{"id":13,"date":"2006-01-12T01:22:00","date_gmt":"2006-01-12T09:22:00","guid":{"rendered":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/?p=13"},"modified":"2006-11-25T16:29:14","modified_gmt":"2006-11-25T21:29:14","slug":"pull-clarification-and-promises-promises","status":"publish","type":"post","link":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/13","title":{"rendered":"Pull Clarification and Promises! Promises!"},"content":{"rendered":"<p><a href=\"http:\/\/www.lumpley.com\/comment.php?entry=147#17\">Brand said something in the post over on anyway<\/a> that I&#8217;m really rather thankful for:<\/p>\n<p><em>For now, let me say that one of the things I think is going on is that everyone in the discussion is talking about pull\/push on different levels. Mo was talking about it at the social level, as a rhetorical stance that people take towards the power dynamic of game. It then quickly moved into discussion of techniques and ephemera that enable such a stance, and from there into the underlying logic of game theory. <\/em><\/p>\n<p>This is absolutely true. I see now where I might have contributed to the confusion between the elements up there. You see, I&#8217;m not used to talking to y&#8217;all. When something pours out of my head at Brand, where they always invariably go, he gets it, and I don&#8217;t have to make strict delineations. I see why the bigger forum needs them. I might not always use your lingo, cause quite frankly it&#8217;s hard to get a hold of. From what I&#8217;ve seen there&#8217;s a lot of internal debate about the naming of things too, you can just imagine what it&#8217;s like when you&#8217;re just looking in the window. I hope that doesn&#8217;t make you walk away &#8211; after all, just because somebody speaks a different language doesn&#8217;t mean they don&#8217;t have good ideas.<\/p>\n<p>For the record, I am interested in a lot of things about pull:<\/p>\n<ol>\n<li>I am interested in it at the social level as a viable alternative to, or married partner of push.<\/li>\n<li>I am interested in (some, not all) pull techniques as viable immersionist methods &#8212; both mechanical and social level &#8212; that may create better harmony, by providing more active, less immersion-destructive forms of authoring characters to meet the needs of the story, game or social contract.<\/li>\n<li>I am interested in examining current games to identify mechanics that support pull or push play, and see how using those mechanics feel different from each other.<\/li>\n<li>I would like to see more mechanics that support pull play in games in general to create a better balance, support those who prefer it over, or like it along with their push play. I am interested in talking about ways to accomplish this.<\/li>\n<li>I&#8217;m curious about the concept of seeing if an all-pull game is possible, and finding out if I&#8217;d like it or not (I suspect it would probably be not, but not as much as I would an all-push) Note: I&#8217;m not at all claiming to have the foggiest idea what an all-pull game would look like or contain, so don&#8217;t rag me on it until I give some indication that I think I do.<\/li>\n<\/ol>\n<p>In the previous post, I was introducing #1 in the hopes of moving toward #2 in my next post and hopefully #3-5, down the line if people were interested. &#8211; well, I think I got my answer there.<\/p>\n<p>So, to that end, I&#8217;m going to start fresh tomorrow after work, and see if I can get down my next intended post that will discuss some Actual Play examples that I think are indicative of the potential of pull and talk about their effects on the games they were in.<\/p>\n<p>In the meantime, go check out Brand&#8217;s post: <a href=\"http:\/\/yudhishthirasdice.blogspot.com\/\">Brand Pushes and Pulls and Blows Himself Down.<\/a> That should keep the discussion rolling along.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Brand said something in the post over on anyway that I&#8217;m really rather thankful for: For now, let me say that one of the things I think is going on is that everyone in the discussion is talking about pull\/push on different levels. Mo was talking about it at the social level, as a rhetorical &hellip; <a href=\"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/13\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Pull Clarification and Promises! Promises!<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,10],"tags":[],"class_list":["post-13","post","type-post","status-publish","format-standard","hentry","category-links","category-pushpull"],"_links":{"self":[{"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/posts\/13","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/comments?post=13"}],"version-history":[{"count":0,"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/posts\/13\/revisions"}],"wp:attachment":[{"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/media?parent=13"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/categories?post=13"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/games.spaceanddeath.com\/sin_aesthetics\/wp-json\/wp\/v2\/tags?post=13"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}