Now and then I divert to the more academic realms of gaming to gain a
different perspective on the adventure gaming hobby. In the past I’ve
enjoyed such scholarly work as Professor Scott Nicholson’s
excellent Everyone Plays at the Library, Stuart Brown’s
Play: How it Shapes the Brain, Opens the Imagination, and
Invigorates the Soul, and Greg Costikyan’s accessible and
thought-provoking I Have No Words & I Must Design (among
his many other insightful writings). This time I’ve ventured beyond
the fringe of relevance and explored more about the subject of pure
play with the wonderfully enthusiastic Bernie DeKoven.
This self-proclaimed “game guru and
fun theorist” has written several books, including the most recent
(and free) A Playful Path; frequently blogs about his play
activities, ideas, and realizations at his Deep Fun and A Playful Path blogs; and recently presented a TEDx talk on “The Politics of
Public Playfulness” which touches on a frequent theme, gaining
“permission” to play. He draws on a lifetime of experience and
thoughtful reflection on human play activity. DeKoven challenges
people to consider how play affects their lives, particularly adults
who quite often view “play” as a child’s activity and have
little time for it as a relevant pursuit in life despite being
naturally playful creatures.
DeKoven doesn’t work much with
formalized games as we know them in the adventure gaming hobby, but
more with free-form play and loose, playful games one might find on
the playground (without the rigid structure and goals of a more
formal game). Yet many of his core concepts and views on play relate
directly to aspects of the adventure gaming hobby.
I’m encouraged that folks from the
adventure gaming hobby engage in public play, though most often in
places where they feel they have permission to play: Friendly Local
Game Store open play areas, public library events, campus gaming
meet-ups. I’ve heard of events promoting reading roleplaying games
in public settings. Certainly conventions of all sorts – from media
and comic book to purely gaming cons – provide geeks with safe
environments in which to play and revel in their hobbies. At
conventions play activity manifests itself through elaborate costumes
(appropriately called “cos-play”), discussion of fictitious
characters and universes, and actual games. Pursuing gaming
activities outside these safe “comfort zones” remains challenging
yet can provide a fulfilling experience for gamers sharing their
pursuits with others and overall positive exposure for the adventure
gaming hobby.
An interview with Bernie DeKoven ran in
a recent issue of the American Journal of Play; yes, such a
periodical exists, freely available online in PDF, published by The
Strong National Museum of Play. It’s worth reading alone for its
insight into DeKoven and his life-long work examining play. But
several statements in his interview struck me as having great
relevance to those of us in the adventure gaming hobby, even if the
kinds of games we enjoy seem quite a bit more formalized than the
usual spontaneous, free-form fare DeKoven advocates (and incites):
Rules “Modding” Creates
Community: DeKoven says, “The games I liked best were elegantly
designed, well-crafted, and, most important, had rules that were
simple enough so that they could be changed easily or as we said,
‘modded’.... Creative rule breaking like this is a generous
impulse characteristic of what I described in the New Games Book
as the play community – where players adapt rules to allow
more people to play more fully.” While board and card games rely on
firm rules, especially in tournaments, and don’t provide much room
for “modding,” miniature wargames and roleplaying games revel in
this invitation for participants to alter the rules. How many gamers
have created their own, personalized “house rules” for games? How
many times have gamers felt they could do a better job of designing a
particular game and went ahead and did it themselves? This kind of
philosophy might help explain both the emergence and popularity of
the retro-clone “Old School Renaissance” (OSR) movement enabled
by the Open Game License, allowing anyone to adapt, modify, and
publish Dungeons & Dragons-style
gameplay conventions within certain guidelines. Yet for
DeKoven and gamers, “modding” is only half the equation; making
these adjustments creates a community, whether it’s only the folks
around the gaming table discussing “house rules” or people
designing and publishing their own rules, sharing them with others,
listening to feedback, promoting the games, and ultimately building a
community of like-minded gamers.
Good Games Invite
Playfulness: “I designed some games I am still proud of,”
DeKoven says, speaking on some of the electronic games he created.
“No, they weren’t best sellers. But they were unique. And they
were fun. And they invited exploration and creativity – key
attributes of playfulness.” Many roleplaying games rely on
“exploration and creativity” on two levels; the in-game action of
exploring a setting with characters created specifically for the
genre; and the out-of-game exploration and creativity required in
designing game rules and an engaging setting. All games invite
players to explore the game through reading the rules and trying new
strategies to win. They can also inspire players to go on and – as
noted above – create their own variants and even design their own
original games. I find the term “invitation” ironically
appropriate here; it implies a welcoming into the community of play,
yet, in the oft-fractious and proprietary world of gamers, we don’t
always seem welcoming of new players, innovations, settings,
editions, and other things that differ from our own tastes.
Social Contract: DeKoven
addresses the concept of a “social contract,” the unspoken
agreement of players gathering at the game table to follow complex
rules for an entirely playful and seemingly unproductive pursuit.
“All games are cooperative to this extent,” he says. “All games
are based on our agreement to abide by a series of made-up rules for
made-up reasons.” Whether players participate in a directly
competitive game or a cooperative one, the very act of their sitting
around the table playing by the rules amounts to a cooperative act.
Player Importance: “In
cooperative games, the player is more important than the game,”
DeKoven says. “The rules of the game, the goals, are constantly
adjusted to optimize access to a shared community of play.” I
interpret his use of “cooperative games” in the context of the
quote above about players cooperating in a social contract. This
emphasis on a “shared community of play” reiterates the most
important part of many games: the reason we play games is to have fun
together. All other considerations remain secondary to the bonds that
play forges between gamers.
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