thread: 2014-07-18 : Objects of RPGs
On 2014-07-18, Davide wrote:
Are you saying that we take Components, we use them according to Procedures (which are not "normal life" procedures), we make Strategies to use Components to reach the Objective; we play with Style (here's where the personal touch/choice comes in strongest - perhaps in selecting which Procedure/Component to take and how...), but that in the end it is all done for an Object which is not a "normal life" Object?
In other words, the Components are arbitrary, the Procedures even more, the Strategies somehow often limited (by the permutation of Components/Procedures/Object).
So to play - and design - we need to care about Style.
Everything else should be designed to favor the emergence of a certain Style (or set of Styles). A game is good when you play with a Style that is your own Style (which is not your "normal" self).
A game is good when throught the Style you put into it, it makes you do stuff you otherwise wouldn't do and care for stuff you wouldn't care for?