Tag Archives: goals

Context

So my Great Aunt Gertrude keeps asking me to get on with writing more about that body of post-immersionist theory (thanks Mick, great way to put it!) I’d been working on last year, and it just so happens I have a couple more things I’ve been itching to talk about: The first of a pair is context. The second will come in a later post.

As you might have suspected, I’m really big on context – all my theory’s heavily invested in the idea that play success is wholly dependant on the contextual positioning of the player in relation to everything else: other players at the table, social contract, system, preferred payoffs, goals, modes of play, yadda, yadda, yadda.

But, for the purposes of this post, I’m going to use the word context contextually: what I’m specifically looking at here is the player’s requirement for context. Also, while I absolutely think this discussion has application with some of the other sockets, mostly I’ll be talking about character socket play, because, well, that’s what I like & know best, and so focus on. So in a nutshell, what I’m looking at is how much or how little contextual establishment a player requires for her character in a game, and how I think that might relate to her payoff, goals and modes of play.

So what is contextual establishment? Well it has to do with how a character relates to herself, the world, the story, the other characters. As a person, you have a context in every moment of every day. That context is critical to your understanding of the world and to your ability to interact in it. It is built by all of your past experiences, by an inventory of your present situation, by the expectations which you invest in the world, and your ability to forecast future outcomes.

Picture this: You and your friend John are walking through the mall. You’re looking to buy a new leather jacket which is going to cost 500 dollars and you’re planning on paying cash. You’re counting out the money on the way to make sure that you have enough.

Now picture this: You and your friend John are walking through the mall. You’re looking to buy a new leather jacket which is going to cost 500 dollars and you’re planning on paying cash. You know that John has compulsive habit of punching people in the head when he sees large sums of money and taking it because he’s done it to you a half a dozen times. Are you still counting out the money on the way? (Why, you’re probably asking, am I even with John at the mall?)

Now picture this: You and your friend John are walking through Compton. You’re on the way to the store to buy a new leather jacket which is going to cost 500 dollars. Are you carrying 500 dollars in cash? If you are, are you counting it there in the middle of the street? Are you still with John, given that he’s a reckless head-punching bastard?

So yeah, as a person, context affects how we feel about things when they happen and how we decide what to do in response to them. Most of the time we don’t notice our internal relationship with context. We have long-tuned instinctual processes built to deal with it like the one that makes you flinch in fear when that head-punching bastard moves his arm quickly but doesn’t when your cat Buster darts across your lap.

When context changes radically or inexplicably, the instinctual processes can totally break down. And as anyone who’s ever traveled extensively can tell you, being deprived of context (cultural context, for this example) over a long period of time can be disorienting or even frightening. Learning to intentionally work through differences in context (rather than instinctually coasting through sameness in context) causes a lot of cognitive dissonance.

When I lived in Brazil or India everything I did, no matter how simple, took energy and focus because I had to work to understand the cultural context of everyday life and try harder than usual to act within that model. The propensity for failure to understand the context and then act inappropriately also became greater, which caused a heightened sense of latent (and sometimes acute!) anxiety than I would otherwise feel.

So in roleplaying context is important too. All players need at least a little context to get traction in play, and some players need a lot more than that. At a broad and basic level, context is established through setting, system, genre, and past play (among others). Telling you the game we will play takes place in the real world, gives you different building blocks to build a contextual model than telling you it takes place in Narnia, Glorantha, or aboard the Millennium Falcon. Telling you that the game will be a pulp, will affect your mental model differently than if I’d said western, noir, or space opera. This is really why RPG’s loves them some genre and why games in general are prone to setting books, splatbooks, archetype lists etc. etc. They are all ways to shortcut communal context around the table and get people in position to play together.

You can cut context a thousand ways but where I want to get to in this discussion is that beyond the communal context at the table which everyone needs and which makes the game possible, some players require specifically higher degrees of context to achieve their goals in play, interact with their character in mode or get at their payoff. Some examples:

  • Higher context players might require historical context in character (like a background), to provide a contextual sense of where the character has come from and who the character is as a person whereas a lower context player may prefer the character to be a blank slate that’s fully open to interpretation.
  • Higher context players might require in character social freeplay to get a sense of the contextual relationship between their character and other personas (PC or NPC) in the fiction while lower context players might find it just as satisfying to invent those relationships on the fly.
  • Higher context players may need contextualization before conflict to position themselves to be able to experience the interaction whereas lower context players might more fully enjoy the experience if they’re given the thrill of in medias res scene framing.
  • Higher conflict players may prefer moment-to-moment or event-to event play while lower context players might find time lapsing or sudden time jumping a happier pace.

Of course, I shouldn’t have to say this because if you’re reading my blog you should already know that it’s implied, but: there’s no objective right or wrong, better or worse in this equation. Whether high or low, the threshold of context required by a player is relational to their enjoyment of play and the only place better/worse comes in is in how well the player’s payoff was realized.

Calibrating context correctly is an important process to enjoyment in game. Like me in India, the farther away you are from the context you’re expecting the less comfortable the game will be and the more detracting from fun. I suspect I understand how this trends with other elements of the emotional agenda, but I’m not ready to point at it until I’ve established the piece it’s (fraternally) twinned with.

Next up: Relief.

Intimacy and the Impassioned Other

So here I’m going to talk only about the upper right block, the domain of the Impassioned Other, where I spend the most and best of my play.

As I’ve mentioned before, I’m a strong masker. I maintain a distinct identity within the characters I play, but I have a powerful empathic connection with the character. I funnel my influence over the game through the agency of the character. I am influenced and informed by the character as a conceptual model, but because I can still maintain a sense of the character as a conceptual model, I can also assert influence over its development (with time and context) without denying my payoff. I willfully give the character a measure of transformative power over me as a goal of play, and for me, that transformation equals my cathartic goal.

All of these things are only fueled forward by my strong preference for impassioned play. Funneling decisions and actions holistically and intuitively via the character within the emotional milieu of the story and the character’s context in it optimizes the cathartic connection (open the floodgates!) and works to constrain any cognitive dissonance that might interfere with the empathic connection to character.

So, as you might imagine, out here where I play can be a really vulnerable place to be. There is a direct conduit between my emotional centre and the experience of the character, and I heavily invest in that empathic conduit. I feel things that my character feels as emotionally acutely as if I was the character, and although I maintain some degree of distinctive identity from the character, I am deeply affected by her plight even in situations where I personally do not agree or sympathize with her. When the games I play are the best that I can ask for, I have not just invited the game into my emotional centre to mess around, I have in fact, demanded that it do so.

Like Brand mentioned in his article on danger, some people would call this behavior in a game “dangerous play” or “edge play” because it is a willfully vulnerable state, and could possibly end up in the player getting hurt (I.e. psychologically or emotionally damaged, not “hurt feelings”). This is not what I consider “dangerous play” nor “edge play”; for the most part, it’s just “play”. I rarely get hurt in a game, but if I do it’s not because of this process, but because I’ve chosen to play in dangerous territory, with issues that I know are triggers or grey zones for me. Even then, because of the way I set up games, I don’t ever really get hurt, I just get shaken, and need a period of recovery (If people want, I can talk about this in a separate post, but I don’t want to go any farther here for fear of getting off topic).

However, the point is, that it is a vulnerable place to play, and that the structure that is required to support that vulnerability never happens incidentally. It requires a considerable amount of personal and emotional intimacy, both with the other players in the game and with the character & the story to make work. So I’m going unpack each of these individually for a bit.

In the post before last, I gave you an overview of My Gaming Census. The reason I needed that was to help explore how my gaming environment contributes the level of intimacy required to play where I play. I don’t think it’s necessary to go through each of the following and expedite how they might foster the kind emotionally intimate environment that would help somebody feel supported in being vulnerable in a group activity. So I’ll just repeat some key census data here:

  • I’ve known the people I play with for, on average, 10 years.
  • One of the people I play with most often is my husband.
  • I socialize with almost all of them more frequently than I game with them
  • I’ve been to all of their weddings, took care of their property, pets and/or kids. (and vice versa).
  • I know them all well enough to list that data off the top of my head.
  • We’ve played in intensive, high emotional, epic games with each other for years.

And a few more that might be suggested by the ones above but that I want to make explicit:

  • We’ve adjusted our play groups, meeting times and locations for game around, vacations, pregnancies, life events and baby raising.
  • We have had a thousand discussions on what we like and what we don’t like.
  • We’ve had a thousand wicked play experiences, and some really big play disasters.
  • We cook together, eat together, mind babies together, and clean up together, usually all in and around a game session.

And there are three things that I didn’t go into on the census. The first is that the more we play, the better, and more intentional our social contracts have become. Most of my games these days are based on IWNAY. Some are NGH with lines as clearly defined as possible. These clear policies help to define the boundaries at the table, or to mandate the expectation of support when things go badly, and strengthens the trust around the table.

The second, is that we make common use of ritual in our games. Each long running game has its own soundtrack, often has a theme song, has repeated key lead-in phrases, and environmental cues like incense or candles to help transition into and out of a protected space.

The third is that the majority of people that I play with are also Impassioned players, and a good chunk of those are Impassioned Others (notably, I believe, all of the women). While we are all not following precisely the same process or seeking precisely the same payoff, our shared preferences help us understand each other’s needs in the game, and so, for the most part, things in this area are pretty well protected (I by no means intend to say that my gaming group does not ever face obstacles or challenges, it’s just that in general we’ve done these pretty well, IMHO).

The second kind of intimacy that is (mostly) required to play where I play is an emotional intimacy with the character and the story. The answer to securing this one is usually just time, energy, and focus. For me and the majority of people I game with, emotional investment into the character and/or story compounds over the time played. It’s very rare for me to be able to plug in to a character immediately and have enough investment to seat in an emotional context and achieve the cathartic payoff I’m looking for. Sometimes it takes whole sessions to find, sometimes I get glimpses of it, sometimes it stutters in and out (Vincent, if you’re reading this, I’ve had more success in seating out the gate with Dogs than with any other game I’ve played).

However, in a long-run campaign, it’s rare that I don’t slide right into the emotional context of a character as soon as we start, even if it’s been a while since we’ve played a game. This is also a reason why “time lapsing” is disruptive to me in games. By that, I’m not implying any particular lapse of time, but instead a lapse over a critical period of time, whether that is 1 day or 100 years. In Exalted, if we just finished a plotline in which a sense of closure was achieved, skipping 100 years probably wouldn’t be a problem. However, if we skipped a day or week in the life of the same character where no closure had been achieved, I might have trouble with engaging the emotional context of the character. The same goes for the story.

And since this has turned into a really long post, I’m going to start to wrap up. The whole article is meant to say that playing where I play takes certain support parameters (as I am sure do many areas on the grid, especially along any given perimeter) and to explore the kinds of support my group employs. Also, this post has been meant to say that if you don’t recognize my play style, one possible reason could be that you just don’t encounter it. If your main source of gaming is pick-up play, convention play, or (tabletop) play in a public space, it’s possible that the environment is not conducive to people who play like me.

Some Notes on Being Human

Now of course, the place you find yourself on either the Cognitive / Impassioned scale and the I / Other scale is not a static thing. If you gamed 10 years ago and you’re gaming now, chances are that there are a handful of things about game back then that you’d just as happily not import into the present. Likewise, in next 10 years there are things you’re doing now that you probably won’t be doing then and vice versa. Like my Wargamer cum LARPer friend of a couple of posts ago, the things we do, both in life and in game change us (at least if we’re doing it right) and changing as a person often means a shift in goals and priorities. What makes us happy now may not make us happy tomorrow or next year; what made us happy last year may never make us happy again.

Also, just because you put a dot on the scale that is meant to represent you doesn’t mean that you are not capable of shifting to accommodate the situation at hand, or that you never act outside of the placement of that dot. When playing with strangers, I tend to play down the emotional scale to ensure that I don’t make anyone at the table uncomfortable. I also tend to play closer to the “I” than usual to ensure that I am making directive decisions that will foster the fledgling social situation at the table.

Why does my dot wander? Well, because in that situation, my payoff and my goal are different than they usually are. My payoff might be “advance the social milieu of the group at hand, and have a fun, un-awkward night in the process”. In that case, my goal isn’t a cathartic one, it’s entirely socially based goal that has little to do with the game. In that case I may not even be character socketed; I might adopt a social or story socket for the night, because the payoff is powerful enough to make it worth it.

Likewise, under constraints imposed by other players or by system, my dot might have to wander in specific situations. About six months ago, Brand and I introduced a group of our friends to My Life with Master. The point of the night wasn’t even really to game, it was just to hang out. The point of playing MLWM was not to get impassioned or cathartic, it was to introduce some of our traditional RPG friends to some of what the Indie scene had to offer. It was a one shot, with a lot of players, so there wouldn’t be a lot of time to create catharsis anyway. So my goal, my socket and my payoff weren’t what they normally are, so my dot was in an entirely different place.

This is all to say that there is a difference between what you have occasionally done, what you did all the time a long time ago, what you are capable of doing, and what you do on a regular basis. When you’re examining your goals, sockets and payoffs, it’s important to identify if the situation you are analyzing is atypical, and therefore not representative of what you normally do to get your RPG rocks off.

When you are looking to place yourself on the scale what you’re looking to do is to identify: when you are playing for the payoff you most often play for or the payoff you want most (note that these might not be the same thing), how do you want to experience the game and through what method will you interact with it? It may be very useful to you in the moment you are playing an atypical game to understand how your payoff is different than normal and how you respond to that shift, but to start with, it’s most useful to trend yourself over the course of the payoff that you are trying to achieve most of the time.

Covering the Bases

I’m pretty sure that the three of you that read Sin Aesthetics understand me when I use words like sockets, goals or payoff, but just in case my Great Aunt Gertrude decides to check in on me and is having trouble understanding what the heck I’m talking about, this post is a quick run down. For the sake of my lazy ass, I’m going to quasi cut and paste some from a couple of public conversations I had with Thomas Robertson, who asks too many damn questions for his own good, but as such is useful in getting me to explain my damn self.

Sockets:

The socket is the place in the RPG which serves as the participant’s locus of enjoyment. It’s the place where people plug themselves into game and give and take their focus and energy to and from. Obviously character can be a primary socket, because immersion wouldn’t be such a problematic word without the character being an extremely invested locus.

It’s also easy to identify what some other kinds of sockets are. Setting is obviously a socket for a lot of people. System is an obvious one too. We can be pretty damn sure in our community that there are Story socket players. There are other kinds, too: Social socket people, Choice socket people, probably a lot of others too.

I think that many/most people have more than one socket, that is, more than one place that they can plug into the experience of the game, but I suspect that there is always a primary socket, one that is preferred above others. I would say of myself that character is my primary socket, but that I also have a distant story socket as well. Farther still, I could have a social socket and a setting socket, even a choice socket… but the farther down the road a game pushes me to go to find a socket, the less like an RPG it will feel like to me, the less it will fulfill the body of what I come to games to for, and if always pushed to a different socket, the less likely I will be to continue playing the game.

Payoff:

This one’s simple, though figuring it out often is like pulling teeth. We all have one reason that we play RPG’s. Regardless of the kind of player we are, or the kind of play we do, our reason is one in the same: We come to the game to get out of game what we want out of game. People talk about the concepts of “art” or “game” or “play” as lofty ideals but in reality, gaming has a payoff for everyone who engages in it, which is why we play RPG’s rather than golfing, stamp collecting, worm breeding, singing in a choir or whatever else might have had an appealing payoff if RPG’s didn’t exist, or more importantly, didn’t give us what we want.

That payoff will differ vastly from person to person. For some, the payoff is simply “completely forgetting I am me for a couple of hours”, for others “engaging in an actively creative co-operative endeavor with people I like” might be the payoff. “Feeling fully, really challenged in a social engagement while making something that feels lasting to me” or “proving that I have the biggest dick at the table” might be the thing you want. “Being validated by other people recognizing my talents as a really good GM”, or “participation in creating an epic that was worth telling” might also be what keeps you coming back.

If some of those sound more important than others, if some of them sound right and some wrong, then you’re missing the point of why I am talking about payoff. There’s no right/wrong/better/worse/worthy/not worthy/valuable/not valuable when it comes to you and what keeps you coming back to the game. You want what you want. It’s whether or not you are being honest about what you want, both to yourself and to other people where things can get to being wrong. If my payoff is: “working hard, winning big, and lauding my victory” and your payoff is “non-conflict co-operation towards an emotionally engaging experience” we’re not going to play well together unless we really, consciously work at it. That doesn’t mean that either of our payoffs are better or worse, it just means we like different things out of the hobby.

You’ll notice too, that many of those payoffs in the list up top sound like they would align really well with the kinds of sockets I was talking about earlier. Is that surprising? It really shouldn’t be… we do most what works to get us the payoffs we desire, after all. In my case, with a primary character socket, a secondary story socket and a penchant for highly emotional cathartic play it shouldn’t be at all surprising that my payoff is something like: “to experientially feel a sense of emotional euphoria as a result of a powerfully engaging story”.

Goals:

Back in this post, I talked about some possible goals of play, though they were certainly not meant as an exhaustive list.

Goals in this context define what the end experience of the game is that you work towards, and may imply or suggest a method you use to move towards achieving it. Ideally, your goal should closely align with your payoff. I’ve seen lots of situations in reality where that wasn’t the case, but each and every one described a very unhappy player.

I had a friend who came from a heavy competition war gaming background who stumbled upon and came to really like the social dynamic of the LARP scene. Playing in it drastically changed the kind of payoff he expected from RPGs. He went from a payoff of “validation of my intelligence and cunning through hard won challenge” to something like “escapist enjoyment of being someone else in a highly theatrical mode”. The problem was that when he came back to table top, he employed his old high challenge, high competition skills and techniques towards his old goal, but could never, unsurprisingly, achieve his new payoff. He doesn’t play anymore, and most of the people he used to play with (post LARP) aren’t really sad about that.

So there you are. That there’s the basics: sockets, goals and payoffs. There will probably be more as I ramble on, but that’s where I’m starting from.

Immersion Goals Borrowed from Literary Theory

Borrowed from the literary tradition, I’d like to put forward some new words for your perusal that might help explore the differences of goals that exist under the catch-all word immersion. There may be others that would help too, but I think these three are important.

Catharis: Yes, I know you know this word, but do you know what means in the context of literary theory? Catharsis (which was introduced by Aristotle in The Poetics and means either “purgation” or “purification” in Greek) is the emotional effect a tragic drama has on its audience. The audience of a tragic drama would experience an overwhelming feeling of exaltation or relief following the drama because either they formed a vicarious identification with the hero which cleansed the emotions as if they have themselves had undergone the trauma of the story, or because the audience becomes so engrossed in the emotions for the hero that they are removed from the context of their own lives and return refreshed and renewed back to themselves following the drama.

Kairosis: is associated with the epic novel (association with the Greek meaning “the right time”, and represents the feeling of integration experienced by the audience with the protagonist. It is associated specifically with the moments of moral and psychologicical transitioning of the character in important, dramatically impacting moments. It is interesting to note that Kairosis is often achieved by challenging unique dynamic characters with typical, everyman dilemmas and emotionally engaging in the moments of change.

Kenosis: is associated with lyric poetry, and represents the audience’s abandonment of the ego manifestation in favour of the immediate emotional body and sensory manipulation of the poetic. It comes from the Greek word for “emptiness” and is used to achieve a feeling of timelessness or transcendence.

(If you don’t care about the words in their application in literary theory, you can skip this indented part.

***ETA: There’s more discussion after the indented part. Pick up the post again in the paragraph starting with: “So, what the heck am I talking about?”**

When I look at these terms, I make some adjustments on them to compensate for the differences in the method and process of the act of roleplaying:

Where we in a widely literate, educated and media saturated environment have specified, culturally driven, inherited understandings of drama, and in a world where the lines between the novel the drama and lyric poetry have been distorted, deconstructed and blurred, it seems to me that goals may not cleanly align by the form but can still maintain similar extant resonance to the emotional outreach of the audience.

Where we, as roleplayers, serve as both the authors and audiences of our own characters, inside a dynamic, living drama rather than a static text, we can elect to chase the fulfillment of multiple goals at once.)

So, what the heck am I talking about? Well, I know for a long time I have been describing my particular brand of character immersion as an intense, cathartic connection with the character in which I feel the character’s emotional state acutely, understand the mental process of the character acutely and objectively (rather than the character understands it: subjectively) and feel a vicarious emotional response of my own towards the character.

When I look at this in relation to the terms, I know Catharsis to be my primary goal: It is the place that the intense connection to the character is formed, in which I feel, simultaneously, the character’s emotional state, my own emotional state, my character’s inner workings, my own inner workings and my empathy for the character. Catharsis will make me physically weep when my character’s lover dies in her arms even if she does not shed a tear, because while I feel her emotional state as acutely as she does, I am feeling it vicariously. I am immersed in who she is, but I am not her. The feeling of exaltation or relief is something I can validate. An intense, cathartic immersion experience can leave me feeling a little high in an emotionally-induced endorphin way. This goal, IMHO, is all about feeling (For you following the MBTI stuff, it is an immersive F gamer’s playground).

I also know, although it is not part of my description above, that Kairosis is a frequent goal for me. It here that I go to for the moments of resounding transition; the moments that feel as if the soundtrack on the drama has picked up and the character’s life and the story will never again be the same. The “right moment” of Kairosis is the one where the character and the story interact and change each other, powerfully and irreversibly. This one is both about thinking and about feeling. In order to do this reliably and intentionally it requires a thinking setup, but transitions to feeling mode in the actualization of the moment’s resonance. I suppose it is possible to be setup and actualized both in T mode, but I’m not sure if it would lead to the immersive integration that the goal is looking for. This kind of immersion could serve story socket players as or even more effectively than character socket players. It is also, I believe functionally incompatible with Kenosis.

Kenosis is not a goal of mine, but one that is associated with the term immersion quite frequently in discussion, especially in association with larpers over the pond. Also called “Deep IC” or “altered state flow” or that I have been calling “submersion”, the goal here is to feel completely like the character and to feel as little like yourself as possible. The feeling of timelessness or transcendence is something that a lot of these folks talk about, even sometimes going so far as to compare it to a religious experience. Again, this is also about Feeling, I think (MBTI note: and I would think that it is commonly a goal of “SF” immersive gamer types, who would require strong myth to make a full transition from self to character). Note: This kind of immersion goal would also work as well for a setting socket player as a character socket player: the goal would be to get out of the player’s world and into the world of the player’s character.

I also think it’s interesting to note that when looked at this way, it’s unsurprising that there is so much debate about the compatibility of the goals of nar games and the goals of immersion. A goal like Kairosis requires intentional dramatic framing and intention to achieve the synthesis of character transitioning in the right moment and as such would be perfectly compatible, whereas a goal like Kenosis may repel such deliberate constraint, or force the player back into his own head, making the styles incompatible.

Also, it gives some good groundwork for why immersive players are at odds as to what kinds of game processes or mechanics are counterintuitive to their immersion activity. A Kairotic Immersives might not have trouble discussing stakes or out of game strategy to optimize the “right moment”, Cathartic Immersives might have no trouble authoring to intensify drama but could have real trouble any time the game required transition from a Feeling to Thinking mode, such as crunchy calculation or resource management. Kenotic Immersives might find any out of game negotiation that draws them out of character unappealing.