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	<title>Comments on: A Chain of Fake People</title>
	<atom:link href="http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/feed/" rel="self" type="application/rss+xml" />
	<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/</link>
	<description>The Art of Interaction</description>
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		<title>By: Maher</title>
		<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/comment-page-1/#comment-50509</link>
		<dc:creator>Maher</dc:creator>
		<pubDate>Sat, 19 Dec 2009 16:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=653#comment-50509</guid>
		<description>I think your diagram is really solid. Most folk clearly make the distinction of an implied author, but rarely an implied player, and I never really thought about that. Good work.</description>
		<content:encoded><![CDATA[<p>I think your diagram is really solid. Most folk clearly make the distinction of an implied author, but rarely an implied player, and I never really thought about that. Good work.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/comment-page-1/#comment-50448</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Thu, 17 Dec 2009 22:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=653#comment-50448</guid>
		<description>You&#039;re right that most players aren&#039;t thinking of these layers when playing; at any one moment, the immediate player and the true player are probably one and the same.  But when looking back on the game, even before it is finished, there&#039;s a disconnect there.  The player&#039;s &quot;past self&quot; becomes separate from the player&#039;s current self.  The most obvious example I can think of is when someone plays a &quot;good&quot; run and an &quot;evil&quot; run of an RPG.  The immediate players of those runs are very different, even though they&#039;re embodied in the same player.

I would say that immersion requires that the implied player and the actual player have little in conflict.  Any obvious disconnect will break the absorbed engagement: &quot;What kind of person would (find this fun/think of that solution/put up with that constraint)?&quot;

Testing does complicate that diagram, as do updates and expansions.  But as a general rule, authors can only affect the game in discrete, asynchronous chunks, and not in response to the actions of any one individual player.

I don&#039;t think that narrative and simulation can be properly separated in a successful game.  A well-made game has its narrative and simulation work hand-in-hand, so that the rules support the story and vice-versa.  That&#039;s why I lump the Narrator and Simulator together on that chart; they act on the same level, but perform different tasks.  You can&#039;t really say that either the narrator or the simulator is &quot;closer to the author&quot; than the other.  The narrator is the output of the game, communicating events and images, and the simulator is the processor, responding to the player&#039;s actions and updating the internal world state accordingly.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right that most players aren&#8217;t thinking of these layers when playing; at any one moment, the immediate player and the true player are probably one and the same.  But when looking back on the game, even before it is finished, there&#8217;s a disconnect there.  The player&#8217;s &#8220;past self&#8221; becomes separate from the player&#8217;s current self.  The most obvious example I can think of is when someone plays a &#8220;good&#8221; run and an &#8220;evil&#8221; run of an RPG.  The immediate players of those runs are very different, even though they&#8217;re embodied in the same player.</p>
<p>I would say that immersion requires that the implied player and the actual player have little in conflict.  Any obvious disconnect will break the absorbed engagement: &#8220;What kind of person would (find this fun/think of that solution/put up with that constraint)?&#8221;</p>
<p>Testing does complicate that diagram, as do updates and expansions.  But as a general rule, authors can only affect the game in discrete, asynchronous chunks, and not in response to the actions of any one individual player.</p>
<p>I don&#8217;t think that narrative and simulation can be properly separated in a successful game.  A well-made game has its narrative and simulation work hand-in-hand, so that the rules support the story and vice-versa.  That&#8217;s why I lump the Narrator and Simulator together on that chart; they act on the same level, but perform different tasks.  You can&#8217;t really say that either the narrator or the simulator is &#8220;closer to the author&#8221; than the other.  The narrator is the output of the game, communicating events and images, and the simulator is the processor, responding to the player&#8217;s actions and updating the internal world state accordingly.</p>
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		<title>By: increpare</title>
		<link>http://ludusnovus.net/2009/12/17/a-chain-of-fake-people/comment-page-1/#comment-50445</link>
		<dc:creator>increpare</dc:creator>
		<pubDate>Thu, 17 Dec 2009 21:36:52 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=653#comment-50445</guid>
		<description>So with tetris, say, where does the agency of the player lie?  I&#039;ve thought about this a lot, and have never had my thoughts settle in a satisfactory manner: they just hang suspended.

It&#039;s not really right, I think, to say that people are constantly interacting *through* this notion of the &#039;implied player&#039; and &#039;immediate player&#039;.  They very much have direct interaction with the player character.  These other concepts might still pull weight, but insofar as a person is still pressing buttons, they may think of their actions in terms of those of an &#039;ideal player&#039;, they might not conceptualize it as so.  I would rather say that, in terms of player experience, it&#039;s the divergence between the actions of the player and those of an imagined &#039;ideal&#039; player that are as imminent to the experience of playing (&quot;I don&#039;t feel I&#039;m doing things right&quot;, say, or &quot;Ah I&#039;m really getting in to this&quot;).

To some extent, insofar as immersion is for a lot of games the ideal, your relations present only obstacles, but do not seem to deal with what might might call a state of absorbed engagement.

The one-way arrows deserve qualification, in that most developers test their creations quite extensively on players.

It’s also not *entirely* clear why you lump narrative + simulation in with one-another (other than their more obvious non-linear interaction).

I guess in terms of virtual agencies present during play, the list might be endless when one starts breaking these things down, and certainly game-dependent.</description>
		<content:encoded><![CDATA[<p>So with tetris, say, where does the agency of the player lie?  I&#8217;ve thought about this a lot, and have never had my thoughts settle in a satisfactory manner: they just hang suspended.</p>
<p>It&#8217;s not really right, I think, to say that people are constantly interacting *through* this notion of the &#8216;implied player&#8217; and &#8216;immediate player&#8217;.  They very much have direct interaction with the player character.  These other concepts might still pull weight, but insofar as a person is still pressing buttons, they may think of their actions in terms of those of an &#8216;ideal player&#8217;, they might not conceptualize it as so.  I would rather say that, in terms of player experience, it&#8217;s the divergence between the actions of the player and those of an imagined &#8216;ideal&#8217; player that are as imminent to the experience of playing (&#8220;I don&#8217;t feel I&#8217;m doing things right&#8221;, say, or &#8220;Ah I&#8217;m really getting in to this&#8221;).</p>
<p>To some extent, insofar as immersion is for a lot of games the ideal, your relations present only obstacles, but do not seem to deal with what might might call a state of absorbed engagement.</p>
<p>The one-way arrows deserve qualification, in that most developers test their creations quite extensively on players.</p>
<p>It’s also not *entirely* clear why you lump narrative + simulation in with one-another (other than their more obvious non-linear interaction).</p>
<p>I guess in terms of virtual agencies present during play, the list might be endless when one starts breaking these things down, and certainly game-dependent.</p>
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