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	<title>Comments on: Developing a Gaming Vocabulary</title>
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	<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: 'gene cloud</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-938</link>
		<dc:creator>'gene cloud</dc:creator>
		<pubDate>Mon, 01 Jan 2007 11:48:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-938</guid>
		<description>Treasuretables.org have a pretty decent list of terms;&lt;br /&gt;http://www.treasuretables.org/glossary-of-gming-terms&lt;br /&gt;&lt;br /&gt;It would be interesting to bring together a list of design centric terms and concepts around which a common design language could be created. A gaming terms list is good for new players, a common design language could be more interesting - albeit to a smaller audience.&lt;br /&gt;&lt;br /&gt;Situations (not plots) and Revelations are good candidates for common language.</description>
		<content:encoded><![CDATA[<p>Treasuretables.org have a pretty decent list of terms;<br /><a href="http://www.treasuretables.org/glossary-of-gming-terms" rel="nofollow">http://www.treasuretables.org/glossary-of-gming-terms</a></p>
<p>It would be interesting to bring together a list of design centric terms and concepts around which a common design language could be created. A gaming terms list is good for new players, a common design language could be more interesting &#8211; albeit to a smaller audience.</p>
<p>Situations (not plots) and Revelations are good candidates for common language.</p>
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		<title>By: benje</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-935</link>
		<dc:creator>benje</dc:creator>
		<pubDate>Wed, 15 Feb 2006 21:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-935</guid>
		<description>&lt;a href=&quot;http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html&quot; rel=&quot;nofollow&quot;&gt;http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Phil Masters &amp; Aaron Allston?  That&#039;s solid gold.</description>
		<content:encoded><![CDATA[<p><a href="http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html" rel="nofollow">http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html</a></p>
<p>Phil Masters &#038; Aaron Allston?  That&#8217;s solid gold.</p>
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		<title>By: Ping</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-932</link>
		<dc:creator>Ping</dc:creator>
		<pubDate>Wed, 15 Feb 2006 14:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-932</guid>
		<description>Scholz wrote: &quot;Perhaps Taxonomy is a better term for what we&#039;d be doing. Classifying and describing differences of things we note in gameplay.&quot;&lt;br /&gt;&lt;br /&gt;That&#039;s not what I was thinking about.  A taxonomy is just that, a list of terms with maybe some sort of heirarchical relationship like a list of animal species.  A more challenging idea is to try to model a game with its entities, relationships, concepts and behaviors both physical and non-physical.  The real question is (and I&#039;m a CS person, not a philosopher) what would be the use of such a model?  Suppose we had the perfect model of a game or even an individual game.  What types of answers or inferences would we want to ask this model?  I don&#039;t know how computer games work.  I suspect they are rule-based systems, but maybe they have more sophisticated logical structures underneath them to provide real-time answers. &lt;br /&gt;&lt;br /&gt;Actually defining a &quot;gameworld&quot; with an ontology is more mentally and possibly computationally accessible just as people have tried to model the real world, but at least with a gameworld, you can limit it how you choose and you wouldn&#039;t have to try to model gamer behavior.&lt;br /&gt;&lt;br /&gt;OK, now I&#039;m really starting to think about it, and as a strawman, I throw out there that a model of a game is that a game has 3 entities, players, dm, characters.  Players have characters, the dm has characters.  Other concepts that exist are gameworld and challenge and action and scene.   A game consists of scene(s), scenes consist of challenge(s) presented by the dm to the players.  The players then provide actions with their characters and this loops with a cardinality of 0 to infinity.  I can think many other attributes, concepts and sub-concepts and relationships to make this a more sophisticated model but you get the gist.&lt;br /&gt;&lt;br /&gt;I don&#039;t think this is useful beyond an intellectual exercise, and what those guys in the UK have is more than a good start for what&#039;s probably more practical.</description>
		<content:encoded><![CDATA[<p>Scholz wrote: &#8220;Perhaps Taxonomy is a better term for what we&#8217;d be doing. Classifying and describing differences of things we note in gameplay.&#8221;</p>
<p>That&#8217;s not what I was thinking about.  A taxonomy is just that, a list of terms with maybe some sort of heirarchical relationship like a list of animal species.  A more challenging idea is to try to model a game with its entities, relationships, concepts and behaviors both physical and non-physical.  The real question is (and I&#8217;m a CS person, not a philosopher) what would be the use of such a model?  Suppose we had the perfect model of a game or even an individual game.  What types of answers or inferences would we want to ask this model?  I don&#8217;t know how computer games work.  I suspect they are rule-based systems, but maybe they have more sophisticated logical structures underneath them to provide real-time answers. </p>
<p>Actually defining a &#8220;gameworld&#8221; with an ontology is more mentally and possibly computationally accessible just as people have tried to model the real world, but at least with a gameworld, you can limit it how you choose and you wouldn&#8217;t have to try to model gamer behavior.</p>
<p>OK, now I&#8217;m really starting to think about it, and as a strawman, I throw out there that a model of a game is that a game has 3 entities, players, dm, characters.  Players have characters, the dm has characters.  Other concepts that exist are gameworld and challenge and action and scene.   A game consists of scene(s), scenes consist of challenge(s) presented by the dm to the players.  The players then provide actions with their characters and this loops with a cardinality of 0 to infinity.  I can think many other attributes, concepts and sub-concepts and relationships to make this a more sophisticated model but you get the gist.</p>
<p>I don&#8217;t think this is useful beyond an intellectual exercise, and what those guys in the UK have is more than a good start for what&#8217;s probably more practical.</p>
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		<title>By: Scholz</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-936</link>
		<dc:creator>Scholz</dc:creator>
		<pubDate>Wed, 15 Feb 2006 09:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-936</guid>
		<description>Here is a start of a taxonomy:&lt;br /&gt;&quot;The Slave to Concept&quot; This is the player who once he or she has &#039;discovered&#039; or &#039;created&#039; the character feels obliged to be &quot;True&quot; to the concept. If the concept requires unbalancing powers, the chracter must have unbalancing powers, if the concept requires play breaking fanaticism to (an interpretation of)a cause, then the player will break the game. &lt;br /&gt;When confronted, They may become passive aggressive, volunteer to retire the charcter unblemished by sacrifice, or simple refuse to tow the line. &lt;br /&gt;Sadly, these players are often the most interested in the game, most willing to role-play, and the best roleplayers in certain circumstances. You don&#039;t want to discourage them, but you can&#039;t let them hold hostage the game either.</description>
		<content:encoded><![CDATA[<p>Here is a start of a taxonomy:<br />&#8220;The Slave to Concept&#8221; This is the player who once he or she has &#8216;discovered&#8217; or &#8216;created&#8217; the character feels obliged to be &#8220;True&#8221; to the concept. If the concept requires unbalancing powers, the chracter must have unbalancing powers, if the concept requires play breaking fanaticism to (an interpretation of)a cause, then the player will break the game. <br />When confronted, They may become passive aggressive, volunteer to retire the charcter unblemished by sacrifice, or simple refuse to tow the line. <br />Sadly, these players are often the most interested in the game, most willing to role-play, and the best roleplayers in certain circumstances. You don&#8217;t want to discourage them, but you can&#8217;t let them hold hostage the game either.</p>
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		<title>By: Scholz</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-933</link>
		<dc:creator>Scholz</dc:creator>
		<pubDate>Wed, 15 Feb 2006 09:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-933</guid>
		<description>Also.. the idea of a gaming &#039;ontology&#039; is more than just a vocabulary. The idea of ontology, supposed some kind of existence, what sort of things really exist. There could be an internal &#039;game&#039; ontology (do HitPoints and Levels &#039;really&#039; exist, or are they just game mechanics. But from a metagaming perspective, I am not sure that is what we are getting at.&lt;br /&gt;&lt;br /&gt;I&#039;ve pondered the ontology of a g&#039;ameworld&#039; or &#039;game experience&#039; before. Do roleplayed experiences count as &#039;real&#039; experiences, since they share many, though not all traits, of our real experiences, including being shared, which distinguishes them from say, dreams.&lt;br /&gt;&lt;br /&gt;Perhaps Taxonomy is a better term for what we&#039;d be doing. Classifying and describing differences of things we note in gameplay. Kinds of gamers, &quot;tropes&quot; used by players (&quot;my character wouldn&#039;t do that&quot;, or &quot;this must be important, otherwise the GM wouldn&#039;t have mentioned it.&quot;), etc. &lt;br /&gt;&lt;br /&gt;I am at a loss how to create the terms where they don&#039;t exist. Terms like &quot;Power Gamer&quot;, and &quot;Rules Rapist&quot; came into being at some point, but I don&#039;t know when or how.</description>
		<content:encoded><![CDATA[<p>Also.. the idea of a gaming &#8216;ontology&#8217; is more than just a vocabulary. The idea of ontology, supposed some kind of existence, what sort of things really exist. There could be an internal &#8216;game&#8217; ontology (do HitPoints and Levels &#8216;really&#8217; exist, or are they just game mechanics. But from a metagaming perspective, I am not sure that is what we are getting at.</p>
<p>I&#8217;ve pondered the ontology of a g&#8217;ameworld&#8217; or &#8216;game experience&#8217; before. Do roleplayed experiences count as &#8216;real&#8217; experiences, since they share many, though not all traits, of our real experiences, including being shared, which distinguishes them from say, dreams.</p>
<p>Perhaps Taxonomy is a better term for what we&#8217;d be doing. Classifying and describing differences of things we note in gameplay. Kinds of gamers, &#8220;tropes&#8221; used by players (&#8220;my character wouldn&#8217;t do that&#8221;, or &#8220;this must be important, otherwise the GM wouldn&#8217;t have mentioned it.&#8221;), etc. </p>
<p>I am at a loss how to create the terms where they don&#8217;t exist. Terms like &#8220;Power Gamer&#8221;, and &#8220;Rules Rapist&#8221; came into being at some point, but I don&#8217;t know when or how.</p>
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		<title>By: scholz</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-934</link>
		<dc:creator>scholz</dc:creator>
		<pubDate>Wed, 15 Feb 2006 09:29:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-934</guid>
		<description>I am not sure a consistent vocabulary is possible. But people have tried it over the years... here is a site with one such attempt.&lt;br /&gt;&lt;br /&gt;http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html</description>
		<content:encoded><![CDATA[<p>I am not sure a consistent vocabulary is possible. But people have tried it over the years&#8230; here is a site with one such attempt.</p>
<p><a href="http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html" rel="nofollow">http://www.philm.demon.co.uk/Miscellaneous/Vocabulary.html</a></p>
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		<title>By: ping</title>
		<link>http://arsludi.lamemage.com/index.php/19/developing-a-gaming-vocabulary/comment-page-1/#comment-937</link>
		<dc:creator>ping</dc:creator>
		<pubDate>Mon, 13 Feb 2006 12:33:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.lamemage.com/proto/wordpress/?p=19#comment-937</guid>
		<description>Ooo, I smell an ontology.  I&#039;m sure Scholz would be up for that and I think it&#039;s a great concept though at first I thought maybe just a non-relational set of terms is all that this needs, but then I started structuring it in my head and I&#039;m back to an ontology.  &lt;br /&gt;&lt;br /&gt;Or maybe I just like typing the word ontology.  Lots of &#039;o&#039;s.</description>
		<content:encoded><![CDATA[<p>Ooo, I smell an ontology.  I&#8217;m sure Scholz would be up for that and I think it&#8217;s a great concept though at first I thought maybe just a non-relational set of terms is all that this needs, but then I started structuring it in my head and I&#8217;m back to an ontology.  </p>
<p>Or maybe I just like typing the word ontology.  Lots of &#8216;o&#8217;s.</p>
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