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Author Archives: Jimmy Maher

From the Tabletop to the Computer

Let’s say that it’s the mid-1970s, and that you’re an early fan of Dungeons and Dragons, still a tiny offshoot of the niche hobby that is wargaming. Let’s further say that you have regular access to a computer at your place of education or work, and that you know how to program it. It might seem absurd to imagine a substantial overlap between the tiny number of people playing D&D circa 1975 and the decidedly limited if not quite so minuscule number who had access to a computer at that time, but in fact Will Crowther was hardly an anomaly; there was an inordinate number of hackers among early fans of the game. We can assume that hackers’ love of complex systems brought them to the game, just as it drew them to fantasy and science-fiction literature such as the works of Tolkien, where character and plot were subservient to (or at least equal in importance with) world-building.

So, we have a substantial number of hackers entranced with D&D. Hackers being hackers, it’s not difficult to guess what happened next: various projects got under way to bring the experience of D&D to the computer. This was a task for which, depending on how you looked at it and to whom you talked, the computer was either ideally suited for or woefully unequipped to handle. We’ll take the best-case scenario first.

D&D was complicated. Even the original 1974 rules, which virtually everyone agreed were crude and sketchy in many areas, filled three separate booklets of about 35 pages each while recommending that the players also have on hand a copy of Gygax’s earlier Chainmail rules. But that was only the beginning. Just the core of Advanced Dungeons and Dragons, the definitive rules for the hardcore which TSR rolled out over the last three years of the 1970s, ran to hundreds of pages housed in three big, close-typed, hardcover volumes. To this ample base were added layer after layer of further embellishment via yet more hardcover volumes and an endless stream of Dragon magazine articles. It’s fair to say that a certain subset of D&D players — those who took after Gygax himself — absolutely reveled in all of this minutiae. Indeed, for some players the baroqueness of the whole endeavor was the major part of its appeal. Plenty of others, though, were like Arneson, in it for the visceral thrill of lived (if imaginary) experience. When they mustered their last bit of carefully hoarded mana to cast Cone of Cold, their last memorized spell, on the Lizard King (apologies to Jim Morrison), these players did not want to spend ten minutes cross-referencing manuals, calculating probabilities, and pondering such unsolvable existential conundrums as just why the hell an armor class of -5 was vastly better than an armor class of 10. They just wanted to know whether their spell sputtered and died, taking with it their party’s last hope, or whether the Lizard King had been turned into a giant green popsicle. Computers were pretty good at crunching numbers, and happy to apply even the most obtuse of rules to them. What if all of those tedious bits could be stuck into the computer, programmed and tinkered with by the Gygax-types of the world who enjoyed such things, leaving the Arnesons of the world free to just play? As an added bonus, the use of a computer might mean they could play all alone on their own time if they wanted to, rather than needing to assemble four or five friends. It seemed like a dream come true.

But wait a minute, said the naysayers (a group which included, ironically, many of the most committed Arnesons). One of the major things that defined D&D as different from any game that had come before was the sheer scope of possibility it offered to its players. A player was free, theoretically at least, to do absolutely anything she wanted to at any time. It was then up to the DM to find the rule he felt applied best from the small library he had lugged with him to the session. Failing that, he had to use his judgment to make up something appropriate on the spot. (We could note at this point that all of those rules TSR was constantly pumping out could never come to cover every conceivable situation anyway, and that there must come a point of diminishing returns where just making things up in such unusual circumstances was preferable to buying yet more rulebooks in the forlorn hope of covering all the bases, but let’s just let that go.) A computer, of course, can’t make judgment calls; it can only do what it’s been programmed to do. Further, it cannot appreciate the dashing rogue of a leather-clad thief with a severe aversion to wood elves (a case of childhood trauma) you have so creatively personified. It cannot craft an adventure into the heart of the forest just for you, during which Dirk Darkstone will have to confront his horror of effeminate green-clad men wielding bows. It can’t even provide you with Tasha Brightstone, the virtuous blonde paladin in the chainmail bikini torn between her desire for Dirk and the Code of the Virgin Warrior to which she has signed her name. Every computer program ever created, games included, must ultimately offer the user only the limited menu of possible actions anticipated by its designer. Whether that set consists of the up-and-down trackball motions of Pong or the various verbs a text-adventure designer has coded his game to recognize, this constraint is immutable. How then can a computer administer a game whose players can do literally anything? The gospel of tabletop D&D tells us that, even when presented with a tempting dungeon to plunder by the DM, the players are perfectly free to walk on past the Ominous Castle of the Mad Wizard Yordor and spend the evening trying to get a really good brawl started in the local tavern instead. So, the Arnesons of the world tell us, D&D and the computer are not such a marriage made in heaven. The computerized D&D player could avoid the Mad Wizard only by turning off the computer and doing something else, after all.

We’ve certainly hit upon a significant limitation, but let’s think about all this again before we go too much farther with that train of thought. I submit that in practice the players of D&D are restricted in their field of action, by social if not rules-derived constraints. How would you feel if you were that DM who had spent his entire weekend designing the Castle of the Mad Wizard Yordor, stocking it with fearsome monsters (but balanced to not be too much for the players to handle if they play it smart) and devious traps (but not so devious they cannot be disarmed most of the time by a thief of exactly the same level as Dirk Darkstone if he is cautious), only to have your players march on past the lot to go grope the local chicks in the pub? I’m guessing you’d consider the players a bunch of ungrateful bastards whom you’d just as soon not play with again. Thus, there is an implied social contract between DM and players, one in which the players, at least in the broad strokes, are expected to, well, do what is expected of them.

Further, I submit that the rhetoric of D&D as a form of improvisational storytelling and the reality of most player’s experience of the game were somewhat at odds. The AD&D Player’s Handbook tells us:

You interact with your fellow role players, not as Jim and Bob and Mary who work at the office together, but as Falstaff the fighter, Angore the cleric, and Filmar, the mistress of magic! The Dungeon Master will act the parts of “everyone else,” and will present to you a variety of new characters to talk with, drink with, gamble with, adventure with, and often fight with! Each of you will become an artful thespian as time goes by…

The “fight with” part of the extract above was the really important part to most players, the thing that defined the experience of D&D. TSR released at least a hundred adventure modules that had players descending into one thinly justified underground lair or another to kill things and take their stuff using the 23 pages of combat rules found in the Dungeon Master’s Guide alone, and exactly zero that principally involved talking, drinking, or gambling with new friends. Even Gygax seemed of two minds about the real point of D&D. For all the parallels he drew with Shakespeare and Aristotle, in practice he was a dungeon crawler all the way, dismissive of elaborate role-playing: “If I want to do that, I’ll join an amateur theater group.” I submit that D&D was in practice not mostly played by groups of “artful thespians,” but by scruffy teenage boys and men perfectly happy to remain Jim and Bob as they pondered the best way to kill that group of trolls in the next room. And that experience of D&D a computer could, within inevitable limits, simulate pretty well.

 
 

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Defining the CRPG

There’s a whole lot of Dungeons and Dragons in the original Adventure. Its environs may be based on Kentucky’s Colossal Cave, but the central premise of exploring and looting an underground environment filled with strange dangers and treasure has as much to do with D&D as it does with caving. Even some of the ways in which that environment is presented are strikingly similar. A typical D&D dungeon was, like Adventure‘s, divided into a series of discrete, self-contained rooms. Here’s one of the maps that accompany Temple of the Frog, the first published D&D “adventure module,” which appeared as part of the second D&D supplement, Blackmoor, in 1975:

And here’s the description of a couple of these numbered rooms:

Room 3: Is the headquarters of the traders sent out to sell the junk and is also the office of the chief of accounting. Hidden in this desk are 600 pieces of platinum that he has embezzled. (The High Priest knows about this but does not seem to care.)

Room 4: Is the office of the Commander of the palace guard where he goes to run the security arrangements in the Temple. Within are the master alarms for the palace, so that the exact location of trouble can be registered and personnel sent to counter the intrusion. From here he can communicate, via a desk communicator, with other officers and sergeants under his command. There is always an officer and two sergeants on duty in this room and only the rings worn by the High Priest Commander of the Guard or the Chief Keeper will gain admittance. (No one is aware that the latter has such a privilege, and it has not been used for many years.)

Later D&D adventures made this similarity with the IF room even more obvious by including a boxed text with every room that the DM should read to the players upon their first entering, just like the ubiquitous IF room description. At least under all but a very skilled DM, the rooms of a D&D dungeon tended to feel oddly separate from one another, each its own little self-contained universe just like in a text adventure; many was the party that fought a pitched battle with a group of monsters, then, upon finally vanquishing them, stumbled upon some more still slumbering peacefully in the next room just as the room description said they should be, undisturbed by the carnage that just took place next door. Speaking of combat, the heart of most D&D adventures, Adventure even had a modicum of that as well, in the form of the annoying little dwarfs that harried the player until they were all dispatched.

For all these similarities and for all the acknowledged influence that his experiences as a D&D player had on Crowther’s original work, though, virtually no one refers to Adventure or its many antecedents as computer RPGs. What gives? One thing we might take note of is that Crowther made no real attempt to translate the actual D&D rules into his computer game. He took inspiration from some of its themes and ideas, but then went his own way, whereas the mechanical debt that the family of games I now want to begin to cover owed to D&D was as important as the thematic debt. Just leaving it at that seems a bit unsatisfying, though. Maybe we can do a little bit better, and in the process come up with something that might be useful in a broader context.

Matt Barton says something really interesting in the first chapter of Dungeons and Desktops: The History of Computer Role-Playing Games:

To paint with a broad brush, we could say that the adventure gamer prioritizes deductive and qualitative thinking, whereas the CRPG fan values more inductive and quantitative reason. The adventure gamer works with definitions and syllogisms; the CRPG fan reckons with formulas and statistics. The only way for a character in a CRPG to advance is by careful inductive reasoning: if a certain strategy results in victory in six out of ten battles, it is better than another strategy that yields only three out of ten victories. This type of inductive reasoning is rare in adventure games but is plentiful in CRPGs, where almost every item has some statistical value (e.g., a longsword may do ten percent less damage than a two-handed sword, but allows the use of a shield).

These differences in thinking arise of course from very different approaches to game design and narrative on the part of the works’ creators. The typical adventure-game designer spends most of her time crafting a pre-defined experience for the player, building in a series of generally single-solution set-piece puzzles and a single (or, at most, modestly branching) narrative arc. The CRPG designer, meanwhile, pays less attention to such particulars in favor of crafting an intricate system of rules and interactions, from which the experience of play, even much of the narrative, will emerge. CRPGs, in other words, are essentially simulation games, albeit what is being simulated is an entirely fictional world.

At first blush, there perhaps doesn’t seem to be any room for debate about which approach is “better.” After all, if given a choice between jumping through hoops to progress down a single rigid path or crafting one’s own experience, writing one’s own story in the course of play, who would choose the former? In actuality, though, things aren’t so clear-cut. There are inevitable limits to any attempt to create lived experience through a computer simulation. It’s perfectly feasible to simulate a group of adventurers descending into a dungeon and engaging in combat with the monsters they find there; it’s not so easy to simulate, say, the interpersonal dynamics of a single unexceptional family. People have tried and continue to try, but so far the simulational approach to ludic narrative has dramatically limited the kinds of stories that can be interactively lived. Thus, the simulational approach can paradoxically be as straitening as it is freeing. And there’s another thing to consider. The more we foreground the simulational, the more we emphasize player freedom as our overriding goal, the further we move from the old ideal of the artist who shares his vision with the world. What we create instead may certainly be interesting, even fascinating, but whatever it ends up being it becomes more and more difficult for me to think of it as art. Which is not to say that every game design should or must aspire to be art, of course; given my general experience with games that explicitly make claims to that status, in fact, I’d just as soon have game designers just concentrate on their craft and let the rest of us make such judgments for ourselves.

I must be sure to point out here that “emergence” and “set-piece design” do not form distinct categories of games, but rather the opposite poles of a continuum. Virtually every game has elements of both; consider the scripted dialog that appears onscreen just before the player kills the Big Foozle in a classic CRPG, or the item that a player must have in her inventory to solve the otherwise set-piece text-adventure puzzle. It’s also true that disparate games even within the same genre place their emphasis differently, and that over time trends have pulled entire genres in one direction or another. Here’s a little diagram I put together showing some of what I mean:

As the diagram shows, modern big-budget RPGs such as those from Bioware have actually tended to include much more set-piece story than their classic predecessors, in spite of the vastly more computing power they have to devote to pure simulation. (There’s some great material in Noah Wardrip-Fruin’s Expressive Processing about the odd dichotomy between the amazingly sophisticated simulational part of a game like Knights of the Old Republic and the limited multiple-choice conversation system the player is forced into whenever emphasis shifts from the hard mechanics of exploration and combat to the soft vagaries of story and interpersonal relationships.) Modern IF has also trended away from simulation, de-emphasizing the problems of geography, light sources, inventory management, sometimes even combat of old-school text adventures to deliver a more author-crafted, “literary” experience.

But I wanted to define the CRPG, didn’t I? Okay, here goes:

A computer role-playing game (CRPG) is an approach to ludic narrative that emphasizes computational simulation of the storyworld over set-piece, “canned” design and narrative elements. The CRPG generally offers the player a much wider field of choice than other approaches, albeit often at the cost of narrative depth and the scope of narrative possibility it affords to the designer.

At least for now, I think I’m going to leave it at that. Most other definitions tend to emphasize character-building and leveling elements as a prerequisite, but, while I certainly acknowledge their presence in the vast majority of CRPGs, it seems limiting to the form’s possibilities to make that a requirement. Of course, I could have also simply used the definition we used in the 1980s: in adventure games you explore and solve puzzles, in CRPGs you explore and kill monsters. But that’s just too easy, isn’t it?

So, we hopefully now have some idea of what it really is that separates a CRPG from the works of Crowther and Woods and Adams. With that in place, we can begin to look at the first examples of the form next time.

 
 

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Dungeons and Dragons

Although wargames were sold commercially from 1954, and at least the big players like Avalon Hill made considerable profits from them, much innovation in the field was driven by a network of active, committed hobbyists who formed clubs and held meet-ups to swap stories, tweaks, miniatures, and even whole new games amongst themselves in ways not so different from early computer enthusiasts like the Homebrew Computer Club.

In 1959 a Harvard Law School dropout named Allan Calhamer self-published a game of his own design, Diplomacy, in a 500-copy run. Set in Europe on the eve of the First World War, this grand strategy game might at first seem a fairly typical entrant into the burgeoning wargame hobby that Avalon Hill had opened up just a few years before. Each player controlled one or more of seven possible countries, with the ultimate goal being the military conquest of Europe. A closer look, however, revealed a very unusual design indeed. In this game the management of armies and the mechanics of conquest were almost an afterthought. Instead the real meat of the game, as its name would imply, centered on social interactions and negotiations amongst the players. Every Diplomacy player is actively, explicitly asked to embody the leader of a European power in negotiations with his peers. Other wargames had and would continue to make superficially similar requests, implicitly and sometimes explicitly; the box copy of 1964’s Afrika Korps, for instance, states, “Now YOU command in this realistic desert campaign game by Avalon Hill.” However, playing Rommel in Afrika Korps ultimately still came down to just moving bits of cardboard around a game board; no one came to a session dressed in a German army uniform and proceeded to rant about the interference of Hitler and his cronies back in Berlin. Yet exactly this kind of theater was common among hardcore Diplomacy players. After being picked up by a real publisher a couple of years later, Diplomacy went on to become an enduring classic that is still sold and played today.

A major hotspot of early wargaming was the American Midwest, where organizations like the Midwest Military Simulation Association and the Lake Geneva Tactical Studies Association were springing up in numbers by the mid-1960s. A particularly active member of the former group was a university physics student and Minneapolis-area resident named Dave Wesely, who devoured not only the products of the wargame industry but also whatever literature he could find in the library pertaining to the still nascent field of game theory. In 1967 he combined ideas from a number of sources to create what was arguably the first true ludic narrative.

The game Braunstein started like a rather typical wargaming scenario, with Wesely preparing a detailed game board representing the area around the fictional Prussian town of Braunstein. At the heart of the game would be a hypothetical battle between the invading forces of Napoleon and a Prussian garrison defending the town. Its fictional rather than historical scenario was a bit unusual, but hardly unheard of in wargame circles. What marked the game as truly unique were the innovations Wesely deployed around the tried and true wargame framework, some of which he owed to Diplomacy.

In the fashion of that game, Wesely asked each of his players to embody the role of someone in his scenario. Two of these roles were obvious: the commanders of the two opposing armies, standing in for the leaders of nations of Diplomacy. Wesely, however, took the role-playing aspect much further this time, also creating roles for an advance scout for the French army; for the town’s mayor, concerned not so much with military glory as with minimizing the death and destruction the battle would visit on his town; for the local university chancellor; even for some university students of questionable loyalty and with radical agendas of their own (shades of the real-life political milieu of 1967). To facilitate all of these disparate personalities and agendas, Wesely acted as an impartial referee for the group as a whole. First he pulled each player aside before the game began and gave him a quick sketch of the personality and the goals of the character he would be play; later, during the game itself, he oversaw everything, informing the different players of what was going on from their perspective to maintain a “fog of war” and, of course, performing as judge and jury for everything that transpired. That was the plan, anyway; in the first actual play of Braunstein something close to complete chaos reigned. Sean Patrick Fannon described the scene in The Fantasy Roleplaying Gamer’s Bible:

Wesely had not counted on the imagination and enthusiasm of his players. They were almost immediately enchanted with the idea of assuming a single role with special and secret goals. Within minutes of the game’s start (in fact, even before it got officially underway, I am given to understand), players were off in various corners of the house conspiring and discussing with one another.

In a sense the negotiations and betrayals that transpired were not all that far removed from an enthusiastic session of Diplomacy. However, Braunstein was different in rooting its context in such a specific fictional scenario, and in offering the players such a smorgasboard of distinctly defined fictional personalities to play. And unlike Diplomacy, which was ultimately a zero-sum game with winning and losing sides, the goal of Braunstein was really just to play, to inhabit a character in this storyworld. More from Fannon:

When Wesely got wind of what was happening, he tried to reign it in. People would come and ask him things out of turn; when he asked how it was the University student was in communication with the advance French scout (since his miniature was still in the town), the player shrugged and said, “Let’s pretend that I swam the river and got out there, OK?” Wesely, trying to ensure everyone was having a good time, endeavored to acquiesce as much as possible.

Wesely actually left that first play session dejected, believing the structure of the game to have broken down so badly that the result couldn’t have been satisfying for anyone. In this he was mistaken; players were soon begging him to do it again. After running several more sessions, Wesely joined the Army and left Minneapolis. By the time he did, though, his new approach to gaming had infected his friends. Amongst the biggest fans of the new approach was a fellow named Dave Arneson, who took up the mantle of Braunstein and began running sessions of his own, first using Wesely’s original scenario and then others of his own devising.

Arneson was in some ways an ideal figure for the task. Unlike many wargamers, who could obsess for hours over the most minute of rules, Arneson was interested in game design only so much as it allowed him to open up storytelling vistas for the imagination; he was the prototypical context-focused gamer, in for the fictional experience being simulated rather than any fascination with the underlying game system. A similar impulse drew him to the writings of an author who was exploding in popularity during the late 1960s, J.R.R. Tolkien. His interests being what they were, Arneson gradually began to drift away from the military themes of traditional wargaming toward Tolkienesque fantasy. By 1970 he had created a fantasy realm of his own, which he called Blackmoor, to play host to a long-term campaign, in which his players could live out entire careers for their characters via a series of interconnected adventures. His players liked the idea, and loved the rich tapestry of politics and history and ecology Arneson wove into Blackmoor, but on a practical level play there was difficult and frustrating. Arneson’s strength was the soft art of world-building rather than the hard science of rules design. With no established rules to draw upon, as had been the case with his more wargame-like scenarios, he was largely reduced to making things up as he went along, a process that felt capricious and arbitrary to his players. So, Arneson and friends went looking for some rules they might adapt for Blackmoor. They found them in a little black and white booklet called Chainmail: Rules for Medieval Miniatures and in particular in its Fantasy Supplement, which featured rules for magic use and a roster of mythical creatures to battle.

Chainmail was itself a product of the Midwest wargaming scene, published by a tiny company called Guidon Games, based in Indiana. In fact, Arneson knew Chainmail‘s principal author very well, having already collaborated with him on a Napoleonic naval game called Don’t Give Up the Ship! His name was E. Gary Gygax.

Gygax was a twenty-year-old odd-jobber and sporadic university student in 1958, when he discovered one of Avalon Hill’s earliest games, Gettysburg, on a shop shelf in Chicago. A pedantic, somewhat fussy personality with little use or patience for conventional classroom education, Gygax had been throughout his life fascinated with the workings of complex systems. Had he been exposed to computers early in life, there’s a good chance he would have become a natural hacker. Since he was not, though, he did his hacking on games. Chess was his first love, but Gettysburg opened his eyes to a whole new world of ludic possibilities. Even as he married and settled down to father five children, Gygax devoted more and more energy to the hobby, not just playing regularly but tinkering with and occasionally publishing via the fan press rules, scenarios, and philosophy. In 1966 he co-founded the grandiosely named International Federation of Wargamers. In 1968 he organized the first edition of an annual wargaming convention, Gen Con, held in the erstwhile hometown to which he had recently returned, the Wisconsin resort town of Lake Geneva. By this time Gygax was one of the leading figures in hobbyist circles, especially around the Midwest.

It’s probably an oversimplification to say that Dungeons and Dragons was a combination of Arneson’s imagination and big-picture theorizing and Gygax’s attention to detail and rules lawyering, but certainly that seems to describe the general thrust of each man’s contributions. By 1972 Arneson had progressed beyond merely adapting Chainmail to his purposes to regularly meeting and corresponding with Gygax to develop a whole new system of rules. Together they abandoned the traditional wargame mechanics of Chainmail, in which every playing piece represented about 20 soldiers, to develop a game that took place largely in the imagination rather than on the tabletop, one in which every player assumed the role of a single individual in the storyworld, interacting with one another and the rest of the storyworld under the guidance of a referee. Arneson was not always patient with Gygax. (“He literally had a small book on different kinds of polearms, which I regard as the ultimate in silliness,” Arneson once said. “It’s a pointy thing on the end of a stick!”) Still, in this formative period D&D needed Gygax’s rigorousness as much as it needed Arneson’s world-building vision. In a decision he would later have great cause to regret, Arneson largely left it to Gygax to document their innovations, and to publish them under his own tiny Tactical Studies Rules (TSR) imprint in January of 1974.

It took TSR nearly two full years to sell the first 4000 copies, but by the end of the decade TSR and Dungeons and Dragons were growing together at an almost exponential pace, while Arneson was suing his erstwhile partner in hopes of getting a piece of the action he had co-created.

Whenever Dungeons and Dragons is mentioned in the popular media it’s done with a certain jeering tone, dredging up old stereotypes of nerds in dank basements with no social lives and serious personal grooming issues. It’s hard for me to really blame them because, let’s face it, it’s very hard to write about D&D without making fun of it just a little bit. The default voice of early D&D is the precise but gracelessly stilted, pseudo-academic diction of Gygax himself, channeled by others in organs such as TSR’s own Dragon magazine in long, earnest articles on such pressing questions as whether magic and science are compatible in the world of D&D, or (keeping with the theme) how magic and women interact, two subjects doubtlessly equally mysterious to most Dragon readers. (“Female thieves are the same as male except that higher level female thieves can learn some limited magic, and Beautiful thieves are capable of the spells of seduction and Charm Men.”) Another early article delivers the blow that “Gandalf was only a fifth-level magic-user,” an example of a disconcerting tendency to reduce the abilities of great characters of fiction to a set of numerical attributes. (The same article informs us that Sauron himself was “no more than 7th or 8th level,” concluding that Middle Earth must be run by a “very tough DM [referee]”, under whom it took “2000 years for a pseudo-angel to get to the 5th level.”)

At the same time, though, D&D was pretty amazing, as the first full-fledged system for ludic narrative, an engine upon which referees (“dungeon masters,” the sort of phrase only Gygax could come up with non-ironically) could craft interactive stories for their players. Gygax wrote in 1979:

At the risk of claiming too much for the game, I have lately taken to likening the whole to Aristotle’s Poetics, carrying the analogy to even more ridiculous heights by stating that each Dungeon Master uses the rules to become a playwright (hopefully of Shakespearean stature), scripting only plot outlines, however, and the players become the Thespians. Before incredulity slackens so as to allow the interviewer to become hostile, I hasten to add that the analogy applies only to the basic parts of the whole pastime, not to the actual merits of D&D, its DMs, or players. If you consider the game, the analogy is actually quite apt. DUNGEONS & DRAGONS is like none other in that it requires the game master to create all or part of a fantasy world. Players must then become personae in this place and interact with the other populace. This is, of course, a tall order for all concerned — rules, DM, and players alike.

He may be insufferably smug, but Gygax is right. In fact, while we’re indulging in grandiose statements I’ll say I consider D&D to represent, without hyperbole, nothing less than the first of a whole new art form. I’d also say that its impact on the culture at large has been, for better or for worse, greater than that of any single novel, film, or piece of music to appear during its lifetime.

But of course that impact would not come via its original tabletop incarnation, but only once its core ideas and mechanics had been translated into computerized versions. Again, Gygax himself saw the potential:

DUNGEONS & DRAGONS can be played on a computer. Computers are most certainly a big aspect of the near future, particularly the home computer. Non-programmable computer games are already making big inroads into the toy and hobby market. They will grow still more, and soon programmable games will join this trend. D&D program cassettes plugged into a home computer would obviate the need for a DM or other players. Thus the labor of setting up a campaign or the necessity of having a fairly large group to play in it would be removed. The graphic display would be exciting, and the computer would slave away doing all of the record work and mechanics necessary to the game, giving nearly instantaneous results to the player or players. Computerization of D&D has many other benefits also, and such games would not destroy the human-run campaign but supplement game participation. This is the direction we hope to make available to D&D. Let’s see if my foresight is as keen as my hindsight.

We’ve already seen one example of D&D directly inspiring a seminal early computer game, in the form of the original Adventure, whose creator Will Crowther was a very early fan of the game. Adventure, however, and the many text adventures that followed it, took mainly thematic and conceptual inspiration from D&D. By the time the words above appeared in the February, 1979, issue of Dragon, others were attempting to translate the game more literally. I want to begin to look at those efforts next.

 

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The Rise of Experiential Games

Having introduced my ideas about what constitutes a ludic narrative in my last post, I’d now like to set that aside for just a little while to consider games in another way.

I define a game as a dynamic system which, in contrast to other art forms (sorry, Roger Ebert) which are “merely” consumed and appreciated, requires active input from one or more players to make it go. I realize that such a definition excludes some things often referred to as games, such as children’s free-form “games” of pure make-believe, and potentially lets in some questionable things, such as some interactive art installations. We’ll just have to use a bit of common sense in applying this definition, and where necessary fall back yet again on good old George Lakoff.

I think we can usefully divide a game into three components. First we have the system itself, the network of rules which govern play and, indeed, which largely mark the game as a game. Next we have what Noah Wardrip-Fruin calls the surface, the player’s method of getting data into and out of the underlying system. Taken at its most superficial, the surface of a given game can often be described in a few words: a poker player uses the playing cards for both input and output, for instance, while a player of a modern computer game likely uses the mouse for input and the monitor screen for output. However, I really mean for the surface component to be taken more holistically, to be used to cover not only the bare technology of interaction but also the character of that interaction and the scope of affordance (in game-designer speak, the “verbs”) that is allowed. This seems only reasonable; a first-person shooter, for example, provides its own very distinct experience at the surface level, one that is in some ways richer and in some ways more limited than, say, a point-and-click graphic adventure game. And finally, we have the fictional context of the game, the imaginary event being simulated. (Many games are, of course, based on real-life events, but even these must play out anew in the players’ imaginations.) It’s this aspect of games that is one of the keys to my idea of ludic narrative.

The first thing to note about fictional context is that its relative importance to the experience of a game can vary tremendously. In some cases context may not be present at all. Poker and most other traditional card games, for instance, exist purely as abstract systems to be manipulated. Many other games do provide some sort of context, but said context has little relation with the system of rules, being (to use some board-gamer parlance) essentially “painted on” and quickly forgotten during actual play. The board game Monopoly is a classic example of this phenomenon that virtually everyone knows. My wife and I actually play quite a lot of board games, including many examples of so-called “Euro-games” whose elaborate themes and colorful artwork almost always have nothing whatsoever to do with the actual experience of play. I don’t mean this as a criticism; I think I could play Dominion every day for the rest of my life and not tire of it. In this blog, though, I’m obviously most interested in games that have a context that is very important to the player’s experience.

We can legitimately call all such games simulations, in that their rules systems simulate events occurring in a fictional place that exists only in the imagination of the players. They can perhaps trace their oldest progenitor to ancient China, where Sun Tzu, the author of The Art of War, developed a game which simulated the maneuvering of armies in order to help his students learn strategy. It is possible that this game, which Sun Tzu named Wei-Hai, evolved into the abstract strategy game Go over the centuries. Similarly, the modern game of chess, which bears only the merest vestiges of a context in the iconography of its pieces, may have evolved from some other game meant to at least semi-realistically simulate real military strategy.

That and a handful of other historical possibilities aside, the origin of the simulation game as we know it today can really be traced to approximately 1800, when a Prussian writer named Georg Viturinus developed a game he called simply neues Kriegsspiel (“new wargame”). Played on a board of 3600 squares and with some 60 pages of rules, Viturinus’s Kriegsspiel was probably the most complex game ever developed up to that point. Unlike earlier games which dealt with military strategy in the abstract only, Kriegsspiel was relentlessly specific; its game board, for instance, consisted of an accurate map of the Franco-Prussian border, while it endeavored to accurately portray the strengths and weaknesses of the various French and Prussian army units which served as the players’ “pieces.” By 1812 a military officer named Georg Leopold von Reiswitz had refined the game and begun demonstrating it to other officers, hoping to get it adopted as a standard tool for training and strategic and tactical planning. By 1824 a standard set of rules written by von Reiswitz and his son had indeed been adopted, and presumably contributed to the Prussian military’s genius for making war with cold, surgical efficiency. And by 1875, wargames had become standard tools of militaries around the world.

If these games had a very serious — indeed, a deadly — purpose, they were also to certain kinds of minds immensely appealing as intricate systems to be tinkered with, as engines of imagination. Some thus took up wargaming as a hobby, developing elaborate systems of rules which they often played out using carefully carved and painted miniatures representing armies or ships. H.G. Wells was so fascinated with the burgeoning hobby that he published his own set of house rules as the book Little Wars in 1913. Still, the golden age of wargaming began in earnest only in 1954, when Charles S. Roberts founded Avalon Hill to publish the game he had developed, Tactics, the first widely available wargame sold as a set of rules, boards, and pieces ready to play right out of the box. From that beginning sprang a hobbyist network that grew to considerable size, peaking right around the time that the TRS-80 and its rivals from Apple and Commodore were introduced. In fact, 1977 was the year that Avalon Hill released Squad Leader, the most successful wargame of all time with more than 200,000 copies sold. Alas, the trend for non-electronic war games from that point on was a fairly steadily downward one… but that’s a story for another time.

As befits their origin and their label, most of these games dealt with armed conflict of one stripe or another, simulating battles from Marathon to the Golan Heights, and wars from the Trojan War to (a hypothetical) World War III. Some, however, simulated other fields of endeavor, from business to politics to sports. Still others acted as simulations of events which had no real-world antecedents at all, portraying battles in space between alien empires or fantasy conflicts in which mages provided artillery fire and dragons gave air support.

In a wargame, the system of rules is absolutely subservient to the context; indeed, virtually all of the rules derive directly from the context. This is a fascinating and hugely important shift. Think of the rules of chess, so perfectly honed, so balanced and elegant that artists and scientists alike have found them almost irresistably alluring for centuries. Now consider the rules of a complex wargame like Squad Leader, a web of data charts and matrices, of fiddly rules with pages full of exceptions and special cases. Further, in the name of faithfulness to history most sessions of Squad Leader must begin with the deck literally stacked in favor of one side or the other, in terms of numbers, quality of men and material, positioning, etc. Taken as a game qua game, it’s absolutely terrible. Why would anyone want to bother with this mess in lieu of the classical elegance of chess? The answer to that question involves nothing less than a shift in the very nature and purpose of a game.

When we think of playing a game, we still even today envision by default an intellectual and/or physical struggle against one or more opponents, with the goal being to secure victory and glory for ourselves. How remarkable to consider, then, that at the height of wargaming’s glory days prolific designer James F. Dunnigan found in a survey of players that the majority played most of the time solo, moving each side in turn. He provides some reasons for this in The Complete Wargames Handbook:

The most common reasons for playing solitaire are lack of an opponent or preference to play without an opponent, so that the player may exercise his own ideas about how either side in the game should be played without interference from another player. Wargames are, to a very large extent, a means of conducting historical experiments.

The attraction of a wargame is not, as with the context-less chess, found in the system itself, nor even in the proverbial thrill of victory and agony of defeat. They are rather attractive as engines for imagination, and for the reenactment and manipulation of history. Their appeal, in other words, is rooted entirely in their context; divorced from that context, the rules of Squad Leader would be of interest only as a candidate for Worst Game Design Ever. But with it, they are, at least to a certain kind of person, a gateway to history full of infinite possibility and fascination. Wargames are the first experiential games, the first to be ultimately all about the experience of their context. We play and appreciate chess strictly as an abstract system. We do not imagine a knight slaying a pawn; drama derives from the contest of intellect and will we are engaged in with the very real opponent seated across the table. Wargamers, however, use them as a window to another realm; they see the battle playing out in their mind’s eye, and the most imaginative of them even smell the blood and cordite in the air. A popular pastime of wargamers since the dawn of the hobby has been the creation of after-action reports describing particularly exciting sessions. Some of these go far beyond mere notes of moves and countermoves to get quite elaborate indeed, chock full of unusual characters and colorfully described action.

So, are wargames narrative experiences? Well, and while trying not to fall afoul of the painfully tedious academic debate between ludologists and narratologists, it’s hard for me to consider them anything else. Certainly history, at least as it’s generally presented in popular literature, is essentially a narrative. And I don’t think it’s a coincidence that in the two non-English languages I somewhat know, German and Danish, the word for history is the same as the word for story. That said, wargames obviously don’t qualify as ludic narratives as I’ve chosen to define that term, for their players manipulate their worlds from on-high, like gods looking down into their simulated worlds, rather than actually entering said worlds to play a role there. As one might expect given their origins and their style of play, they are more akin to interactive historical texts than interactive novels. While they are engines of narrative, they aren’t narratives in themselves; more on this distinction later.

I’m (slowly) getting to the point where experiential games spawned ludic narrative, but first there’s one more historical thread I have to run down. I’ll do that next time.

 

Ludic Narrative née Storygame

I’m not done with this little stroll through history — in fact, I’m just getting started — but I want at this point to take a few posts to introduce some theoretical ideas that will be informing the history to come. I’ll try to make it as painless as possible… really, I will.

When I was a kid growing up in the 1980s, the broad category of “adventure games” as covered by folks like Scorpia in Computer Gaming World was generally taken to be composed of four distinct subtypes. There was of course first the form I’ve been focusing on in this blog so far, the text adventure (or, if you like, interactive fiction), which I trust needs no further definition. There was the computer role-playing game (CRPG), a less rigid, more emergent form which focused on strategy and tactics in sending the player forth to do battle with multitudes of monsters or, occasionally, mutant humans or space aliens. There was the point-and-click graphical adventure, which like the text adventure tended to be built around set-piece puzzles rather than simulational emergence, but which replaced descriptive text with pictures and the parser with a joystick or mouse. (This form should not be confused with text adventures which happened to feature pictures.) And finally there was the action adventure, which combined reflex-oriented jumping or fighting gameplay with puzzle-solving, exploration, and an overarching storyline or quest.

So, four quite disparate approaches, no? Given that disparity, I started asking myself a number of years ago just what prompted people to see such kinship among these forms, kinship they didn’t also see in, say, a strategy game like Archon or a pure action game like Frogger. Or, put another way: what was it about these forms that made them uniquely appealing to a columnist like Scorpia, or for that matter to a young nerd like me? Clearly it wasn’t a question of their fictional context; while dwarfs and dragons may have been disproportionately represented in the group of four, there were also plenty of non-fantasy examples — not to mention plenty of strategy and action games with fantasy themes that clearly did not fit in the group of four. The answer I came up with, which I’m sure will surprise no one, was that the distinguishing feature of these forms was that they all foregrounded story in a way that didn’t really happen in other forms of 1980s computer gaming. From there, I decided to try to codify the unique qualities of these games in a way that would be a bit more definite, not to mention applicable to other technologies and eras. In the end I came up with two approaches, actually, one a fairly rigid checklist and the other based more on abstracts.

But before I defined them, I first had to decide what I wanted to call the category of works in question. At first I simply went with storygames, but lately I’ve been leaning more toward ludic narratives. I favor the latter not because it sounds more academic and pretentious, although that it certainly does, but rather because I think the narrative component of these works is of equal or even greater important than the systems of rules — the “game” part — that underlie them. But I’ll get into that a bit more in my next post. For now, let’s just roll out the definitions, beginning with the rigid checklist approach.

So, then, to qualify as a ludic narrative a work must possess the following four attributes:

1. The work must be directly and obviously interactive. When I say “directly and obviously” here, I mean that if there is any real question the work probably fails this test. Joyce’s Ulysses and Nabakov’s Pale Fire, for instance, may have a certain sense of interactivity about them in that they demand a certain sort of engaged, motivated reading, but they still carry, at least outwardly, the form of conventional, linear novels, and thus fail this test.

2. A computational simulation — a “storyworld” — must enable the narrative. It should be noted that a computational simulation does not automatically mean a computerized simulation, as a human rather than a computer can administer the rules of the ludic narrative. This simulation can run at virtually any level of abstraction, but it must be there. Hypertext literature thus does not qualify as a form of ludic narrative, as no simulation exists “behind” the links one clicks in “playing” a hypertext.

3. The player must play the role of an individual in the storyworld, experiencing events through the eyes of and in the persona of that character. Some ludic narratives may allow the player to switch roles or even play several simultaneously, but she is always immersed in the storyworld rather than viewing it from an on-high, abstract perspective. Thus a game like Civilization, which is played at the macro level, does not qualify as a ludic narrative.

4. There must be a coherent story arc, and it must be possible to well and truly complete that story. A massively multiplayer online role-playing game like World of Warcraft thus does not qualify as a ludic narrative, as it has no endpoint, and is ultimately experienced as a series of anecdotes rather than a coherent story.

Having just disqualified several games in the definitions above, let’s quickly return yet again to our old friend Adventure for an example of a game that does qualify as a ludic narrative. It satisfies criteria #1 in that it is directly interactive, responding to player inputs through a textual parser. It satisfies criteria #2 in that a simplified simulation of the real world houses the action, allowing the player to pick things up, carry them around, and leave them in other places; to open and close doors; and even to interact (simplistically) with other characters who autonomously move about the storyworld with agendas of their own. It satisfies criteria #3 in that the player interacts and views the storyworld strictly through the persona of a character in that world, the nameless “adventurer.” And it satisfies criteria #4 in that Adventure has an extant, if simplistic almost to the point of transparency, story arc and goal. Its plot even has a climax in the form of the closing of the cave and the visit to the control room. That said, it’s also true that if Adventure comes close to failing to qualify as a ludic narrative anywhere, it is here. The Oregon Trail, for example, is actually a stronger example of the form in that its story arc is much more pronounced and was much more of a priority for its designer.

Actually, speaking of “stronger” or “weaker” examples of ludic narratives brings me to the other way of looking at the subject. When I first came up with the set of criteria above, I put it in my little backpack of theoretical constructs and continued on my way, smugly sure I had “solved” this little problem of ludic taxonomy. As time has passed, though, I’ve become more and more aware that rigid categorization is not always the best approach, that it may often be better to consider ludic narrative in a gradient (“more or less”) fashion rather than as an “either/or” proposition. In doing so I’m drawing a lot from the cognitive scientist George Lakoff. Consider, to use one of Lakoff’s examples, the concept of “bird,” not as it’s understood scientifically but as it’s thought of in everyday life. Lakoff writes that, while people recognize both robins and emus to be birds, the robin is in some sense also recognized as more “birdy”: it can fly while the emu cannot, it sings while the emu does not, etc. In Lakoff’s formulation, there is some central idea of absolute birdyness (it may be helpful to think of Plato’s ideas about the Good). The robin is closer to this central idea than the emu, but both are close enough that if queried most people would recognize them both to be birds. I believe we can when it suits our purposes consider (potential) ludic narratives in the same way, in which case The Oregon Trail is “more” of a ludic narrative than Adventure, even as we recognize both to basically fit the category. Simply put, the narrative component of The Oregon Trail, the importance of its narrative dimension to both author and player, feels much more significant. There may also be edge cases which fail one of the tests, but which still have the “feel” of ludic narrative. As long as we’re reasonable about these things, it seems pointless to exclude them from discussion because of some arbitrary checklist. So, we can have our scientific definition of a ludic narrative and our instinctual definition, and mix and match and apply them as seems most useful, letting each inform both our understanding of the other and our understanding of the form.

Of course, the modern world of videogames is very different from that of the 1980s. Out of our group of four, text adventures are, at least as of this writing and with a bare handful of exceptions, no longer commercially marketed, while traditional graphic adventures have retreated from near the center of the gaming universe in the early 1990s to a decidedly niche form today. More interestingly, absolutely heaps of videogames, very possibly the majority, now fit into the category of ludic narratives, at least by our “scientific” definition. (Whether Flo’s Fix-It Scramble XXVI: Build a Cake, with the simplistic story it uses to structure its levels, really feels like an exercise in ludic narrative is another matter.) If some of the traditionally story-oriented forms of game have retreated from the mainstream, their absence is more than made up for by the piles of first-person shooters, real-time strategy games, and casual tycoon games that now also want to be narrative experiences to one degree or another. One thing that I hope will emerge over time from this blog is a picture of how that happened.

In my next post I plan to work out a couple more theoretical ideas that will complement what I’ve just written and hopefully make the thrust of all this much clearer.

 

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