Types of game

Matt Chatterley root at mpc.dyn.ml.org
Sat Sep 20 15:05:20 CEST 1997


I finally got around to compacting some of these thoughts and sending them
here. They fit in quite well with some of the recent user-base relevant
debates, depending on the light you take them in.

There are basically three types of game. Or rather, three types of game
element. Each game is composed of these elements, which places it
somewhere inbetween all three points, on a sliding scale with three ends
(a three dimensional model works best if you want to actually draw this).

Some elements cannot be defined as strictly belonging to one type of game,
and thus exist as points on the scale themselves. This isn't really
important, just worth stating ahead of time.

The three basic types are:

Roleplaying, being those games with a very strict, hardcore roleplaying
environment, total separation of IC/OOC, and many characteristics often
associated with what people like to call "MUSHes". While the Tiny
derivative servers are often best suited to these games, they are not the
only ones under which it can exist (this is true of all game types - they
are completely server independant). Common elements in very hardcore
roleplaying environments are 'approval' for characters before they are
allowed onto the game grid, and often presentation in full numerical
detail of the characters abilities to the player. Many such games employ
some form of 'mediator' to OOCly provide solutions for IC situations which
are causing the players problems. Death is commonly by agreement only,
too. The separation of IC/OOC also allows an extremely strict definition
line to be drawn between the notions of 'player' and 'character'.

Hack'n'Slash, being the other far end of the scale, games which are soley
based around killing things, be it other players, or NPCs. There is no
IC/OOC separation, nor is any encouraged (often atmospheres are hostile to
RP, but this is a coincidental social dynamic). Players are given full
numerical represenation of their abilities (the notion of 'character' is
not really necessary, since it is not separated from the notion of
'player'), and often those of the equipment around (for instance "This
sword is WC 10 and does 2d9"). The goals vary, from simply having fun (no
overall gain possible due to regular resets of the entire game, including
players), to reaching a certain level, or something different - these
goals are rarely abstract, and usually very straightforward, with sheer
tenacity and lots of online time being requim for completion.

Adventure, being the third (and often seen as intermeditary type, although
I would argue that it stands on its own as a separate and different entity
as much as the other two). This is an altogether greyer area, or rather
appears that way since it is hard to define. However, you may have noticed
you do not entirely agree with my previous two definitions, suggesting
they are also grey areas, and nothing is certain. This is a correct
observation. Adventure games often comprise many different aspects of
gameplay, and lean more towards 'virtual world simulation' than 'RP game'
or 'Kill stuff lots'. One common element used to abstract from the
combatative nature of many gamers is to introduce quests, which are not
always centered around personal or large scale combat. Many other things
are done to introduce the RP game notion of 'player' being separate from
'character', and the player is presented with vaguer information about the
character and environment (much as we have available in real life), for
instance being told they are very strong compared to the normal human,
rather than "You have strength 64.23".

Cogitate, deliberate, and dissect.

Regards,
	-Matt Chatterley
	http://user.itl.net/~neddy/index.html
"Smoking is one of the leading causes of statistics." -?




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