<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	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/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Mob   &#124;   United   &#124;   Malcolm   &#124;   Sheppard &#187; social gaming</title>
	<atom:link href="http://www.mobunited.com/mobunitedmedia/tag/social-gaming/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mobunited.com/mobunitedmedia</link>
	<description>Killing Someone Else&#039;s Darlings</description>
	<lastBuildDate>Tue, 24 Jan 2012 00:20:00 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
		<item>
		<title>How You Can Get Nice Things</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/07/19/how-you-can-get-nice-things/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/07/19/how-you-can-get-nice-things/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 17:39:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Tabletop RPGs: Art Without Prestige]]></category>
		<category><![CDATA[The Miscellaney]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[why you can't have nice things]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=800</guid>
		<description><![CDATA[<p>Yes, last in the series, from <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/">here</a></strong> to <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/25/why-you-should-have-nice-things/">here</a></strong> and now, next steps. Oh, there&#8217;s still plenty of room for negativity, but I think anybody who&#8217;s going to get it has taken time to look at themselves and their communities.&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Yes, last in the series, from <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/">here</a></strong> to <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/25/why-you-should-have-nice-things/">here</a></strong> and now, next steps. Oh, there&#8217;s still plenty of room for negativity, but I think anybody who&#8217;s going to get it has taken time to look at themselves and their communities. I considered linking to numerous examples of screwed up things (like RPGNet using its anti-discrimination rules to protect <a href="http://forum.rpg.net/showthread.php?t=524461"><strong>Otherkin</strong></a> instead of <strong><a href="http://forum.rpg.net/showthread.php?t=523729">people of colour</a></strong>) to set the stage for alternatives, but with an embarrassment of riches . . . of embarrassment . . . to choose from, I just couldn&#8217;t decide? Bitchy, entitlement-ridden power posters who are PDF pirates on other sites? Discussions on how to screw over the ENnies&#8217; voting system? Easy. Easy.</p>
<p>Some communities aren&#8217;t so bad. Company forums are generally okay, but lack the vitality of general communities. Others (like ENWorld) sacrifice vital critical discussion at the altar of bland affability, but in the end don&#8217;t do either well. There&#8217;s got to be another way. Here&#8217;s what I&#8217;d like.</p>
<p>(By the way, this may look like it&#8217;s all about forums, but it isn&#8217;t &#8212; it applies to blogs and general social hubs, too.)</p>
<p><strong>Intelligent Antidiscrimination</strong></p>
<p>A smart antidiscrimination policy is aware that racism, sexism and other issues are not just a subset of generic discrimination against any fucking thing somebody whines about. It takes historical and cultural realities into account. It doesn&#8217;t deprive people who&#8217;ve been attacked of the ability to defend themselves, or autonomously raise objections without begging for moderation. It&#8217;s administered as a collective ally, willing to adjust itself according to criticism &#8212; but not criticism coming from a reactionary sense of privilege.</p>
<p><strong>Critical Categories</strong></p>
<p>By tag, forum or dinner social, communities need to clearly differentiate between their different functions. Nothing fucks up serious critical discussion like participants who expect support for their sense of self-worth, especially when they confuse comments on their game as comments on their personalities. I know some folks think their games are precious pieces of themselves. Those people are weak. Still, there needs to be a place for them along with anyone else who just feels like shooting the breeze. So devote one section to casual discussion and one to high intensity criticism. Create another, separate section for making things &#8212; house rules, mods, whole games. Again, this sounds like online business but it can just as easily apply to conventions.</p>
<p><strong>Fuck Actual Play &#8212; Just Play</strong></p>
<p>It&#8217;s time to kick Actual (Capitalized) Play in the teeth. No other thing is as representative of the bankruptcy of gaming&#8217;s vocal minority than its fetish for play stories because this makes them a commodity in a community that has come to believe that the most common outcome of trying to play RPGs is some form of failure. Lots of things deserve their own forums, but Actual Play isn&#8217;t one of them. Instead, community values should uphold regular play as the objective: not be a special occasion that draws applause from other hobbyists. Not playing  should be a problem we work together to solve with all the social tools at our command.</p>
<p>Are play stories bad? No, but it&#8217;s time to break them out into a secondary form of entertainment and admit that it is a creative act above and beyond describing what happens in game sessions (which they don&#8217;t do well anyway). So let&#8217;s encourage the<a href="http://en.wikipedia.org/wiki/Japanese_role-playing_game"> </a><strong><a href="http://en.wikipedia.org/wiki/Japanese_role-playing_game">JRPG replay tradition</a></strong> and put in the &#8220;make things&#8221; category.</p>
<p><strong>Sincerity, Not Selling </strong></p>
<p>By clamouring for decorum at the expense of authentic conversations we&#8217;ve made communities which should burst with creative vitality into a place where the worst behaviours vomit themselves onto the public stage. Perpetrators expect some authority to deny it or let it slide. That&#8217;s why rather than being marketing resistant as some commentators naively believe, RPG communities have been vulnerable to calculated, insincere persuasion at all scales. Worse, this makes marketing something fans do to each other. Just the other day I read a fan blog for one game where the posts were mainly about delivering pitches to sell the game to other people.</p>
<p>If a game designer promotes this, he or she deserves your contempt. If a community emphasizes this, that community deserves your derision. Yes, boosting what you like is natural, but there are limits. Instead, demonstrate your enthusiasm by creating things, being sincere at the risk of being controversial, and valuing participation over hands-off commentary. Let&#8217;s be raw, inspiring and truthful. Let&#8217;s play.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2010/07/19/how-you-can-get-nice-things/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Why You Should Have Nice Things</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/06/25/why-you-should-have-nice-things/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/06/25/why-you-should-have-nice-things/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 16:33:24 +0000</pubDate>
		<dc:creator>Malcolm</dc:creator>
				<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Tabletop RPGs: Art Without Prestige]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[why you can't have nice things]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=791</guid>
		<description><![CDATA[<p>So! Lots of people read and responded to <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/">Why You Can&#8217;t Have Nice Thing</a></strong>s. That means it deserves a follow up, but I can&#8217;t address individuals, so I&#8217;ll try to sort everything in to broad response categories.</p>
<p><strong>We&#8217;re just resisting</strong>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>So! Lots of people read and responded to <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/">Why You Can&#8217;t Have Nice Thing</a></strong>s. That means it deserves a follow up, but I can&#8217;t address individuals, so I&#8217;ll try to sort everything in to broad response categories.</p>
<p><strong>We&#8217;re just resisting your marketing!</strong></p>
<p>No. I&#8217;ve seen strong naiveté from the RPG community about what 21st Century marketers are really up to.The first thing you need to do is read <strong><a href="http://www.cluetrain.com/">The Cluetrain Manifesto</a></strong>. Recognize the sentiments? Things like <strong><span style="font-family: VERDANA; color: red;"><span style="font-family: Verdana; color: black;"><em><span style="font-weight: normal;">You want us to pay? We want you to pay attention</span></em><span style="font-weight: normal;"><em>?</em></span></span></span></strong> That&#8217;s not resistance. It&#8217;s unconscious capitulation to the values of marketing as they have existed for over a decade.</p>
<p>The real danger behind post-<em>Cluetrain</em> thinking, and the line peddled by the likes of Clay Shirky, Seth Godin and others is that it is so easily adopted by adherents as a progressive ideology instead of the vapid simulation of honesty that it is. The indie community has basically been completely compromised by this kind of bullshit. It&#8217;s seductive because it consists of this internal programming:</p>
<ol>
<li>It&#8217;s my job to have conversations and be responsive in a genuine, feeling fashion.</li>
<li>My empathy and responsiveness can be determined by objective metrics.</li>
</ol>
<p>Is sincerity or integrity actually required? No. In fact, it&#8217;s probably something of a hindrance. Sincerity includes arguments and other unpleasantness, but &#8220;the conversation&#8221; doesn&#8217;t need any of the messy parts of genuine communication.</p>
<p>You might not notice it, but it affects you. It explains why being nice in gaming communities is so often a tense, passive-aggressive affair, always on the verge of breaking down. To gamers, good online behaviour is internalized marketing values &#8212; fake-positive, inhuman values. You&#8217;re not being yourself. You&#8217;re selling yourself. It&#8217;s a capitalist panopticon.</p>
<p>Think on this: My essay could <em>never</em> appear on ENWorld (because of the language) or RPGNet (because, incredibly, it would be against rules banning &#8220;group attacks&#8221; &#8212; RPGNet would <em>moderate it as if it was racist hate speech</em>).</p>
<p><strong>I know you are, but what am I?</strong></p>
<p>Some argued that by saying unkind things, I was the very thing I protested! Y&#8217;know, that&#8217;s not a bad objection. I don&#8217;t think it&#8217;s true, but it does emphasize the problem that we have when it comes to engaging in useful criticism. Right now the RPG community is stuck on competing dogmas that don&#8217;t honestly truck with the fact of their own subjectivity. Things are &#8220;broken.&#8221; &#8220;Core stories.&#8221; &#8220;Railroading.&#8221; &#8220;Toolkits.&#8221; &#8220;The Big Model.&#8221;</p>
<p>Some of these ideas are decent as folk terms, but they&#8217;ve been raised up as the basis of unity for a bunch of asshole subcultures. In some cases, the dogma is so strong that it will go to extreme lengths to exclude contradictory voices or evidence. I&#8217;ve read lots of essays describing how RPGs are made and developed that don&#8217;t match my direct experience. None of the writers ever bothered to email the people whose jobs they believed they were detailing. The capacity to own your own beliefs as an artistic stance has atrophied behind a pretense of RPGs as some kind of technology.</p>
<p>(That pretense also explains why games that try to aim for the stereotypical sense of art are so often clichéd and uninspiring. If you lie to yourself about the nature of your creative stance it&#8217;s going to draw shallow results due to a lack of critical introspection.)</p>
<p>So what&#8217;s left? Pushing back. Pushing hard. And it works. I was pleased to see some serious self-analysis on ENWorld and in comments on my own blog. But that&#8217;s not the best way. We need critical communities that work, that don&#8217;t force us to choose between flames and the banality of internalized conversation marketing.</p>
<p><strong>Hm, maybe, but doesn&#8217;t every group have that?</strong></p>
<p>Like I said, we noticed that out of all the groups we worked with, the gamers stood out. It may be that every scene has the same number of jerks, but RPG jerks are remarkably easy to meet compared to non-jerks. They dominate conversations about how games should be played and designed.</p>
<p>That&#8217;s a big problem. Why?</p>
<ul>
<li>Jerks act as if failure is the default result of trying to get a game together. Success is difficult.</li>
<li>Jerks think of other people as instruments to be manipulated, and assume they&#8217;ll be treated that way in kind.</li>
<li>Jerks focus on superficialities and technicalities, not intentions and aspirations.</li>
</ul>
<p>Putting assholes in  the drivers&#8217; seat takes games and the scene away from a place where it could be influential not because gamers are some kind of counterculture, but because their ideas look like the results of annoying personalities and deficient values. There&#8217;s better stuff beneath the surface, but if your initial scouting reports look bad here and better elsewhere, why dig? Nobody has an obligation to get to know you better.</p>
<p><strong>Why do you hate us?</strong></p>
<p>That&#8217;s easy. I don&#8217;t.  I think most gamers are cool people. I&#8217;d like to hear some of these cool people speak out.</p>
<p><strong>So why should we have nice things?</strong></p>
<p>So after saying all these bad things about a subset of gamers, why do I think they should be a part of all the cool stuff that&#8217;s happening in media and fiction? The answer&#8217;s easy: Once you correct for assholes, gamers are pretty much guys with flamethrowers in a world trying to bang the rocks together. I&#8217;ve said it before, and I&#8217;ll talk about why in more depth in a future post.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2010/06/25/why-you-should-have-nice-things/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Why You Can&#8217;t Have Nice Things</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/#comments</comments>
		<pubDate>Sat, 19 Jun 2010 16:20:38 +0000</pubDate>
		<dc:creator>Malcolm</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Tabletop RPGs: Art Without Prestige]]></category>
		<category><![CDATA[The Miscellaney]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=782</guid>
		<description><![CDATA[<p>A couple of years ago I had this client &#8212; great guy, worked with him a few times. He&#8217;s a former tabletop RPG player and was really interested in bringing some of the ideas he loved from that into a&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>A couple of years ago I had this client &#8212; great guy, worked with him a few times. He&#8217;s a former tabletop RPG player and was really interested in bringing some of the ideas he loved from that into a new arena in the form of some cool online tools. We looked at the market at the time and determined that the service was pretty much tailor-made for roleplayers and that they were the most natural early adopters.</p>
<p>Once we got actual tabletop gamers from the &#8220;leading edge&#8221; of the hobby, he discovered they were so insufferable he changed his business model to stop attracting them. They were bad for business. They weren&#8217;t the gamers he remembered having fun with. They were assholes.</p>
<p>How were they assholes? My client used a bunch of methods to tag RPG players and monitor them moving through the system. This is what he found out about them:</p>
<ul>
<li>Instead of having social conversations, they focused on concrete goals.</li>
<li>They related to content in a cynical fashion.</li>
<li>They dissuaded other users from getting involved with the content.</li>
<li>They resisted most desired behaviors (that is, the stuff that actually might make money).</li>
<li>They complained all the goddamn time.</li>
</ul>
<p>Because it was easy to track user origins, we knew this was more true for gamers, than general users. So the counterargument that everybody on the internet is like this doesn&#8217;t work. They aren&#8217;t.</p>
<p>This story of mine &#8212; a true story, though I&#8217;ve kept names out of it &#8212; is not unique. It&#8217;s why even though there are millions of lapsed gamers, transmedia developers shy away from developing them as an audience. Over on Twitter Gareth-Michael Skarka talked about how transmedia takes lessons from RPGs, but isn&#8217;t interested in the RPG audience. Yeah, that&#8217;s pretty much true. There are millions of lapsed gamers, but in my experience they&#8217;re largely considered no benefit to or a pox on growth.</p>
<p>I&#8217;ve met plenty of great gamers, and I don&#8217;t think the bad traits listed above belong to the majority &#8212; just the ones who have a strong online presence, who the CMO and co. are going to look at after the nerd in the project makes an argument for his peeps.</p>
<p>Meanwhile, the tabletop&#8217;s anti-intelligentsia are roaming Outer Fucking Space complaining that they don&#8217;t get enough respect, service and other super-good stuff that nobody with a good long term business plan should be especially eager to provide. They are right to think that as a bloc, gamers (not just them, but the whole group of people who are familiar with tabletop RPGs) could have significant power in the market, but don&#8217;t understand that <em>they are undermining this power</em>.</p>
<p>One of the first things you learn in any marketing program is that you not only don&#8217;t have to cater to everybody, but that you shouldn&#8217;t. There are customers out there who can faithfully buy from you and still run your company into the ground. Effective marketing includes <em>making these people go away</em> with a minimum of fuss. Smart folks avoid the temptation to poach from toxic segments. For example, if you want 10,000 subscribers/buyers by a given date it might be easy to grab early adopters from a certain segment to hit this target, but if that segment drives other people away, you&#8217;ll miss future growth targets.</p>
<p>This applies to tabletop RPG companies as much as it does to ventures that might pull gamers from the tabletop to somewhere else. WotC&#8217;s D&amp;D Encounters may look a bit desperate but it&#8217;s smart enough to provide alternatives to the established D&amp;D community. Lapsed gamers can take a fresh look at D&amp;D without getting involved in the war between edition adherents, meeting character-build zombies, or dealing with other public killjoys. The killjoys . . . well there&#8217;s a point where you realize that rational decision making doesn&#8217;t come into it.</p>
<p>When the visible side of a fanbase doesn&#8217;t react with nuance, who wants to deal with that? It means that group will be difficult to work with, conservative and socially intractable. There might be great people beneath the surface, but not everybody has the time or money or interest to do that. You&#8217;re not going to get a second chance when there are much nicer people out there to please.</p>
<p>How could gamers be nicer people? Do the opposite of what you did in bullet points up at the beginning of this piece:</p>
<ul>
<li>Be friendly, casual and socially full-featured. Shut up about storming the castle every once and a while (and don&#8217;t just replace that with combative garbage about some other field.)</li>
<li>Demonstrate that you appreciate the content instead of developing some fucked up hateful relationship with it. If you don&#8217;t like it by all means, move on.</li>
<li>Respect neophyte insights that jerkwad gamers think are naive or problematic.</li>
<li>Make peace with the fact that people want money for things and have models for doing so. If you don&#8217;t like the model, stay the hell away from the product.</li>
<li>Create/mod in response to preferences that you will own instead of some inevitable truth you&#8217;ll crap on something for defying.</li>
</ul>
<p>I would really like the tabletop RPG community to be at the center of roleplaying in all media, sharing their insights, but it&#8217;s not going to happen unless that center attracts.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2010/06/19/why-you-cant-have-nice-things/feed/</wfw:commentRss>
		<slash:comments>98</slash:comments>
		</item>
		<item>
		<title>The RPG EBook of the Future</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/12/04/rpg-ebook/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/12/04/rpg-ebook/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 20:45:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Online RPGs]]></category>
		<category><![CDATA[rpg sketches]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=499</guid>
		<description><![CDATA[<p>To follow up on the <a href="http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/"><strong>Next Gen RPGs</strong></a> post I&#8217;d like to toss up a sample interface:</p>
<p>This is probably a Flash application. You can resize, minimize or dismiss each pane in the interface above. The book screen is&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>To follow up on the <a href="http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/"><strong>Next Gen RPGs</strong></a> post I&#8217;d like to toss up a sample interface:</p>
<div id="attachment_500" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-500" title="E-RPG Book" src="http://www.mobunited.com/mobunitedmedia/wp-content/uploads/2009/12/E-RPG-Book-300x236.jpg" alt="RPG E-Book Interface" width="300" height="236" /><p class="wp-caption-text">RPG E-Book Interface</p></div>
<p>This is probably a Flash application. You can resize, minimize or dismiss each pane in the interface above. The book screen is actually the second screen you&#8217;d get after opening up the game, after going to your library from the start screen (and seeing options to click through to campaign management, communities and play tools), though you&#8217;d be able to bypass that if you want.</p>
<p>I can visualize a lot of options, and a real danger in giving them near-equal standing that destroys the benefits of a minimalist interface. Funneling people to the most common functions without making it a total pain to go somewhere else is the challenge, and would require some experimentation to get right.</p>
<p>Let&#8217;s take it pane by pane:</p>
<p><strong>Book Media Pane:</strong> Your book&#8217;s images appear here. They fade in when you hit an appropriate part of the text. Additional media plays here too. You can set images to appear in the text body instead, or link media to particular sections, so that clicking on them summons them to the media pane. If you want pure text, just dismiss the pane. Layout/design may configure the pane to automatically resize based on certain cues, to maintain its functionality while taking advantage of the aesthetics of traditional layout. You can also break out of the book completely to add media from your own library, that of the community, or any other mashable media object.</p>
<p><strong>Book Text Pane:</strong> The game text goes here. You can select page by page layout, but the default is continuous scrolling, though not in the same sense as a big browser window. It may or may not have embedded media depending on the book and your preferences. The navigation pane makes it easily to find the content you want, but the text itself includes hyperlinks to other relevant sections, tutorials/FAQs, a as developer comments and community content (one touch brings up options and two goes to your default). You can also add your own comments in text regions to build in house rules.</p>
<p><strong>Book Navigation Pane:</strong> The basic options here let you tab between text and gallery-style media navigation. In text navigation, the pane lists your current &#8220;page&#8221; (scrolling spot), chapter and heading, and lets you either navigate back and forth in each category, or pick from a pop up or drop down list. You can also perform a text-based search here. This sticks to the book by default but you can set it to search the entire game-as-service.</p>
<p><strong>Tool and Community Tabs:</strong> Your tabs illustrate a major concept: Your book is never <em>just</em> your book, but one emphasis in the resource cloud. You really only need two tabs here because these can &#8220;rotate&#8221; through a list of options, including play tools like a dice roller, community forums and your campaign notes.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2009/12/04/rpg-ebook/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Next Gen RPGs</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 19:42:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[RPG Culture]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=496</guid>
		<description><![CDATA[<p>Between the <a href="http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/"><strong>CCP/White Wolf announcement</strong></a> and the obvious rise of e-publishing as a vital component in the industry it&#8217;s time to ask: What should electronically delivered tabletop RPGs look like?</p>
<p><strong>The Current Formula</strong></p>
<p>Electronic implementation is currently a user-organized&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Between the <a href="http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/"><strong>CCP/White Wolf announcement</strong></a> and the obvious rise of e-publishing as a vital component in the industry it&#8217;s time to ask: What should electronically delivered tabletop RPGs look like?</p>
<p><strong>The Current Formula</strong></p>
<p>Electronic implementation is currently a user-organized exploit of current cheap technologies. You could express it this way:</p>
<p><em>Hardware + PDF + Native Applications + Web Tools + Community = Tabletop Simulation</em></p>
<p>Unfortunately, there are a number of problems with this model:</p>
<p><strong>It isn&#8217;t integrated. </strong>Even DDI is a jungle of web apps and PDFs that require individual kludging to wrestle into an easy process. My DM Steve has a DDI subscription and campaign notes in Word. As far as I can tell his processes uses DDI for prep and community insights but it doesn&#8217;t have much of a table presence. If it did, he&#8217;d be switching back and forth.</p>
<p>Steve doesn&#8217;t use electronic dice. I do, using an iPod Touch app. I also use the Touch to share relevant media from the Star Wars setting. I showed them a picture of The Force Unleashed&#8217;s PROXY when it joined the party, for example. It&#8217;s still clumsy, and I spend about 75% of my time using paper.</p>
<p><strong>It aims low.</strong> Theoretically, GMs should be able to show rich media applications with a touch. Rules documents should be extensively hyperlinked, including links to FAQs, tutorials and community feedback. All of this is possible with current technology. Furthermore, PDFs are too wedded to the illusion of paper. Why can&#8217;t I have continuous scrolling for one big page, with page markers unobtrusively popping up to let me know my progress? Why can&#8217;t I get rid of unwanted art, or change its size and location? Why can&#8217;t I make a character as a read character creation rules? Why aren&#8217;t there a dozen characters available at a click?</p>
<p><strong>It&#8217;s a slave to the tabletop concept.</strong> A new medium should inspire a new kind of game. Fandom RPGs already show us the way by building play into the community portal. that I suspect many companies are boldly striding toward dead ends by trying to simulate the tabletop on whatever technology looks cool and trendy.</p>
<p>For example, I&#8217;ve read a lot of dubious stuff about using augmented reality to create a virtual game table. Are five guys really going to squint through iPhones to look at a phantom battle map? Plus, even though I loved the demo too, the recent hype around using Surface as a game table disguises its impracticality. Even though we have desktop multitouch now we don&#8217;t have cheap, rugged Surface style tables, and won&#8217;t get them for a while yet (Surface machines cost about $14,000 now &#8211; drop it by half every 18 months and we&#8217;re talking about four or five years for viable consumer versions).  Smarter, more practical ways to take RPGs in truly innovative directions are out there.</p>
<p><strong>The New Formula</strong></p>
<p>Instead of talking about how we&#8217;ll use sexy-trendy tech to replicate the offline gaming environment, let&#8217;s put together a new formula informed by the real potential of technologies that are going to be widely adopted:</p>
<p><em>Couch Computing + Cloud Portal = Integrated Gaming Environment</em></p>
<p>Now, to break down each component:</p>
<p><strong>Couch Computing:</strong> The big trend in consumer computing right now lies in multitouch interfaces wedded to OLED and e-ink screens that are either built into tablet computers, or into laptops that easily configure into tablets. The rumored Apple tablet isn&#8217;t the only game in town, either. Nvidia&#8217;s Tegra chip is due to launch <a href="http://convergeddevices.net/products/vega.html"><strong>in at least one tablet</strong></a>. For those willing to navigate the chaotic Shenzhen OEM market, cheap resistive tablets are already available. These &#8220;couch computers&#8221; won&#8217;t draw users away from play with a clumsy interface, provided they host the right tools.</p>
<p><strong>Cloud Portal:</strong> If we&#8217;re going to drop the physical book, why stick with the illusion of a book? I can visualize an interface that lets me look at the rules in &#8220;book mode,&#8221; but will also give me one touch access to a dice roller, character generator, wiki and community, all laid out in <em>one</em> window, not several. We can achieve this by using the browser as our primary way to interact with content. This is something folks partially kludge right now with tabbed browsing and online SRDs, but we&#8217;ll be able to take it a step further once browsers make the jump to <a href="http://en.wikipedia.org/wiki/HTML5"><strong>HTML5</strong></a>, which will display rich content without needing plugins <em>and</em> support offline access to web resources.</p>
<p><strong>Integrated Gaming Environment:</strong> When I fetch information from the cloud, summon, mash and dismiss elements at will, and jump straight to community content without tabs and self-bookmarking, it means the game becomes a <em>place</em> instead of an artifact. This place includes community forums, blogs, character databases and campaign wikis. My players know where to go to either continue the game of the table or run new games in a shared setting. This environment should be designed to capture the bulk of the player base not only because it&#8217;s where my game comes from, but because the features are attractive in of themselves. Players become interest groups within a bigger community and can opt for any level of interaction they want. Beyond these traditional-style groups, the community should also be able to self-organize massive multiplayer games.</p>
<p>The next time I talk about this I&#8217;m going to throw up a few diagrams to butter explain what I&#8217;m talking about. For now, take a look at <em>Wired</em>&#8216;s tablet concept:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/BLc-8gT2eKg&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/BLc-8gT2eKg&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>. . . and Time&#8217;s (with Sports Illustrated):</p>
<p><object width="480" height="295"><param name="movie" value="http://www.youtube.com/v/ntyXvLnxyXk&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ntyXvLnxyXk&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
		<item>
		<title>White Wolf: Now It&#8217;s Semi-Official</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/#comments</comments>
		<pubDate>Sat, 07 Nov 2009 06:30:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[horror RPGs]]></category>
		<category><![CDATA[MMORPGs]]></category>
		<category><![CDATA[Online RPGs]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[world of darkness]]></category>
		<category><![CDATA[World of Darkness Online]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=479</guid>
		<description><![CDATA[<p>Today&#8217;s been an <a href="http://www.white-wolf.com/index.php?line=news&#38;articleid=1172">interesting one</a> for <a href="http://www.white-wolf.com">White Wolf</a>, CCP&#8217;s tabletop imprint. <a href="http://www.youtube.com/whitewolfgames#p/c/2DFF066B73D3CFD6">At ICC</a> it announced that it was &#8220;freeing&#8221; (and dismantling much of) the <a href="http://camarilla.white-wolf.com/">Camarilla</a>, developing new community and game management tools, and kinda sorta maybe&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s been an <a href="http://www.white-wolf.com/index.php?line=news&amp;articleid=1172">interesting one</a> for <a href="http://www.white-wolf.com">White Wolf</a>, CCP&#8217;s tabletop imprint. <a href="http://www.youtube.com/whitewolfgames#p/c/2DFF066B73D3CFD6">At ICC</a> it announced that it was &#8220;freeing&#8221; (and dismantling much of) the <a href="http://camarilla.white-wolf.com/">Camarilla</a>, developing new community and game management tools, and kinda sorta maybe not printing game books as we know them any more. Ryan Dancey was <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25704">quite a bit firmer</a> in a Gamasutra interview where he declared the whole thing a &#8220;legacy business.&#8221;</p>
<p>I&#8217;ve been aware of what was coming for a while and suspected it since 2008, when I heard some serious shifting of the tabletop release schedule, ranging from the EVE RPG being shelved to some other developments which were leaked to the tabletop gamer public, but as I found the rest out in confidence I&#8217;m not going to repeat them here.</p>
<p>Can I tell you exactly what&#8217;s going on? This is difficult as there are some things I know which I think give me a somewhat informed opinion, but which even couching in weasel words would make for a breach of ethics. But I can use it as a way to comment on trends I think apply to the situation and are relevant to a wider audience.</p>
<p><strong>Tabletop RPG Producers Are the Best Open-Ended IP Developers in the World</strong></p>
<p>Is this a hubris-ridden statement? Maybe &#8212; but it ain&#8217;t braggin&#8217; if it&#8217;s true. There are multiple occasions where RPGs have had a drastically positive influence on intellectual properties. Star Wars is the best known example. As an open-ended property, Star Wars essentially owes its chops to West End Games, which managed the thing while it lay fallow and turned what was a closed, small story into a possibility-laden narrative field. Oh, and you know how Enterprise turned from a lousy series into something passable by the end? You can in part thank Paramount sending an intern to the <a href="http://www.friendsofmerril.org/">Merril Collection</a> to photocopy its Trek RPG archives. They didn&#8217;t keep them around at Paramount.</p>
<p>(That last bit of info comes from the collection&#8217;s curator, by the way, when I toured with <a href="http://satbg.libsyn.com/">Justin Mohareb</a> a while back.)</p>
<p>Also, about ARGs? You&#8217;re welcome.</p>
<p>Now aside from these examples (which I&#8217;m sure will spark their own special nerd war) this particular skillset has managed to earn me a fair chunk of change for clients <a href="http://www.mobunited.com/mobunitedmedia/social-media-content-communities/">outside the tabletop gaming field</a>. Fans tend to believe that this kind of work is at its best when done by the IP management team with the most money. These fans are wrong.</p>
<p>Unfortunately, well-heeled IP management teams tend to believe this too &#8212; and so do tabletop RPG developers who would really like to have as much money and prestige as folks in mainstream media and games. So with the exception of some visionaries, this kind of thing isn&#8217;t well known. On the Big IP side you get closed concepts without backbones. (Terminator, anyone? Yes, I am really saying that a Justin Achilli or Matt Forbeck could make it a bajillion more dollars.) On the RPG side you get creators learning the wrong lessons because they mistake a fat wad of cash for an applicable creative style.</p>
<p>(This is one reason why licensed games often under-perform. Game designers and developers are at the mercy of people who really do know less about how to transform their IP into an enduring success than they do.)</p>
<p>What does this mean vis a vis CCP? They&#8217;re pretty smart guys who seem to know the kind of talent they acquired. Do they know how to fit it into their own culture? The folks who were on the White Wolf side seem to be doing okay and I trust them. But this is a fragile situation. When you&#8217;re trying to show how a process that moves thousands of copies is legitimate in a culture used to a few orders of magnitude more, you have to be <em>really</em> goddamn convincing. And if you do convince them, why would they want you earning them beer and toilet paper money from tabletop RPGs? Even if you win, tabletop gaming doesn&#8217;t.</p>
<p><strong>Converged, Mashable, Hackable Content &#8212; and Confusion</strong></p>
<p>Think of <a href="http://www.wizards.com/DnD/Subscription.aspx">DDI</a>. It sucks &#8212; and it looks successful. It&#8217;s an underwhelming set of tools and resources but it still meets a need. We feel the need because familiar technology has primed us to do so. We&#8217;re reaching a convergence point right now where cheap ebook readers, mobile applications, netbooks and PoD technology are poised to radically change tabletop gaming. I currently have the rules for all of my go-to games on a <a href="http://www.engadget.com/2009/03/18/smartq-5-mid-scores-itself-ubuntu-a-ridiculously-low-price-tag/">tiny touchscreen MID</a> that cost 150 bucks. Want a book? High quality PoD is simple and cheap; <a href="http://www.onebookshelf.com/">OneBookShelf</a> nearly has the option ready for its merchants. It&#8217;s already easy to hack together exactly the game book you want, use it in multiple forms and share it if you&#8217;re an early adopter of the necessary tech. By 2011-2012 a physical RPG book may well be an affectation and right now, it&#8217;s only a marginal convenience.</p>
<p>(And let&#8217;s not forget about piracy. It matters. The tabletop RPG business isn&#8217;t the music business, folks, and it&#8217;s not the work of Cory Doctorow either.)</p>
<p>Here&#8217;s the rub: Nobody really knows what this means yet. My feeling isn&#8217;t that this isn&#8217;t a new way to play tabletop games but a <em>new type of game</em> &#8212; a &#8220;third way&#8221; of gaming that isn&#8217;t a managed electronic property or traditional RPGs, but draws a lot from self-organized social networking &#8212; something that White Wolf fandom adopted early.</p>
<p>(You know those chat games everybody craps on? Rough and tumble stuff like that is called &#8220;innovation.&#8221;)</p>
<p>The community is primed for a new type of game, and letting loose the reins on fans will help CCP understand what that is as long as management doesn&#8217;t listen to attractive, high level prognostication that tries to force it all from the top down. That&#8217;s always that danger when there&#8217;s a big difference in the monetized accomplishments of one group (CCP) compared to another (the nerds running a zillion chat games and fandom RPs).</p>
<p>And if you can&#8217;t get into this new game there&#8217;s always PDF and PoD. With piracy rampant, CCP probably has to emphasize the convenience of their own option by building better fulfillment and exerting some fearsome downward pressure on pricing. The price of an OBS-hosted game is already approaching bottom-tier smartphone app levels and CCP already has plenty of content in the system. Adding new content that lacks additional features isn&#8217;t cost effective unless it exploits fan contributions (always risky) or uses a new scheme to draw them into the sales funnel gracefully.</p>
<p>I don&#8217;t think anybody really knows what the next step is here, but let&#8217;s make one thing clear: LARPing with an iPhone or Droid isn&#8217;t going to bring back the earthshaking Mind&#8217;s Eye Theatre hordes of the 90s any more than a slide rule App is going to replace your calculator App. But is CCP going to give it a serious shot? Making money off of this sort of thing isn&#8217;t easy, and social media-based schemes are vulnerable to fads and fan refusal to participate in the moneymaking side. (Most Facebook ads and apps have a shitty most desired action rate, for example). Plus, some successes are bad example from a creative point of view, a la Mafia Wars.</p>
<p>Come on: We all know Mafia Wars blows. But it sure makes bank.</p>
<p><strong>Ehm-Ehm-Oh</strong></p>
<p>Yeah, a lot if it probably is about that &#8212; after all, <a href="http://www.massively.com/2009/01/19/world-of-darkness-online-to-launch-in-2010/">it&#8217;s probably coming next year</a>. The question is whether CCP will use its assets properly, or kill off what made White Wolf&#8217;s in-house style special. This is not to say the rest of CCP should just learn, since from what I&#8217;ve read, the tabletop staff seems to be get real inspiration out of their current roles.</p>
<p><strong>The Unsolicited Advice</strong></p>
<p>What do I think CCP should do? Aside from finding some excuse to pay me significant sums (which I am qualified to receive &#8212; email me!) I think they should stick to some form of traditional gaming as a form of <em>rapid IP prototyping</em>. Tabletop RPG design is an ideal technology for developing and testing intellectual property with a minimal budget in a short time frame. It&#8217;s inherently social and provides a way for quick, meaningful feedback. Plus, you&#8217;ll build fans and anticipation cheaply, and might even get a new idea or two about game design.</p>
<p>But about that feedback: Let&#8217;s filter the online RPG community. If we map by fan/non-fan and player/non-player we get a nice set of quadrants we can use to figure out what matters. I can&#8217;t help but suspect that the New World of Darkness reacted to the wrong quadrants &#8212; guys who want to fantasize about certain structures in games (5&#215;5 splatitude!) instead of having a vivid participatory experience. We all know that there are very vocal folks out there whose opinions don&#8217;t really have bottom-line relevance. You want to make retired gamers happy, but you want to see what compels people to play more. On the fan/non-fan axis . . . that&#8217;s tricky. Some fandoms are toxic and closed, but some are open, and draw people from the non-fan category. The boundary between the two types isn&#8217;t fixed. Open fans identify with closed fans. The Games Workshop approach is to fire fans likely be in the closed category by demographic (defined as &#8220;boys with hair where there wasn&#8217;t hair before&#8221;). Use RPGs to fine tune an IP for an open fandom, but see if you can grab the odd grognard.</p>
<p>I&#8217;m not saying this as a stuck in the mud tabletop guy. I love that medium, but I&#8217;m working on my third electronic games/media project now and it&#8217;s awesome. There are substantial differences in presentation and practical role. Still, I think the tabletop (or wired post-tabletop) medium can enrich every stratum of IP development. Use it intelligently, respect its assets and keep its budget sane, and it won&#8217;t steer you wrong.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.mobunited.com/mobunitedmedia/2009/11/07/white-wolf-now-its-semi-official/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
		</item>
	</channel>
</rss>

