<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Neurotypical RPGs and Virtually Autistic Communities</title>
	<atom:link href="http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/</link>
	<description>Killing Someone Else&#039;s Darlings</description>
	<lastBuildDate>Tue, 24 Jan 2012 00:06:55 -0800</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
	<item>
		<title>By: admin</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/comment-page-1/#comment-168</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 13 Jul 2009 07:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=296#comment-168</guid>
		<description>I&#039;m not really trying to say that one mode is better/worse than the other overall, though it&#039;s better or worse for some. I think what we&#039;re seeing is a function of the medium and something separate from the purity (or screwed-upedness) of our intentions. But these are fuzzy contrasts, and problems do arise when we&#039;re not sure of what we&#039;re capable of in a medium. On the flipside, the distance in online play has allowed many people to explore themes they&#039;d shy away from face to face, like romance. The implementation can suck, but that it happens is significant.

Another thing that interests me is how players work around the limitations of a medium. For example, many MUSHers simply state emotions and intentions that would arise nonverbally. &quot;She looks at her like she&#039;ll stand by her no matter what.&quot; Nobody &quot;looks&quot; that way, really, and there might be a third person subjective that does as good a job, but this is a challenge to write, so simply using expression as a tag for bringing forth subtext is a valuable tactic.

Is modern design focused on patching bad play? In many cases, yes; the mechanics at serve as a signal for expected behaviour, and as we shift to a less intimate gaming culture some of this has to happen to get things up and running at all.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not really trying to say that one mode is better/worse than the other overall, though it&#8217;s better or worse for some. I think what we&#8217;re seeing is a function of the medium and something separate from the purity (or screwed-upedness) of our intentions. But these are fuzzy contrasts, and problems do arise when we&#8217;re not sure of what we&#8217;re capable of in a medium. On the flipside, the distance in online play has allowed many people to explore themes they&#8217;d shy away from face to face, like romance. The implementation can suck, but that it happens is significant.</p>
<p>Another thing that interests me is how players work around the limitations of a medium. For example, many MUSHers simply state emotions and intentions that would arise nonverbally. &#8220;She looks at her like she&#8217;ll stand by her no matter what.&#8221; Nobody &#8220;looks&#8221; that way, really, and there might be a third person subjective that does as good a job, but this is a challenge to write, so simply using expression as a tag for bringing forth subtext is a valuable tactic.</p>
<p>Is modern design focused on patching bad play? In many cases, yes; the mechanics at serve as a signal for expected behaviour, and as we shift to a less intimate gaming culture some of this has to happen to get things up and running at all.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: admin</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/comment-page-1/#comment-167</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 13 Jul 2009 07:43:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=296#comment-167</guid>
		<description>I can&#039;t say this is my experience. With regard to 4e the combat system is pretty hardwired, but the skill system isn&#039;t; it behooves many people (though not all - remember, this post is inspired by the fact that online interaction works very well for some people) to try it face to face.

Western society is undergoing a shift in how we socialize, due to the &lt;a href=&quot;http://www.livescience.com/health/060623_close_friends.html&quot; rel=&quot;nofollow&quot;&gt;decline of close friendships compared to 20 years ago&lt;/a&gt;. I think this does drive many people to go to online discussion first.

I&#039;d like to put to be in this comment the idea that mindblindness is a character defect. There&#039;s a difference between the information we have access to and the moral choices we make.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t say this is my experience. With regard to 4e the combat system is pretty hardwired, but the skill system isn&#8217;t; it behooves many people (though not all &#8211; remember, this post is inspired by the fact that online interaction works very well for some people) to try it face to face.</p>
<p>Western society is undergoing a shift in how we socialize, due to the <a href="http://www.livescience.com/health/060623_close_friends.html" rel="nofollow">decline of close friendships compared to 20 years ago</a>. I think this does drive many people to go to online discussion first.</p>
<p>I&#8217;d like to put to be in this comment the idea that mindblindness is a character defect. There&#8217;s a difference between the information we have access to and the moral choices we make.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brand Robins</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/comment-page-1/#comment-166</link>
		<dc:creator>Brand Robins</dc:creator>
		<pubDate>Sun, 12 Jul 2009 21:08:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=296#comment-166</guid>
		<description>We&#039;re all that guy/gal sometimes. 

Anyway, its interesting to think about this vis a vis my own experience of online play. It was often the case that in many stable online environments you&#039;d develop a subtle and ongoing structure of play, but that such environments were often disrupted by new additions or random interactions. Thus folks would look for hard system structures in places where they weren&#039;t often helpful in ongoing play. 

Or to put it less hypothetically, we&#039;d have a &quot;clique&quot; on a MUSH or talker -- a stable group of people who played together often -- among whom things like reputation, ongoing mutual appreciation of subtle interactions, and many of your binary issues of the offline sort were common. But because we were playing on a public MUSH or talker there would always be someone who wasn&#039;t part of the group who we&#039;d end up playing with, and they didn&#039;t get any of that. (And there is no special reason they should, its subtle and thus hard to get at first blush. Some didn&#039;t get it, and some never tried. Some were actively hostile to it.) 

When they didn&#039;t get it we, and they, (&quot;them and us&quot; talk about not subtle) would often fall back to the less subtle online forms. &quot;I have Rank 5, and you have Rank 4 so I have precedence&quot; type stuff. 

For some folks this formed a bridge from which they were able to move increasingly over time into the more subtle forms that we actually valued in play. But much of the time it didn&#039;t. The interaction stopped there, and lead to mounting frustration on both sides as none of us were able to clearly articulate to each other what the problem was. Then the accusations of elitism, system mongering, and all the rest would start. 

Over time there was a cumulative effect of all this even on members of the clique. We&#039;d become more and more focused on the exoteric systems of the game -- grubbing XP to buy up stats as it were -- despite the fact it wasn&#039;t where our joy was. But we felt we had to do it because it was the only way to make sure that we&#039;d have enough clout to maintain our position when the folks who weren&#039;t part of the subtle and backgrounded play would come into the picture. 

As a result there were plenty of times when we&#039;d fuck our own play because we&#039;d started shifting focus to things we didn&#039;t actually want. We were playing on the defensive, trying to avoid bad play rather than actively seeking good play. 

And that&#039;s something that&#039;s been haunting me recently: the difference between designing/running/playing to avoid bad play and designing/running/playing to create good play. I&#039;ve an unfortunate feeling that a lot of modern game design is, subconsciously, focused more on the former than the latter.</description>
		<content:encoded><![CDATA[<p>We&#8217;re all that guy/gal sometimes. </p>
<p>Anyway, its interesting to think about this vis a vis my own experience of online play. It was often the case that in many stable online environments you&#8217;d develop a subtle and ongoing structure of play, but that such environments were often disrupted by new additions or random interactions. Thus folks would look for hard system structures in places where they weren&#8217;t often helpful in ongoing play. </p>
<p>Or to put it less hypothetically, we&#8217;d have a &#8220;clique&#8221; on a MUSH or talker &#8212; a stable group of people who played together often &#8212; among whom things like reputation, ongoing mutual appreciation of subtle interactions, and many of your binary issues of the offline sort were common. But because we were playing on a public MUSH or talker there would always be someone who wasn&#8217;t part of the group who we&#8217;d end up playing with, and they didn&#8217;t get any of that. (And there is no special reason they should, its subtle and thus hard to get at first blush. Some didn&#8217;t get it, and some never tried. Some were actively hostile to it.) </p>
<p>When they didn&#8217;t get it we, and they, (&#8220;them and us&#8221; talk about not subtle) would often fall back to the less subtle online forms. &#8220;I have Rank 5, and you have Rank 4 so I have precedence&#8221; type stuff. </p>
<p>For some folks this formed a bridge from which they were able to move increasingly over time into the more subtle forms that we actually valued in play. But much of the time it didn&#8217;t. The interaction stopped there, and lead to mounting frustration on both sides as none of us were able to clearly articulate to each other what the problem was. Then the accusations of elitism, system mongering, and all the rest would start. </p>
<p>Over time there was a cumulative effect of all this even on members of the clique. We&#8217;d become more and more focused on the exoteric systems of the game &#8212; grubbing XP to buy up stats as it were &#8212; despite the fact it wasn&#8217;t where our joy was. But we felt we had to do it because it was the only way to make sure that we&#8217;d have enough clout to maintain our position when the folks who weren&#8217;t part of the subtle and backgrounded play would come into the picture. </p>
<p>As a result there were plenty of times when we&#8217;d fuck our own play because we&#8217;d started shifting focus to things we didn&#8217;t actually want. We were playing on the defensive, trying to avoid bad play rather than actively seeking good play. </p>
<p>And that&#8217;s something that&#8217;s been haunting me recently: the difference between designing/running/playing to avoid bad play and designing/running/playing to create good play. I&#8217;ve an unfortunate feeling that a lot of modern game design is, subconsciously, focused more on the former than the latter.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ambrose</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/12/neurotypical-rpgs-and-virtually-autistic-communities/comment-page-1/#comment-165</link>
		<dc:creator>ambrose</dc:creator>
		<pubDate>Sun, 12 Jul 2009 19:31:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=296#comment-165</guid>
		<description>Not to beat a dead horse, but I think that this is one of the things that led to the Fourth Edition. People are losing some of their imaginative and interpretive communication abilities, and I think this is a loss, overall(&lt;a href=&quot;http://namelesskingdom.com/2009/07/07/gaming-is-my-religion-hear-me-out/&quot; rel=&quot;nofollow&quot;&gt;and here&#039;s why&lt;/a&gt;). Being mindblind and exhibiting pseudo-autistic symptoms in digitally mediated communications is expanding into our RL interaction.</description>
		<content:encoded><![CDATA[<p>Not to beat a dead horse, but I think that this is one of the things that led to the Fourth Edition. People are losing some of their imaginative and interpretive communication abilities, and I think this is a loss, overall(<a href="http://namelesskingdom.com/2009/07/07/gaming-is-my-religion-hear-me-out/" rel="nofollow">and here&#8217;s why</a>). Being mindblind and exhibiting pseudo-autistic symptoms in digitally mediated communications is expanding into our RL interaction.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

