Friday, August 3, 2012

System Games and Books

Gaming evolves, but like classic novels, some games become timeless. This is the paradox of role playing games; companies like to think of game as platforms, while players like to think of them as books. A platform can go out of date, be replaced, updated to a new version, and a new and better platform released. A book is a book, and it never really goes out of date. Sure, there may be no new support for an old game, but time does not wither the written word, it enshrines creative works such as games.

With the 'games as platform' side, you see the World of Darkness, Hero System, DnD4 and 5, GURPS (to an extent), Traveller (new versions), and other roleplaying game systems being marketed as 'gaming platforms.' Typically, you will get platform arguments like, "finding players is important" or "support and new content is key for interest."  It's all well and good, companies need to make new stuff to sell stuff, and honestly, there are room for improvements in every game.

With 'systems,' theories define success, and the danger of marketing witchcraft creeps into game design. A publisher may make their game overly complex to achieve 'system lock in', and also to take away time and mental effort needed to learn and play other games. Game companies may push a lot of books to increase 'investment' in the system, both monetary and mental for players and game masters. Companies and fans can create 'system wars' to draw attention to themselves, and shut out third parties not involved in the 'battle between the systems.' Other terms like 'shelf space', 'awareness', 'platform support' and other mojo terms appear and take meaning in physical products.

For more on this, please read the Wikipedia article on lock-in, and also the related articles on the bottom of the link. You'll find a lot of the terms used in current roleplaying game design, such as EEE, network effect, and even path dependence. They are fascinating subjects, with both good and evil sides associated to their use, and even unintentional market choice. Again, these aren't 'wrong' or 'bad' concepts when relating to system games, although they can be used that way.

Ignoring marketing 101, let's sit back and look at 'games as books.' My second edition of TSR's Top Secret sits on my gaming shelf, as timeless and secure as a copy of 'Moby Dick' would. I can pick it up, spin up some characters, teach the basics to a new group of players, and start having fun. Who cares that it is a 32-year old game set in the 1970's and 80's? It doesn't really matter no new modules are made for the game anymore, or there are a miniscule amount of players in the world. It is a book, and a game, meant to be taught and played until the paper turns yellow, decays, and turns into dust. Platform support, lock in, and investment mean nothing to me.

The old-school movement supports the 'games as books' theory, and tries to make new versions of old games available to play for a new generation. They give out the rules for free, and publish books and modules on the side to support the authors. It is a laudable goal, because with many of the old games, the books are hard to acquire, and not readily available for new players. Anyone with a printer and a computer can play. Some companies also distribute old editions via paid-for PDFs on sites like RPGNow, which is another avenue for keeping the 'game as book' alive.

Freedom is important, along with choice. Games can be both systems and books, and it's rough to be dragged into the mental trap of system advocates and marketers just because they say something is cool. Read, explore, think, and pick a game you like. Teach it to a new group of players, and don't be afraid to express your interest and support. Players and game companies need to be more open, celebrate our history, and explore the classics of the tabletop world.

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