Who’s In Charge?
It’s a handy coincidence that Victor’s brought roleplaying games into the discussion at this point — because just recently I’ve begun playing them for the first time. In this post I’m going to try and start where Victor’s left off, talking about my initial D&D experiences and the issues of DM control, and then try and relate this back to IF and the dialogue we’ve been having there.
The Dungeons and Dragons campaign I’m playing at the moment is with a group of housemates and close friends who simply fancies giving RPGs a shot, very few of whom had any experience of the game. One of the more experienced took on the role of DM and starting plotting out a campaign and world for us to take part in. A we began, a few things became very clear: first, that our style was to play fast and loose with the rules and aims laid out both by the book and by our DM; second, that the DM’s style was to lay out a huge, open-ended world space for us to play in. The DM has drawn up a rough map of the archipelago we’re campaigning in, along with power alliances, racial groupings and dynamics, and so forth, and our job is to try and explore it in whatever way we like (we very quickly became pirates). The result of all this is that the business of narrative a world-description has become very much a co-authorial experience. The DM rarely knows what kind of things we’re going to try and do, and so is constantly forced in invent new locations, NPCs and events to accommodate our eccentricities. We have in effect wrested a great deal of power from him — or, perhaps, been given power by him — in terms of authorial control.
I’ve been having a second thread of thought as well. Because most of the players, and the DM, are relatively inexperienced at playing the game, we’re fumbling around an awful lot — making mistakes in judging difficulty, forgetting rules, storming down dead end, and generally struggling in completing the quests we set ourselves. Observing the struggle our DM is having in setting appropriate cues and clues, as well as judging the difficulty of puzzles and battles, I’m seeing a lot of the same issues come up as do in IF authorship: How can I guide players’ actions without making them feel railroaded, and without puzzles seeming immediately obvious? How can I preempt what players are going to attempt, so that I can have appropriate responses developed in advance? And, in line with the direction of the current dialogue: How can I take the players seriously?
When these issues are misjudged by the DM, or the players don’t meet his expectations, there’s invariably an extradiagetic social conflict between the players and the DM: an argument about the appropriate difficulty level, or, more crucially, an argument about the plausibility of the narration. Occasionally players protest about the way the DM has narrated an event — when the DM doesn’t meet their expectations. In essence, players are claiming for themselves rights and powers over the way the story should be told.
Much of this is well-trod territory in IF theory, criticisim and authorship. Graham Nelson’s bill of players’ rights is well known, and it’s an elementary account of taking the player seriously by simply allowing for a players’ reasonable expectations about a game to be me through depth of simulation and appropriateness of difficulty. But at its fringes, on the radical lines Victor and I have been discussing, the ideas bring more pressing accounts of different ways IF can be written. I would argue that much of this comes down to the question of who’s in charge of IF narratives — questions of authorship (see my previous notes for an essay).
When the player is frustrated by not being able to use reasonable synonyms for verbs, by not being able to examine described items, by not being able to speak preferred dialogue, by not being able to progress in the expected way, they are effectively making an authorial demand on the IF work: they claim their right to author their own story, and are being frustrated in this by the limited and totalising authorship of the work’s implementor. These are limited examples of claiming authorship, but throughout this dialogue Victor and I have been tackling the way more adventurous IF functions in terms of authorship, exploring what can happen if more authorial power is relinquished to the player.
I understand Poster’s fear that “you don’t have a unified story” if authorial control is relinquished, but I woudl argue that allowing for co-authorship — the subject of this thread — brings different types of narrative, and of narrative experience. A story does not have to be the complete conception of a single mind (just as the world and experience are not the product of a single mind, with a single epistemology); co-authored narratives — in IF, works where the interactor is given a greater degree of control over the narrative’s direction by the implemtor — can represent the intersubjectivity of ideas, or the chaotic nature of story-telling, or can yield results entirely beyond any author’s expectations.
This leaves us with the question of “how you can get away from a deterministic model for IF and still have it be IF”. Well, I would argue that this dialogue has produced some answers: extternal to the game-world, through giving interactors opportunities to work with open-source codes (or through new interfaces), through player-responsive systems of narrative generation. I suppose the next challenge is to bring these theories to fruition — though there’s still a lot of ideas to be explored and theories to be talked through! I’m interested in what anyone has to offer.