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/87#comment-745</link>
		<dc:creator>Ian</dc:creator>
		<pubDate>Tue, 23 Sep 2008 14:05:36 +0000</pubDate>
		<guid isPermaLink="false">http://games.spaceanddeath.com/sin_aesthetics/87#comment-745</guid>
		<description>I&#039;ve had that experience before, but sometimes it has definitely been from a story socket--not a break in empathy, but a sense of discontinuity in the narrative as I have seen it.  &quot;Wait, this is a redemption story, that can&#039;t happen...&quot;   I wonder if the socket may have less to do with this than with some reaction to dissonance?

On some level, that disconnect seems like one way of still being connected to the character, a result of plugging into them.  Maybe I&#039;m just sensitized right now, but in the sort of moment Pryz is in, is he really connected to himself?  Or, more likely, is he suddenly coldly distanced from his own sense of self?

In that moment, can Pryz empathize with (his idea of) himself?

When we experience those events, it&#039;s simply awful--the sort of thing that makes you want to die, go mad, pretend it never happened, etc.  As empathizing audience of a fictional story, we have an easier out, which is to redirect our attention to the fictionality of the setting, to focus on its unreality, treat the development as a narrative device...but it&#039;s the same sort of reaction.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had that experience before, but sometimes it has definitely been from a story socket&#8211;not a break in empathy, but a sense of discontinuity in the narrative as I have seen it.  &#8220;Wait, this is a redemption story, that can&#8217;t happen&#8230;&#8221;   I wonder if the socket may have less to do with this than with some reaction to dissonance?</p>
<p>On some level, that disconnect seems like one way of still being connected to the character, a result of plugging into them.  Maybe I&#8217;m just sensitized right now, but in the sort of moment Pryz is in, is he really connected to himself?  Or, more likely, is he suddenly coldly distanced from his own sense of self?</p>
<p>In that moment, can Pryz empathize with (his idea of) himself?</p>
<p>When we experience those events, it&#8217;s simply awful&#8211;the sort of thing that makes you want to die, go mad, pretend it never happened, etc.  As empathizing audience of a fictional story, we have an easier out, which is to redirect our attention to the fictionality of the setting, to focus on its unreality, treat the development as a narrative device&#8230;but it&#8217;s the same sort of reaction.</p>
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