Misplaced Pages

GNS theory

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.

GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.

#189810

66-406: The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. GNS theory was inspired by

132-535: A cure to role-playing blues. Buy a copy if you are in a silly mood or need to be cheered up." In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan commented "If not the funniest RPG ... Toon is certainly the oddest ... It's a world of utter anarchy." Swan admired the creative list of skills and the Fifty Percent rule used by referees in ambiguous situations. However, Swan warned "Any game as freeform as Toon depends heavily on

198-595: A democratizing effect on board game production, with services like Kickstarter providing designers with essential startup capital and tools like 3D printers facilitating the production of game pieces and board game prototypes. A modern adaptation of figure games are miniature wargames like Warhammer 40,000 . Card games can be designed as gambling games, such as Poker , or simply for fun, such as Go Fish . As cards are typically shuffled and revealed gradually during play, most card games involve randomness, either initially or during play, and hidden information, such as

264-616: A designer or been the result of a contemporary design process . After the rise of commercial game publishing in the late 19th century, many games that had formerly evolved via folk processes became commercial properties, often with custom scoring pads or preprepared material. For example, the similar public domain games Generala , Yacht , and Yatzy led to the commercial game Yahtzee in the mid-1950s. Today, many commercial games, such as Taboo , Balderdash , Pictionary , or Time's Up! , are descended from traditional parlour games . Adapting traditional games to become commercial properties

330-425: A fixed storyline are impossible or counterproductive. Moments of drama (the characters' inner conflict) make player responses difficult to predict, and the consequences of such choices cannot be minimized. Revisiting character motives or underlying emotional themes often leads to escalation: asking variations of the same "question" at higher intensity levels. Simulationism is a playing style recreating, or inspired by,

396-437: A game from a designer. For larger games, such as collectible card games , designers and developers work in teams with separate roles. A game artist creates visual art for games. Game artists are often vital to role-playing games and collectible card games . Many graphic elements of games are created by the designer when producing a prototype of the game, revised by the developer based on testing, and then further refined by

462-425: A game would be impossible to design, Costikyan designed Toon a few years later as a full game with the assistance of Warren Spector . Although Toon is a genuine role-playing game requiring the participation of players and a game master (called the "Animator"), it is designed with a tongue-in-cheek style that deliberately parodies many of the conventions of more standard, "serious" role-playing games. In Toon

528-439: A game. During design, a game concept is fleshed out. Mechanisms are specified in terms of components (boards, cards, tokens, etc.) and rules. The play sequence and possible player actions are defined, as well as how the game starts, ends, and win conditions (if any). A game prototype is a draft version of a game used for testing. Uses of prototyping include exploring new game design possibilities and technologies. Play testing

594-502: A genre or source. Its major concerns are internal consistency, analysis of cause and effect and informed speculation. Characterized by physical interaction and details of setting, simulationism shares with narrativism a concern for character backgrounds, personality traits and motives to model cause and effect in the intellectual and physical realms. Simulationist players consider their characters independent entities, and behave accordingly; they may be reluctant to have their character act on

660-469: A good story" to the Narrativist priorities list. She concludes that rather than being a practical guide, GNS is more useful for explaining the general ideas of role-playing and especially "for understanding how gamers behave". The role-playing game historian Shannon Appelcline (author of Designers & Dragons ) drew parallels between three of his contemporary commercial categories of RPG products and

726-402: A list of only 23 skills that cover all possible character actions. These are assigned to four controlling attributes, humorously named "Muscle" (strength), "Zip" (dexterity and speed), "Smarts" (intelligence) and "Chutzpah" (pushiness and self-confidence). In addition, characters can have optional "Shticks", which give them unusual cartoon-like abilities, such as flying or invisibility. The game

SECTION 10

#1732801354190

792-473: A lot of fun." In the April 1989 edition of Dragon (Issue #144), Jim Bambra took a retrospective look at the then five-year old game, and called it "a classic – a game which deserves the attention of everyone looking for a dramatic change of pace and emphasis in their role-playing." Bambra complimented the easy rules and flexible system, and concluded, "I highly recommend it as an evening’s entertainment and as

858-415: A role-playing game is produced, additional design elements are often devised by the players themselves. In many instances, for example, character creation is left to the players. Early role-playing game theories developed on indie role-playing game design forums in the early 2000s. Game design is a topic of study in the academic field of game studies. Game studies is a discipline that deals with

924-526: A set time later, with all hit points restored. This lack of true "character death" is also designed to encourage players to deliberately abandon the skills and reflexes they learned in other games, namely to have their characters able to solve problems and fight enemies while staying alive. According to the game's rules, the two prime directives for Toon players to follow are "Forget Everything You Know" and "Act Before You Think". The game encourages players to have fun above all other considerations – even to

990-415: A somewhat-realistic core system which can be modified with sourcebooks or special rules. GNS theory incorporates Jonathan Tweet 's three forms of task resolution which determine the outcome of an event. According to Edwards, an RPG should use a task-resolution system (or combination of systems) most appropriate for that game's GNS perspective. The task-resolution forms are: Edwards has said that he changed

1056-414: A variety of different gameplay postures (e.g. card hands ). Player entertainment value is also enhanced by providing gamblers with familiar gaming elements (e.g. dice and cards) in new casino games. To maximise success for the gambling house, casino games are designed to be easy for croupiers to operate and for pit managers to oversee. The two most fundamental rules of casino game design are that

1122-526: Is a comedy tabletop role-playing game in which the players take the roles of cartoon characters. It is subtitled The Cartoon Roleplaying Game . Toon was designed by Greg Costikyan and developed by Warren Spector , and first published in 1984 by Steve Jackson Games . Jeff Dee came up with the idea of creating a role-playing game based on cartoons when he and Greg Costikyan were talking with several other designers about genres that no one had designed game systems for; although they agreed that such

1188-595: Is a current research topic in metadesign . By learning through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments. Key ways that young children learn include playing, being with other people, being active, exploring and new experiences, talking to themselves, communicating with others, meeting physical and mental challenges, being shown how to do new things, practicing and repeating skills, and having fun. Play develops children's content knowledge and provides children

1254-584: Is a major part of game development. During testing, players play the prototype and provide feedback on its gameplay, the usability of its components, the clarity of its goals and rules, ease of learning, and entertainment value. During testing, various balance issues may be identified, requiring changes to the game's design. The developer then revises the design, components, presentation, and rules before testing it again. Later testing may take place with focus groups to test consumer reactions before publication. Many games have ancient origins and were not designed in

1320-460: Is a person who invents a game's concept, central mechanisms, rules, and themes. Game designers may work alone or in teams. A game developer is a person who fleshes out the details of a game's design, oversees its testing, and revises the game in response to player feedback. Often game designers also do development work on the same project. However, some publishers commission extensive development of games to suit their target audience after licensing

1386-839: Is an example of game design. Similarly, many sports, such as soccer and baseball , are the result of folk processes, while others were designed, such as basketball , invented in 1891 by James Naismith . The first games in a new medium are frequently adaptations of older games. Later games often exploit the distinctive properties of a new medium. Adapting older games and creating original games for new media are both examples of game design. Technological advances have provided new media for games throughout history. For example, accurate topographic maps produced as lithographs and provided free to Prussian officers helped popularize wargaming . Cheap bookbinding (printed labels wrapped around cardboard) led to mass-produced board games with custom boards. Inexpensive (hollow) lead figurine casting contributed to

SECTION 20

#1732801354190

1452-593: Is obsolete," and discussed that trying to fit play into the boxes provided by the model may contribute to misunderstanding it. Game design Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game . Game design processes apply to board games , card games , dice games , casino games , role-playing games , sports , war games , or simulation games. In Elements of Game Design , game designer Robert Zubek defines game design by breaking it down into three elements: In academic research , game design falls within

1518-480: The Devil meant that early American game designers eschewed their use in board games entirely. Even traditional games that did use dice, like Monopoly (based on the 1906 The Landlord's Game ), were rooted in educational efforts to explain political concepts to the masses. By the 1930s and 1940s, board game design began to emphasize amusement over education, and characters from comic strips, radio programmes, and (in

1584-572: The Threefold Model (developed by self-identified Simulationists who "didn't really understand any other style of player besides their own") "uplifted" Simulation, Edwards' GNS theory "trumpets" its definition of Narrativism. According to him, Edwards' view of Simulationism as "'a form of retreat, denial, and defense against the responsibilities of either Gamism or Narrativism'" and characterization of Gamism as "being more akin to board games " than to RPGs, reveals an elitist attitude surrounding

1650-455: The threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhner outlining the theory. Kuhner posited the main ideas for theory on Usenet, and John H. Kim later organized the discussion and helped it grow. In his article "System Does Matter", which

1716-564: The 1950s) television shows began to be featured in board game adaptations. Recent developments in modern board game design can be traced to the 1980s in Germany, and have led to the increased popularity of " German-style board games " (also known as "Eurogames" or "designer games"). The design emphasis of these board games is to give players meaningful choices. This is manifested by eliminating elements like randomness and luck to be replaced by skill, strategy, and resource competition, by removing

1782-497: The December 1984 edition of Dragon (Issue #92), Michael Dobson commented that the game "appears at first glance to be an elaborate joke." But then he went on to say that " Toon is a genuinely good idea – an original (if unlikely) concept in role-playing – that is enjoyable, fast-moving, and incredibly silly." Dobson liked the simplicity of the rules system, and concluded with a strong recommendation, saying, "Inspired silliness –

1848-749: The Five Rings contributor Marie Brennan reviews the GNS theory in the eponymous chapter of her 2017 non-fiction book Dice Tales . While she finds many of its "elaborations and add-ons that accreted over the years... less than useful", she suggests that the "core concepts of GNS can be helpful in elucidating some aspects of [RPGs], ranging from game design to the disputes that arise between players". A self-identified Narrativist, Brennan finds Edwards' definition of said creative agenda ("exploration of theme ") too narrow, adding " character development , suspense , exciting plot twists , and everything else that makes up

1914-460: The GNS theory and the Big Model. He states that although any RPG intuitively contains elements of gaming , storytelling , and self-consistent simulated worlds , the GNS theory "mistakes components of an activity for the goals of the activity", emphasizes player typing over other concerns, and assumes "without reason" that there are only three possible goals in all of role-playing. Combined with

1980-525: The artist and combined with artwork as a game is prepared for publication or release. A game concept is an idea for a game, briefly describing its core play mechanisms, objectives, themes, and who the players represent. A game concept may be pitched to a game publisher in a similar manner as film ideas are pitched to potential film producers. Alternatively, game publishers holding a game license to intellectual property in other media may solicit game concepts from several designers before picking one to design

2046-408: The basis of out-of-character information. Similar to the distinction between actor and character in a film or play, character generation and the modeling of skill growth and proficiency can be complex and detailed. Many simulationist RPGs encourage illusionism (manipulation of in-game probability and environmental data to point to predefined conclusions) to create a story. Call of Cthulhu recreates

GNS theory - Misplaced Pages Continue

2112-423: The board game is produced. The most ancient board games known today are over 5000 years old. They are frequently abstract in character and their design is primarily focused on a core set of simple rules. Of those that are still played today, games like go ( c.  400 BC ), mancala ( c.  700 AD ), and chess ( c.  600 AD ) have gone through many presentational and/or rule variations. In

2178-474: The cards in a player's hand. How players play their cards, revealing information and interacting with previous plays as they do so, is central to card game design. In partnership card games, such as Bridge , rules limiting communication between players on the same team become an important part of the game design. This idea of limited communication has been extended to cooperative card games, such as Hanabi . Dice games differ from card games in that each throw of

2244-521: The case of chess, for example, new variants are developed constantly, to focus on certain aspects of the game, or just for variation's sake. Traditional board games date from the nineteenth and early twentieth century. Whereas ancient board game design was primarily focused on rules alone, traditional board games were often influenced by Victorian mores. Academic (e.g. history and geography) and moral didacticism were important design features for traditional games, and Puritan associations between dice and

2310-677: The characters are facing them in the first place. Gamist RPG design emphasizes parity; all player characters should be equally strong and capable of dealing with adversity. Combat and diversified options for short-term problem solving (for example, lists of specific spells or combat techniques) are frequently emphasized. Randomization provides a gamble, allowing players to risk more for higher stakes rather than modelling probability. Examples include Magic: The Gathering , chess and most computer games. Narrativism relies on outlining (or developing) character motives, placing characters into situations where those motives conflict and making their decisions

2376-448: The creation of an entirely new casino game, the creation of a variation on an existing casino game, or the creation of a new side bet on an existing casino game. Casino game mathematician, Michael Shackleford has noted that it is much more common for casino game designers today to make successful variations than entirely new casino games. Gambling columnist John Grochowski points to the emergence of community-style slot machines in

2442-458: The critical study of games, game design, players, and their role in society and culture. Prior to the late-twentieth century, the academic study of games was rare and limited to fields such as history and anthropology . As the video game revolution took off in the early 1980s, so did academic interest in games, resulting in a field that draws on diverse methodologies and schools of thought. Social scientific approaches have concerned themselves with

2508-515: The development of miniature wargaming . Cheap custom dice led to poker dice . Flying discs led to Ultimate frisbee . Games can be designed for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification . Games have historically inspired seminal research in the fields of probability , artificial intelligence , economics, and optimization theory . Applying game design to itself

2574-507: The dice is an independent event , whereas the odds of a given card being drawn are affected by all the previous cards drawn or revealed from a deck. For this reason, dice game design often centers around forming scoring combinations and managing re-rolls, either by limiting their number, as in Yahtzee or by introducing a press-your-luck element, as in Can't Stop . Casino game design can entail

2640-408: The driving force. For example, a samurai sworn to honor and obey his lord might be tested when directed to fight his rebellious son; a compassionate doctor might have his charity tested by an enemy soldier under his care; or a student might have to decide whether to help her best friend cheat on an exam. This has two major effects. Characters usually change and develop over time, and attempts to impose

2706-413: The field of game studies (not to be confused with game theory , which studies strategic decision making, primarily in non-game situations). Game design is part of a game's development from concept to final form. Typically, the development process is iterative , with repeated phases of testing and revision. During revision, additional design or re-design may be needed. A game designer (or inventor)

GNS theory - Misplaced Pages Continue

2772-399: The game. Maintaining the players' interest throughout the gameplay experience is the goal of board game design. To achieve this, board game designers emphasize different aspects such as social interaction, strategy, and competition, and target players of differing needs by providing for short versus long-play, and luck versus skill. Beyond this, board game design reflects the culture in which

2838-504: The game." DiTillio concluded "for a few hours of silliness, Toon can't be beat and is a refreshing change from the ofttimes leaden pace of other role-playing games. It's fast, it's fun, it's simple." In the March 1985 edition of White Dwarf (Issue #63), Stephen Kyle gave the game an excellent overall rating of 9 out of 10, stating that "all of us have favourite cartoons or characters and Toon enables you to recreate them easily and with

2904-425: The games must be non-fraudable (including being as nearly as possible immune from advantage gambling ) and that they must mathematically favor the house winning. Shackleford suggests that the optimum casino game design should give the house an edge of smaller than 5%. The design of tabletop role-playing games typically requires the establishment of setting , characters , and gameplay rules or mechanics . After

2970-770: The horror and humanity's cosmic insignificance in the Cthulhu Mythos , using illusionism to craft grisly fates for the players' characters and maintain consistency with the source material. Simulationism maintains a self-contained universe operating independent of player will; events unfold according to internal rules. Combat may be broken down into discrete, semi-randomised steps for modeling attack skill, weapon weight, defense checks, armor, body parts and damage potential. Some simulationist RPGs explore different aspects of their source material, and may have no concern for realism; Toon , for example, emulates cartoon hijinks. Role-playing game systems such as GURPS and Fudge use

3036-488: The ideas behind this game and hope that it gets more support than most minority RPGs have done in the past. It deserves it." In the January–February 1985 edition of Space Gamer (No. 72), R.A. Greer gave a positive review, commenting, " Toon is a quick cure for all your roleplaying ills, a fast-acting balm to be applied directly to your funny bone, speeding you back to those uncomplicated days of roleplaying when it

3102-407: The improvisational skills of the referee, which is the game's major drawback." Despite this, Swan concluded by giving the game an excellent rating of 3.5 out of 4, saying, "In the hands of a witty referee and a group of receptive players, Toon can be hilarious, an excellent introductory game for novices, and a delightful change of pace for veterans." In his 2023 book Monsters, Aliens, and Holes in

3168-413: The learning process, sensitive intervention can be provided with adult support when necessary during play-based learning. Different types of games pose specific game design issues. Board game design is the development of rules and presentational aspects of a board game. When a player takes part in a game, it is the player's self-subjection to the rules that create a sense of purpose for the duration of

3234-643: The mid-1990s, for example, as a successful variation on an existing casino game type. Unlike the majority of other games which are designed primarily in the interest of the player, one of the central aims of casino game design is to optimize the house advantage and maximize revenue from gamblers . Successful casino game design works to provide entertainment for the player and revenue for the gambling house. To maximise player entertainment, casino games are designed with simple easy-to-learn rules that emphasize winning (i.e. whose rules enumerate many victory conditions and few loss conditions ), and that provide players with

3300-588: The modern sense, but gradually evolved over time through play. The rules of these games were not codified until early modern times and their features gradually developed and changed through the folk process . For example, sports (see history of sports ), gambling, and board games are known, respectively, to have existed for at least nine thousand, six thousand, and four thousand years. Tabletop games played today whose descent can be traced from ancient times include chess , go , pachisi , mancala , and pick-up sticks . These games are not considered to have had

3366-475: The name of the Threefold Model's "drama" type to "narrativism" in GNS theory to avoid confusion with the "drama" task-resolution system. GNS theory identifies five elements of role-playing: It details four stances the player may take in making decisions for their character: Brian Gleichman, a self-identified Gamist whose works Edwards cited in his examination of Gamism, wrote an extensive critique of

SECTION 50

#1732801354190

3432-495: The narrow GNS definition of narrative role-playing, which attributes enjoyment of any incompatible play-style to "'[literal] brain damage '". Lastly, Gleichman states that most games rooted in the GNS theory, e.g. My Life with Master and Dogs in the Vineyard , "actually failed to support Narrativism as a whole, instead focusing on a single Narrativist theme", and have had no commercial success. Fantasy author and Legend of

3498-410: The opportunity to develop social skills, competencies, and disposition to learn. Play-based learning is based on a Vygotskian model of scaffolding where the teacher pays attention to specific elements of the play activity and provides encouragement and feedback on children's learning. When children engage in real-life and imaginary activities, play can be challenging in children's thinking. To extend

3564-429: The player characters never die. As in many role-playing games, characters have hit points , which are deducted when the character is injured (usually in combat, or by having anvils fall on them). When characters are reduced to zero hit points they do not die or fall unconscious, but fall down. Since cartoon characters never actually die, and always return in time for the next scene, a fallen down character returns to play

3630-492: The point of breaking the rules of the game. If the players and the Animator agree that a players' actions in a game are funny and enjoyable, then that players' actions are allowed and encouraged. This can be seen as a way for players to " break the fourth wall " in the game, in the same way that animated cartoons often ignore reality for the sake of laughs. The game uses a very simple skill-based task resolution system based on

3696-488: The potential for players to fall irreversibly behind in the early stages of a game, and by reducing the number of rules and possible player options to produce what Alan R. Moon has described as "elegant game design". The concept of elegant game design has been identified by The Boston Globe ' s Leon Neyfakh as related to Mihaly Csikszentmihalyi 's the concept of " flow " from his 1990 book, "Flow: The Psychology of Optimal Experience". Modern technological advances have had

3762-495: The principles outlined in "System Does Matter", this produces a new definition of RPG, in which its traditional components (challenge, story, consistency) are mutually exclusive, and any game system that mixes them is labeled as "incoherent" and thus inferior to the "coherent" ones. To disprove this, Gleichman cites a survey conducted by Wizards of the Coast in 1999, which identified four player types and eight "core values" (instead of

3828-486: The question of, "What do games do to people?" Using tools and methods such as surveys, controlled laboratory experiments, and ethnography, researchers have investigated the impacts that playing games have on people and the role of games in everyday life. Humanities approaches have concerned themselves with the question of, "What meanings are made through games?" Using tools and methods such as interviews, ethnographies, and participant observation, researchers have investigated

3894-747: The theory. On December 2, 2005, Edwards closed the forums on the Forge about GNS theory, saying that they had outlived their usefulness. A gamist makes decisions to satisfy predefined goals in the face of adversity: to win. Edwards wrote, I might as well get this over with now: the phrase "Role-playing games are not about winning" is the most widespread example of synecdoche in the hobby. Potential Gamist responses, and I think appropriately, include: "Eat me," (upon winning) "I win," and "C'mon, let's play without these morons." These decisions are most common in games pitting characters against successively-tougher challenges and opponents, and may not consider why

3960-481: The three basic categories of GNS. He posited that " OSR games are largely gamist and indie games are largely narrativist", while "the mainstream games... tend toward simulationist on average", and cautiously concluded that this "makes you think that Edwards was on to something". Noted participant of the Forge , contributor to GNS theory, and developer of many role-playing games, Vincent Baker , has said that "the model

4026-403: The three predicted by the GNS theory) and found that these are neither exclusive, nor strongly correlated with particular game systems. Gleichman concludes that the GNS theory is "logically flawed", "fails completely in its effort to define or model RPGs as most people think of them", and "will produce something that is basically another type of game completely". Gleichman also states that just as

SECTION 60

#1732801354190

4092-480: The various roles that games play in people's lives and the meanings players assign to their experiences. From within the game industry, central questions include, "How can we create better games?" and, "What makes a game good?" "Good" can be taken to mean different things, including providing an entertaining experience, being easy to learn and play, being innovative, educating the players, and/or generating novel experiences. Toon (role-playing game) Toon

4158-433: The very heart of this game." In the December 1984 edition of Imagine (Issue #21), Mike Lewis liked the game, stating, "Toon is a very refreshing change from the usual run-of-the-mill rpgs which have been appearing recently. The game very firmly puts a sense of humour back into rpgs. If you are interested in cartoons, then Toon is an essential purchase – but even if you aren't, try it for a change. I am very impressed with

4224-534: Was fun !" In the January–February 1985 edition of Different Worlds (Issue #38), Larry DiTillio found much to like and gave the game a solid three stars out of four. He called the character generation rules "dirt simple", and found that resolving skills "is even easier than generating characters." He also admired the writing style, saying "[Greg] Costikyan has clarity, wit, and the good sense to be brief, as well as an obvious love for cartoons. The rulebook not only reads quickly and easily, it makes you eager to play

4290-561: Was first posted to the website Gaming Outpost in July 1999, Ron Edwards wrote that all RPG players have one of three mutually-exclusive perspectives. According to Edwards, enjoyable RPGs focus on one perspective and a common error in RPG design is to try to include all three types. His article could be seen as a warning against generic role-playing game systems from large developers. Edwards connected GNS theory to game design, which helped to popularize

4356-539: Was inspired by the classic Warner Bros. cartoons of the 1930s through the 1960s, and characters such as Bugs Bunny and Daffy Duck , but Steve Jackson Games is careful to avoid any copyright violations. For example, there is an "Ace Corporation" in Toon products (instead of the Acme Corporation ), and the writers' guidelines for Toon prohibit the use of the word " toon " to mean "a cartoon character". In

#189810