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It’s a new thing, Gameplaywright, and it’s about games, and it’s about stories.

It makes sense to start this new thing with a statement for the record — I’m not sure I’ve ever done this — about what I think a game is, and what I think a story is, and what I think makes a given example of each better or worse than others of its species.

Caveat 1: This is what I think today. If you read About Gameplaywright, you’ll see that I’m not afraid to be wrong, and hopefully you’ll also get the sense that part of the point is to evolve better ideas through writing.

Caveat 2: This is top-level thinking, in the broadest possible terms. It’s a blog post, not a 12-volume encyclopedia.

The chief ingredient of a game is gameplay.

Gameplay is the thing a game player does, which makes a game interactive by definition, whether its responsiveness comes from other players, a computer running code, or a set of rules about how physical objects are to be manipulated.

A decent game has an atomic unit of gameplay that repeats itself over the course of a game, probably many times, probably in variations. In Dungeons & Dragons, the core gameplay is attacking a monster. In Yahtzee, it’s rolling a cup of dice. In most first-person shooters, it’s shooting. In a good game, the core gameplay is fun.

I draw the line between games and toys by segregating things you can win or lose from things you can’t. (However, it’s not necessary for someone else to lose if you win, and vice versa, for a thing to be a game.) This may make RPGs toys; I may be willing to live with that.

What I like in games, perhaps most of all, is when they give their players the opportunity to express creativity: to solve problems in interesting ways, to show off their skill with flourish, to make up characters and situations and awesomeness. Obviously, I’m drawn to RPGs — be they games or no — largely because their canvas is so broad.

The most important thing about stories is drama.

I think it’s possible to have a story without drama, but I think the people creating and experiencing them are wasting their time.

My dictionary says a drama is “an exciting, emotional, or unexpected series of events or set of circumstances,” but I say that’s insufficient. Having studied film and screenwriting formally (for better or worse), my take on drama runs to the filmic: Good drama is about people, who try to do things, but have trouble with that, but also, good drama requires the people experiencing the story to care about whether the people in the story eventually get whatever-it-is done.

To say that I’m inflexible on these characteristics constituting worthwhile drama is an understatement in November, 2007. If I experience your story and do not care about it one way or the other, no matter how cunningly I see that it was crafted, you have not made a good story.

Games, meet stories. Stories, meet games.

Welcome to Gameplaywright.

The chief ingredient of a game is gameplay.

Gameplay is the thing a game player does, which makes a game interactive by definition, whether its responsiveness comes from other players, a computer running code, or a set of rules about how physical objects are to be manipulated.

A decent game has an atomic unit of gameplay that repeats itself over the course of a game, probably many times, probably in variations. In Dungeons & Dragons, the core gameplay is attacking a monster. In Yahtzee, it’s rolling a cup of dice. In most first-person shooters, it’s shooting. In a good game, the core gameplay is fun.

I draw the line between games and toys by segregating things you can win or lose from things you can’t. (However, it’s not necessary for someone else to lose if you win, and vice versa, for a thing to be a game.) This may make RPGs toys; I may be willing to live with that.

What I like in games, perhaps most of all, is when they give their players the opportunity to express creativity: to solve problems in interesting ways, to show off their skill with flourish, to make up characters and situations and awesomeness. Obviously, I’m drawn to RPGs — be they games or no — largely because their canvas is so broad.

The most important thing about stories is drama.

I think it’s possible to have a story without drama, but I think the people creating and experiencing them are wasting their time.

My dictionary says a drama is “an exciting, emotional, or unexpected series of events or set of circumstances,” but I say that’s insufficient. Having studied film and screenwriting formally (for better or worse), my take on drama runs to the filmic: Good drama is about people, who try to do things, but have trouble with that, but also, good drama requires the people experiencing the story to care about whether the people in the story eventually get whatever-it-is done.

To say that I’m inflexible on these characteristics constituting worthwhile drama is an understatement in November, 2007. If I experience your story and do not care about it one way or the other, no matter how cunningly I see that it was crafted, you have not made a good story.

Games, meet stories. Stories, meet games.

Welcome to Gameplaywright.