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The Roleplayer's Redoubt

Is there a really place for roleplaying in MMOs? What do roleplayers bring to the table? How can developers foster stronger roleplaying communities? How do traditional concepts fit into the realities of contemporary online roleplaying?

Author: OddjobXL

Noticed: Terry Gilliam Interview

Posted by OddjobXL Monday December 28 2009 at 9:35AM
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I don't know if anyone's still reading this thing.  I've been very tardy in adding new posts for over half a year now.  Real life's gotten busy and complicated.  First there was a family emergency, very bad news, and then my temporary part time status at work ended and I was full time again, very good news.  Both happened around the same time and have conspired to keep me from posting with the frequency I'd have preferred.

However I saw this interview today and thought it was worthy of Notice.  MMO designers and roleplayers might well enjoy this interview with Terry Gilliam at Salon:

"I suspect Parnassus may be a liar. Maybe everything he says in there is a lie. It's about ego: He and his monks are telling the eternal story that keeps the universe going. It's about him! And then he discovers, 'Oh, other stories are just as important as my story.'

That's all we live on, is story. What is 24-hour news? Most of it is story. It's invented. You have to fill 24 hours of shit, and there just isn't that much news. So you create stories, and they can be anything. That's what I'm trying to say: We live on that. It gives form to our lives. It gives form to everything, whether it's a good story or a bad story. People talk about journalism as factual. I think it's fictional, or at least half of it is."

" To me, telling stories about stories, it's trying to get people to think. At the heart of everything I'm doing is trying to get people to think, and to encourage those who have the capability of thinking to say, "Oh, I'm not alone. We can play in there." Sometimes it happens the first time the films come out, and sometimes it takes years. More often than not my films play better the second time you see them. The first time you say, "What was that?" I'd like to think I'm modern, I'm part of the DVD generation. You can watch my films over and over again and you'll find something new. It doesn't help the opening-weekend box office, necessarily. [Laughter.]"

http://www.salon.com/entertainment/movies/the_imaginarium_of_doctor_parnassus/index.html?story=/ent/movies/andrew_ohehir/2009/12/25/gilliam

 

Do you think there are "thinking people" out there in MMO land?   Can MMOs wrap gameplay and narrative together in ways that challenge us to think a little bit and have fun at the same time?  Or would any such attempt be doomed to Gilliamism?   If so, is that really a doom at all?

Fallen Earth: FPS MMO Roleplaying?

Posted by OddjobXL Monday May 4 2009 at 9:40AM
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It's been a while.  Being older I find life is full of complications and being a gamer, full of distractions.  Both have been brewing up a storm lately. 

Full disclosure, Wes Platt is a writer over at Fallen Earth whom I've known for over ten years since I created a character for the first "season" of his original RP MUSH OtherSpace.  While I haven't talked to him in years word came out he was over there so I, belatedly, stuck my nose in.  Frankly, it didn't sound all that promising.  Twitch-based gameplay and what seemed like a heavy PvP slant mixed with a generic post-Apocalyptic setting probably wouldn't draw roleplayers.

When I'm wrong I'm wrong.  The first hint something different was going on here was the poll on interest in roleplaying in the general discussion forums: Roleplaying Anyone?.  As you can see the majority of respondents at 59% self-identify as 'prefer to roleplay as much as possible' with another 32% will roleplay occasionally  if they run into a roleplayer.

This seemed to run counter to many of my assumptions, yes?

Then I find Tiggs over there, who was a beloved community relations figure back during the 'good old days' at SWG which, itself, was saturated with roleplayers (and still is - no coincidence that Starsider, the Unofficial RP server, is the most populated server currently).  And then there's PostApocPooka who is a former writer and content developer for White Wolf in the mix.  Lastly, every "meet the developers" interview asked what their favorite PnP (pen and paper or tabletop) RPG is.  While a few have no idea what this means most have favorites or are actively involved in games.

As I read the official fiction and read up on how the setting is being developed I see as much love and interest in this, what some call fluff, aspect as I do the game systems themselves and they're mutually reinforcing:  fiction fits the gameplay which fits the fiction.  This is, to my way of thinking, the main reason to use original settings when designing MMOs.  You can just sidestep the pitfalls that threaten the intellectual integrity of licensed settings.  A character can't die in Fallen Earth?  Because he's cloned!  Hey, if it's good enough for Eve Online it's good enough for Fallen Earth. 

I could spend a good deal of time talking about the game systems or the setting and why it's appealing to roleplayers but for now let me turn you on to two links that will do the job for me (and, hell, I'm still exploring Fallen Earth myself so I can't honestly put an expert hat on here):

Fallen Earth: InfoTerminal is a comprehensive accumulation of knowledge about the game.  It's fan run but it's far more useful than anything on the official site.  Note, the game is in beta currently and information here may change.  But have a look if the idea of combat vehicles or SWG style deep crafting or mutant powers or nice toys appeals to you.

Swinging Open The Doors is something I almost never see:  a "How To Roleplay" guide that's useful and wise and not pedantic.  It's rightly stickied in the Last Haven (RP) forum.  This is a link I'll be bookmarking and sharing with folks even outside the Fallen Earth community.  Even more importantly it links to the kind of background information RPers need. 

Count me in.  I'm still curious how this mix of PvP and RP will work together or the extent to which PvP will really be as central as I assume.  Given how flawed my assumptions have been about Fallen Earth so far...who knows?  This is one saga I need to see play out for myself.

Fooling The Trekkies: RP Resources For Star Trek Online

Posted by OddjobXL Monday April 6 2009 at 9:38AM
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Let's face it.  We're whupped.  Unless we've been following Star Trek all these years or have the free time and disposable resources to acquire and watch all five series collections and the movies, we're whupped.  Unlike Star Wars, which has comparatively little face time on the screen and requires a more generous approach to printed, EU, canon: Star Trek's only canon is what has appeared in the various television series and the films.  And there's a lot of it.

Worse, we're captains in Starfleet, or from the Klingon Imperial alliance, so if we're roleplaying Academy bred captains and captains alone we can't exactly pull a Luke Skywalker and plead ignorance of that big old confusing universe out there.

There's simply no way we're going to be real experts on the setting. 

But the beauty of the thing is that we can fake it enough.  Even the details have a single repository we can keep on hand and refer to as needed.  Generally, the story dynamics of the series and ideally the best roleplaying will have more to do with concepts and personalities rather than the nuances of Federation law or the history of the Telerites.  The who?  Yeah, well, yeah.  I could have said Vulcan but, dude, there's alot of people in The Federation and outside of it.  STO is set in the future, long after Nemesis - the last Next Generation film, and even The Ferengi have joined up now.  The Klingons have absorbed The Gorn and The Orions and the Nausicaans.

Bogglin'?  Of course you are!  Either you know what those names mean and can't imagine how this has happened or you've never heard of them and aren't even sure you want to do your roleplayer's due diligence and research them.  So many names!  And that's scratching the surface.

For people who already know Star Trek I'd recommend keeping up on the Timeline as it progresses on the Cryptic website.  It should explain how we got from here to there:

http://www.startrekonline.com/fiction

For those who don't, there's one great free wiki resource for canonical information organized by subject:

http://memory-alpha.org/en/wiki/Portal:Main

Memory Alpha's articles may link to Memory Beta, which is noncanonical additional information but keep in mind Star Trek really means noncanonical - this stuff is for entertainment purposes only unlike Star Wars EU content which is often treated as essential.   It also links on occasion to Ex Astris Scientia which is another fan run site and which contains canonical and noncanonical information.

Next we end up with Printed Material:

As always the resource of first resort should be the latest edition of the latest version of the tabletop RPG about the setting.  In this case we're looking at Decipher's Star Trek Roleplaying game.  While the rules will have nothing to do with how Star Trek Online will play the "fluff" text should help you learn, or refresh yourself, on ideas about the setting and the technology in general. With this in hand you'll learn all the essentials you'll need. 

The Player's Guide covers the basics of gear, the nature of The Federation and Starfleet.  It discusses a bit of what life on a Federation starship is like.  You'll also find ideas to help you brainstorm a character.  The focus is a bit broader than one might imagine, or generally even want, as it covers many non-Starfleet or military approaches to character creation.  The information on individual alien cultures is minimal but you can always do homework on Memory Alpha or with the Encyclopedia.

The Narrator's Guide covers more detail about the setting, historical detail, possible kinds of stories, the nature of space and how to approach visualizing a campaign and planning for it.   There is useful information here but it's not as fundamental as the information in the Player's Guide.

The Starfleet Operations Manual will be very handy for Starfleet characters.  Diagrams of a ship's bridge and a tricorder are there for your investigation.  Descriptions of alert states and standard operating procedures for away teams or other situations are described.  Many additional Federation races are written up briefly (did I mention Telerites?).  While the list of ships isn't what I'd call comprehensive it does cover the important Federation classes along with what's in The Player's Guide and The Narrator's Guide.   The nature and function of outposts and starbases is also described.

And that's all you really need.  Those three books will give you an idea of what a normal Starfleet Captain might know, at least in part, along with plentiful ideas for roleplay and the rest can be researched ad hoc in Memory Alpha.

However, for completists who really want to fool the Trekkies, I'd recommend the following as well:

The Star Trek Encyclopedia is essentially a "Memory Alpha" that's a book and you can use it to research words or concepts on the fly as you roleplay.  Someone drops a reference to the Lissepians or "osmotic pressure therapy" in a line of dialogue?  Don't tab out and lose your place!  Crack open the Star Trek Encyclopedia!

Okay, you like Scotty.  You really want to be able to drop complicated technical terms on the fly and do it well without having to take notes on over a thousand dollars worth of DVDs.  Hell, you might just plain be curious how teleporters or warp drive works!  You want Star Trek: The Next Generation Technical Manual.  While it doesn't have detailed maps of the Enterprise it does describe all the basic tech which applies to almost all Starfleet vessels.  Keep in mind, though, there is some new technology which has come up since the Borg arrived and was tested in the Dominion Wars.  Ablative armor among other things.  I suspect that information will be in Star Trek: Deep Space 9 Technical Manual.  The TNG Tech Manual covers more subjects more broadly and has more general utility for our purposes.  The rest can be dug up on Memory Alpha as needed.

You like Data and Spock or perhaps The Doctor?  Star Trek Science Logs may be for you.  While it doesn't go into great detail explaining individual events or phenomenon it does look at sci-fi subjects that have cropped up on the shows and looks behind the scenes at real science and speculation around those subjects.  There's another book along these lines, The Physics of Star Trek, which I haven't looked at yet.  It appears to be a more serious look at where Star Trek goes right and wrong with heavier real science content.  More useful to the roleplayer, from what I can tell, are the Science Logs as it could spur some interesting roleplaying ideas with a much broader survey of what's come before.

Oh, you're more of a Sulu or Geordi junkie?  Big on the helm and on where the ship is and where it might go next?  You'll want to look into Star Trek: Star Charts.  This is a pretty neat book for sorting out in your mind where, say, The Romulan empire is in relationship to Cardassia or how a starship captain orients himself to where he is.  Sector 001 may be Sol, and what exactly is a sector anyhow, but the center of the galaxy is the real middle of things and all four quadrants are split up around that.  Are we heading spinward or coreward or rimward?   What's in the middle of the galaxy?  What bounds it?   I know what an M-class planet is.  What are the other classes?  What's a "main sequence" star?  I do put Star Charts last on my list because the basic information here can be gathered from other sources including the Decipher Narrator's Guide or Memory Alpha or The Encyclopedia.   It's likely that STO won't be all that fussy about everything fitting together based on this, canonically derived but non-canonical, book so its utility may be limited.  Still it's pretty and it will help you figure out "You Are Here" when you get lost.

Roleplay In Action: Caoiliann's Way

Posted by OddjobXL Thursday April 2 2009 at 7:17AM
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After reading the discussion in the comments of "Roleplayer as Puppeteer" between Alda and myself about how tabletop roleplaying works and the different sources of, and ways of arranging, story in roleplaying, Caoiliann describes how her group goes about MMO roleplaying.

Roleplay In Action:  Caoiliann's Way

I can't deny that RP within the MMO game world is limiting, in that you can only use and do what's available within the game mechanics. However, I think it's a disservice to act as if our imaginations turn off the minute we turn the game on. The MMO isn't everything and letting it replace authorship as to what is possible or feasible based on in-game limitations is a mistake. It doesn't have to be that way, though.

The way my people and I have always run our game RP is with two somewhat concurrent pieces of the same overarching story going on at once, some on forums and some in-game. Things that are better left to walls of text full of description and action happen on the message boards; the complex conversations and interactions happen in-game. The two parts work in tandem to form the plot and a consistent game world.

They're not always synced up perfectly, but when you have a good group that knows at least the general direction of the resolution of the yet-unwritten parts, it's never been difficult to forge ahead or drop behind the forum's main plot, or to just go on tangential side plots that involve a smaller subset of the actors.

I think that this requires a great deal more coordination than anything that a DM would run, of course. In your setup, the DM sets all the pieces up and then lets the actors go wild exploring it, which has a certain amount of appeal. In our game-related setup, you're sharing authorship with at least one, and usually many, other people for the overarching storyline, where only a point A and point B are established common places for each section to begin and resolve. It's a lot more work for everyone involved, but I have to say that it has been exceptionally rewarding and fun despite its challenges.

It's definitely not the type of setup for a control freak. The ringleader of this three-ring-circus (usually me) can't truly exercise any more control than painted lines on the highway: there are strongly suggested boundaries, and good places to be passing on the left than others, and here's the desired speed limit.

But from there, the control goes back to the rest of the actors, and it's up to them to draw that map from A to B as a collective. I can't control the pace and can't keep them inside the lines. I'm not the DM, just the name on the back of the historical archive of stories.

There is definitely risk involved in that. I have to trust them the same way they trust me to make it work, and we have to be willing to make mistakes sometimes and make allowances for that. We've all retconned a little every now and again or sacrificed what we thought would be the MOST AWESOME IDEA EVAR for our own character for the greater good of the plot.

I'm not sure it could work for every group of RPers - it takes a high level of honesty, trust, and a strong belief in the value of the people in your group, and more than one or two bad apples who are too "me" centered can make it difficult if they're not evicted or successfully written out. We definitely saw those kinds of attitudes aplenty in AoC, which is why things struggled to function. However, in CdIO (and in the "reformed" HC) this has very rarely, if ever, been a serious problem.

It's an art, not a science, and it is far from perfect. I don't think it's ever run perfectly. But the outcome has always been wonderfully, completely rewarding, and it gives everyone a sense of ownership and pride that sticks with us.

That's not to say anything about whether tabletop or DM-run RP is good or bad, but it is honestly my defense about how herding RP cats in my limited MMO world can and does work with the right group of creative, generous people.

The Human Canonball

Posted by OddjobXL Tuesday March 31 2009 at 10:19AM
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As a roleplayer I spend a good deal of my time either studying or trying to replicate a setting.   I've been MIA for a few days catching up on Star Trek.  Lord, I thought Tolkein had alot of time on his hands to make crap up!  Still, it's an interesting setting and one I'd just not seriously looked at before.  Confession, I'm really more of a vicarious swashbuckler so my natural tastes tended to Star Wars, back in the day, or Firefly now.  My tastes are adjusting quickly to this new prospect.

For me, perhaps not for every roleplayer, a good deal of the fun is doing my homework.  I'm a loremaster.  I like knowing as much as I can about a place, real or fictional, before I jump into character creation mode.  The more I know the more I can be inspired by.  I can create original characters and interpretations once I understand how the creator, and the fan, visualizes the local reality.

Star Trek Online may suck (I find this highly doubtful based on what we know so far) but I've had fun already just exploring the world and seeing the sights of Star Trek: The Next Generation from the roleplayer's angle:  This isn't just information, not just stories being told to a passive reader or audience, but stuff I may actually use one day.

However, canon can be dangerous to a healthy roleplaying experience as well.  The more you know, inevitably, the less any game can measure up.  There are so many possibilities and variations that a designer has to settle down and focus on central themes and practical gameplay within the constraints of budget, technology and a release date.

When I started playing Star Wars Galaxies, for example, I knew very little other than the original triology so I saddled up and got to work.  Now I probably know more about Corellia's history, freetraders and smugglers than most.  

Heck, in SWG you didn't even have to be a loremaster to see all the missing elements in the original release.  No Jedi, No Space and No Empire or Rebellion (in any recognizeable form) is pretty obvious stuff.  But as a loremaster I came to recognise many additional imperfections and outright errors in design.  I learned about CorSec and Corellia's semi-neutral status from the EU.  Yet, Corellia was a world in the middle of the conflict in SWG and while Corsec, the law enforcement of the world, was present they just sorta sat around and didn't do anything.  Why even have them?  Was it just fan service?  And how are the fans served if something they presumably want to see in the game isn't really fulfilling any kind of role one would expect?

So, the more you know about setting the harder it is to embrace compromise with the often muted or warped representations in a game.   This is why fans of a setting, and roleplayers, will be very vocal about this in forums.  They're not crazy.  They know what they want.  Now, they may not be diplomatic, reasonable or realistic.  Still, a designer should shoot for accurate representations of what they do put in and leave things out entirely if they can't be done accurately, on time or on budget.   The priority should be those elements which reinforce central themes of the setting not the little stuff on the margins no matter how much some players might fetishize a certain narrow aspect.  And certainly not, as Koster did, gameplay elements shoehorned on for the sake of experiment or proving some design theory that don't serve the setting at all.

Alright, that aside, there's another downside to knowing too much canon.  Some players will use their knowledge of canon to intimidate other players.  They'll lecture, berate and mock people who don't know what they do or who "don't play right."  

There is nothing that's more a scourage to a healthy roleplaying community than these folks. 

The way canon works in actual roleplaying is that it gives knowledgable people more details to bring up in /emotes and broader ways, say forum roleplay as an adjunct, to recreate the setting in words.   If everyone knows "the language" of the world, its unique glossary of terms and related ideas and themes, they'll be able to imagine their characters and the world around them much more vividly.  That's how roleplayers achieve immersion.  They're recreating what they've learned, by directed study or by passing interest over the years, in their own way, their own words, to add to the experience for each other.

However, people without that kind of specialized knowledge can have fun too.  They're less picky about words being used the right way or all references to the setting being lined up correctly.  They've got a general idea and they can run with it just fine, thank you very much.  In fact even hardcore roleplayers have characters who probably spend more time as just being people, often with colorful personalities of course, than being people from particular settings dropping glossary terms and references right and left.   Still, the more you know the better you can sustain character and dialogue and stay consistant.

But that incessant lecturing of canonistas can drive people away.   I've seen roleplayers who are hostile to the idea of canon, understanding a setting, altogether because of how some people act.  And that's a damn shame.  Because some people use their knowledge of canon as weapons of intimidation to promote their own lofty status in some roleplayer social pecking order many people are turned off to roleplaying altogether.

Very often these purists aren't really all they claim anyhow, I've found.

My approach is to use canon and be as hardcore as I can in my own roleplay while also adjusting my approach to those I encounter.  If I run across a nonroleplayer I'll drop character entirely to be helpful to that person.  If I encounter someone with more limited knowledge I'll play to a more interpersonal kind of exchange than one that deals with major plot points or obscure references.  I may offer advice, or detail they might have missed from canon, in an OOC /tell but often I don't.  Why mess with someone else's good time even if I mean well?

Now there will be times someone's style just annoys me too much.  Or maybe I'm just not in the mood to be a helpful guy.  Hey, I'm not selfless I'm just a reasonable and sometimes selfish human being. 

Then I ignore what's bothering me and move on to something else.  What you don't do is ridicule them, talk about them behind their backs, or put mocking posts on a forum.  Live and let live.

One day that clueless character who can't even capitalize words or use punctuation and insists he's the king of the universe with x-ray vision whose family was, indeed, killed by The Empire but is secretly Darth Vader's son...maybe one day, he'll be a good roleplayer.  Just give it time.  Don't pound on him.  We all started off somewhere and we all had, and have, a great deal more to learn about how this roleplaying thing works.

Eve Is From Mars, STO Is From Venus

Posted by OddjobXL Thursday March 26 2009 at 9:40AM
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Put down the disruptors and the bat’leths my Klingon friends.  You know this to be true even in your warrior hearts. 

Eve Online is from Mars and STO is from Venus.

PvP is the bloody beating heart of Eve Online.  Eve is where the libertarians and survivalists and neoconservatives go.  Dog eat dog.  Capitalism is the only true system of economics and trade makes the universe go 'round.  The universe is a hostile place so one must be willing to preempt, to walk "the dark side", to be wary of intruders.  Shoot first.  Never apologise.  They'd do it to you if you didn't do it to them first.  If someone trusts you, you're doing them a favor by screwing them over as it teaches them a lesson they'll learn sooner or later anyhow.  Don't fly anything you can't afford to lose.  Pod pilots are the superior, immortal, race above humanity that will rule its destiny.  Theology is merely a tool for war.  Liberal cultures are corrupt and hypocritical and prone to disintigrate without an enemy to rally them.  Never trust CONCORD (Eve's equivalent of the United Nations).  They're up to something.

PvE will be at the core of STO.   STO will be where you'll find idealists, scientists, socialists and diplomats. The Federation welcomes new ideas.  It never shoots first.  We almost all will belong to it (Over 70%, in an informal poll, wish to be Federation and nearly 60% PvE Federation alone).  The most innovative systems in the game are procedurally generated missions and worlds for PvE, along with competative PvE in the Neutral Zone, and we're promised violence will not always be the answer to resolving situations.   The Federation thinks of capitalism as a quaint phase in human evolution and has solved the problems of inequality and hunger through replicator technology (if not, perhaps, on the colonial frontiers).   Crafting may well take the shape of tinkering on and improving one's own starship rather than grinding out mass quanities of goods for resale.   Every player will have NPC crewmen, the bridge crew/away team, to cultivate and nurture.   There may be multiplayer ships eventually, if not at launch, further stressing cooperation and mutual dependance.

Yes, Eve has some PvE content but it's as limited as I suspect STO's PvP (consentual PvP in the Neutral Zone and isolated FFE PvP areas in 'deep space') will be.  An option, a break, from the central flow of the game. 

STO also has avatars and ground combat where Eve's promise of Ambulation is likely as far off as STO's release if not further.

As a roleplayer I find both, to quote a pointy-eared fellow who's not an elf, "Fascinating." 

Eve's player driven dynamism is indisputable and the systems very much reward PvP play with depth of design, tactical options and strategic planning and considerations.  Roleplaying flows naturally from the gameplay whether or not players intend to be roleplaying.  The game is the setting, the setting is the game.  However, PvP is not always fun.  To play the 'real' game takes a huge amount of commitment and focus though casual gamers don't even have to log in to level what they play tends to be a small role on the fringes as hunter-gatherers or prey.

Star Trek Online's approach seems to be really about recreating the 'adventure and exploration' heart of Star Trek with a side helping of DS9 flavored strategic conflicts.  Big ships, big crews and going places no one has seen before (because they're being created on the fly).  The cooperative nature of The Federation and PvE style gameplay should create a much cozier, looser paced, atmosphere for roleplayers to do their thing especially as the avatars for characters and NPC crew alike will be highly customizable.  Invent your own race, if you like, and then play with variations on that template to create many individuals of that race if you like.  When ship interiors arrive, and at least the bridge and the captain's quarters have been all but confirmed, they too will be customizable (likely within limits) which gives us player housing of a sort. 

I think STO, delivering a strong sense of Star Trek (unlike SWG does with Star Wars) and strong PvE gameplay (unlike Eve Online) along with many roleplayer friendly tools like highly customizable housing and avatars (which SWG does and Eve may do) will steal away not only Trekkers but curious PvE gamers in general looking for non-scripted, less repetative, content that's not PvP only and plenty of roleplayers in general.

If it delivers, I'm ready for a little Venus myself.

Roleplayer As Puppeteer

Posted by OddjobXL Wednesday March 25 2009 at 9:33AM
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"I was just thinking last night that if you're in need of topics you might consider writing about how to flesh out characters. Perhaps expand on the tips and tricks of what works well (or doesn't) given the available interface (i.e. text only, graphical emotes, "stances", etc) vs. tabletop play."

-Tychus

In olden days of yore, your father or mother may have actually roleplayed face to face.  Shocking, I know, but it somehow managed to work.  Instead of logging into a lushly visualized world and a graphically stunning character just waiting for them they'd set up a map on the dining room table, place pewter miniature figures on it to represent their characters, and produce their character stats written down on sheets of parchment, or paper, before setting off on an adventure.  It was a barbaric age.  The Storyteller, much like our devs today, designed stories for the characters to experience but he'd devilishly keep them secret.  There's be no going to gamefaqs.com to anticipate what fiendish horrors lurked ahead.

Oh, silly old people!  How could they roleplay like that?  All looking at each other and stuff or just trying to imagine the worlds their characters lived in?  The answer is...not always all that well.  Between the Monty Python jokes, barking dogs, ringing phones, and the way Bill would never notice the Cheetos fragments accumulating in his beard there were distractions aplenty.  It was a dark, dark, time.

Still they'd manage immersion.  They'd speak as characters do.  The secret tales jealously guarded by the Storyteller created a level of uncertainty that promoted conversation, speculation and planning between players.  Even more than that, the Storyteller could improvise.  Because the stories were secret and because, in some cases, the Storyteller was a living thinking human being he could adjust or invent elements on the fly to reward or to toy with player expectations and strategising.   The best Storytellers (also called Dungeon Masters) never let the players know.  Instead he'd look like an impartial genius while being, truly, a hidden collaborator.  The Master Puppeteer.

In contemporary gaming terms we'd call this fog of war and emergent behavior.   You put the two together and while you might not have the same custom tailored experience the ancients had, you may well find that players are enthralled by a mystery.  However small that mystery might be in truth players will imagine a whole array of options and possible consequences that will preoccupy them and their characters.  That preoccupation can lead to powerful immersion.

Roleplayers then had only the spoken word, not typed mind you and very few of us were anything like voice actors, and gestures and goodwill to create their own illusion of character.

I for one am glad that's behind us.  Cheeto Bill never really could pull off the elven maid very well and, frankly, it was a little creepy.   Now Bill's just as creepy as ever but I never have to worry about him.  His character's the one out there roleplaying.   Trust me, he's probably behind more elven warrior women than you know so watch yourself.

After visual design and modest biographical detailing, the techniques an MMO roleplayer can use to help express a character, widen the immediate effect of the character's persona in the moment, are dialogue and emotes.

Dialogue could be a blog post in itself.  There are entire books written by smarter people than myself about how to create dialogue for characters, and how that dialogue creates the characters themselves, in fiction.   My cheat sheet for dialogue is this:  Figure out how your character speaks and stick with it.  If your character is a formal fellow or well educated, avoid contractions (can't, I'd), if she's female avoid using "I" often and find other ways of framing a line,  if you're trying to use an accent trim it down to only some words otherwise you'll be incomprehensible.  That last is important and learned from experience.   What sounds good in your head sometimes sounds like white noise when a nonpsychic tries to translate it on the screen.  Sometimes just mixing up grammar rather than distorting words will do the job.  Or, to put it another way: "The job's done, betimes,  not wi' words themselfs but wi' where fall th' words do."  Yarr.

Emotes come in three flavors in MMOs.  Animated, basic and freehand.  If dialogue is what your character says the emote is what he does.  Animated emotes are gestures or movements or facial expressions that get picked up and displayed by the character model.   Basic emotes are simple words or phrases that are expressed as text on the screen.  Example, I'd type /bye and the game might say, "Mandash wishes you well and hopes to see you soon" or /smile and you'd get "Mandash smiles."  

Often simple emotes and animated emotes work together so that a /bye or a /smile in Star Wars Galaxies would animate the avatar even as it expressed the associated text.  Galaxies also, and some like this better than others, will pluck words from dialogue to animate a character.   If Grim says "pleasure", as in "the pleasure be mine" out loud he'll bow unless I've disabled that function.  In other cases it's more of a problem.  If he says, "Late I'll be ter th' rendezvous, I fear" the tough old captain will start shaking like a little child on a cold winter's day with his arms wrapped over his chest.  It's fear!  *goes to options and disables automatic animations*

Freehand emotes are the most important of all.  This is where, along with dialogue, you get to show your roleplaying chops.  You're simply writing out an emote.   Examples:  /em shakes his fist at the heavens.  "Damn ye, Star Wars Galaxies, I ain't a'feared o' yer cheesy animations!"   Or, in MUSH style, :shakes his fist at the heavens...etc.  True MUSH style also includes ";" for possessive poses as in ;'s wrathful voice echoes throughout the blog post.  This is painfully lacking in SWG and most other MMOs as well.

The secret to freehand emotes is context.  Know where you are, what's going on and try to imagine every little detail about your character and his environment. 

We all fall into habits and common expressions and that's actually a good thing to an extent.  Players really tend to be most focused on their own characters so repetition of certain key phrases or words that make your character stand out, over time, helps people remember who he is and what he's like.   For example Grim will almost always "amble" or "meander" when he's moving.  Sometimes he'll "stride" or "stalk" if he's in a black mood or feeling particularly energetic about something.  I don't even bother looking for other words.  This does the job for that. 

But don't, I plead with you, fall into the habit of creating macros for long poses.  There are players who delight in creating long "stock" emotes and unleashing them on the unsuspecting public over and over (the public doesn't stay unsuspecting for long).   This gets in the way.  It's lazy.  It's not responsive. And it's often spammy as hell since the player's not having to actually think or write but hit a single key on his keyboard to unleash a torrent of disconnected creative typing.   They pour over their favorites like Gollum with his ring.  They'll sometimes even warn you ahead of time in an OOC chat or /tell:  "Check this out.  I just made this one!"  This is solipsism not creative, immersive, interaction with other players.

Now when I say to imagine your character and your environment I'm suggesting you really think about him in that moment and what, or who, is around him.  The more stuff you can put into poses, over time, that make your character seem distinct while also showing you're aware of what's around the more immersion you're creating not only for yourself but others.   In general, don't show it all off in one pose.   Keep them short, usually, but with a telling detail here or there.   Idly scratch an itch, adjust a gunbelt while eyeing the Dosh by the bar counter.  Amble, and/or, meander to a corner table.  Grin wolfishly as you slump down onto a creaking chair.

Why keep poses short if more detail means more immersion?  There are four reasons.  Two are technical while the other two are psychological. 

One technical reason is that often you're around a bunch of other characters.  Big poses can fill up a bit chunk of the limited space in the dialogue box.  You might have just shoved dialogue, or poses, other people are still reading and trying to react to clear off the screen.  Yes, they scroll up but that's an immersion breaking pain.   This is more true in crowded situations than in smaller interactions but be mindful that you're not the star.  You, like everyone else, are a supporting actor.  The scene itself is the focus.  Don't overwhelm it.  Insinuate yourself into the fabric of it.

The other technical concern is the ability to interrupt.  If you have a penchant for extended poses or long speeches other players have to sit there passively.   They can't really interact or insert their own contrary ideas before your character's finished his monologue and set down Yorick.  This busts immersion.  Now if your character's an entertainer telling a story or a politician giving a speech, don't sweat it.   Otherwise remember your character needs to breath, to pause and ponder, and other characters need an opportunity to interject, to counter or to agree.  Besides, long poses take a long time to write.   Roleplaying isn't  a spectator sport.   Few are happy about waiting on someone else and most will simply keep on going unaware of the brilliant storm of rhetoric you're brewing up.  By the time you're done the moment may well have already passed.

One psychological reason to stick to shorter poses is that you safely avoid looking like a show-off.   A big, fancy, pose filled with allusions and flourishes and so on in the middle of a terse discussion can send the impression that you're trying way too hard and likely looking for attention. 

The other psychological reason is that you can overwhelm other players.  The goal of detail breeding immersion is to help other players get deeper into their own characters and the moment as much as you into yours.   While your pose is entirely an IC, or in-character, act there is an OOC reaction too.  You might inadvertantly dominate a dialogue by having your character forcefully, and at length, make a point.    Dialogue and posing in roleplaying isn't a game of ping-pong you're trying to win by slamming that ball so fast the other player can't hit it back.   You want to measure your responses and sometimes even bunt to give the initiative to your opposite numbers.   Quite often less is more.  The absolute least, the much maligned "..." is actually a very handy tool.  It lets other players know your character is paying attention but is either shocked or at a loss for words without putting too much english on a pose.  It gives other players permission to interpret the moment as they want to.

Edit:  Related to this last consideration is that posing a character's thoughts is generally seen as poor technique.  It's internal, meaning other characters can't react to it, so it's aimed at other players by default.  That's bringing OOC into IC for them.  If they can't do anything with a pose other than be amused or offended by this as players then you've moved from IC roleplaying to emotional manipulation of another player even if you don't realize it.  I know, it tickles some people to pose characters thoughts and witty thoughts can create warm chummies, but it's more effective to have your character accidentally think out loud even if quietly.  This gives other players the option to interact with the pose with their characters.

Hopefully this is the discussion Tychus was looking for.  If not I'm certain he'll let me know here or elsewhere.  But preferably here.  Sakky, Scotland Tom, Vox and Neopythia:  the courtesy of a response is requested.  Same with everyone else!

Fitting Character To Game

Posted by OddjobXL Tuesday March 24 2009 at 9:29AM
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"Funny, I was just thinking last night that if you're in need of topics you might consider writing about how to flesh out characters. Perhaps expand on the tips and tricks of what works well (or doesn't) given the available interface (i.e. text only, graphical emotes, "stances", etc) vs. tabletop play.

Also, building characters appropriate to the game. We (roleplayers) have a tendency to come up with cool character ideas that don't always fit well with the rules of the game. For example, a pacifist preacher might be a very fun character to roleplay, but in a diku game where combat=advancement, you'll constantly find yourself in conflict with your own character."

-Tychus

Some of my friends are shy.  I get many comments in assorted forums where I pimp this blog, tastefully and subtly of course, but here not so much.  More like this please!   But, also, chime in with your own ideas in the comments section here.  The comments section for each post is a good place to get a conversation going with people who might be interested in what you have to say besides just me.  I know many smart folks from many different places, I haven't yet met still many more, and if they want to talk to each other in the comments section of this blog that's fantastic.  One day I may be hanging out in your comments section too.

I'll address Tychus' second suggestion first as that's the easy one.  Don't make characters you can't sustain in the context of the game.  A pacifist in any MMO to date, short of Sims Online or A Tale in The Desesrt, is just asking for trouble.  Everyone's toting weapons and lookin' to do some harm even if it's just to NPC rats on the outskirts of town.  Maybe, maybe, it could work as a Federation officer in the upcoming Star Trek Online, they're going to include non-violent resolutions and missions to resolve and systems like diplomacy (somehow) at least for Starfleet captains, but odds are even the sweetest tempered ambassador's going to need a hold-out phaser in her boot and a team of security standing by in the transporter room.

This goes back to my continual exhortations to know the setting first.  The collerary is that gameplay is as much setting as fluff text and flavorful graphics are.  To be successful with a long term character, rather than a one-off experiment or NPC in a story you're telling, you need to find a sweet spot where the melieu described in words and images matches the world described by what the game actually does.   MMOs are generally not brilliant at this. 

Very often you'll create a great character who should work well in a game but the gameplay itself doesn't translate what this person is supposed to be able to do.  The rest of your roleplaying life will be spent in OOC conversations explaining how your character works compared to how things really are in the game.   This is an immersion buster not only for you but for everyone who has to remember quirky things about your character.  "Right, you look like a Twi'lek but you're really a Bith.  Got it."  "You're a martial artist with psychic powers but neither are in the game?"

Try, please try, to work with what's there. You are imaginative or you wouldn't be a roleplayer.  Roleplayers do like to push boundaries, experiment, have favorite tropes they tend to pursue through different games and so forth.  But sometimes it can be most rewarding to color inside the lines but with new twists.  There's no need to claim to be a giant space-going dragon in Star Wars Galaxies.  People are just going to look at you funny, ignore you, or they'll just honestly forget thus prompting you to break character and remind them.   Again, your character is the mirror-mirror in which other players see themselves reflected.  Be something that doesn't work well for them and you're not going to be hanging on the wall for long.

But even on a more basic level, entertaining yourself and achieving immersion for yourself, you'll have much more success looking at what character classes are in the game already, what the fictional archetypes and stereotypes are as well, and then working out some variation on those functional mechanics to make an interesting character for yourself both on a roleplaying level and a daily grind level.

Tomorrow we'll explore being a puppeteer.

The Roleplayer's Shelf

Posted by OddjobXL Friday March 20 2009 at 9:26AM
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These are books that have come in handy on many occasions in many settings.  For tabletop, MUSH or MMORPG roleplaying you'll find yourself happy to have them around for inspiration or guidance.

The most important books on your shelf, for a specific game, will be any tabletop roleplaying rules that pertain to the setting.  While the rules themselves don't apply the fluff text and orientation to the geography, politics, metaphysics, theology and history of a setting will always be a touchstone.  It will also serve as information organized to expedite roleplaying that you can leap off from to research on the internet or in other books.

After this you may want to look for any "nonfiction" about a setting.  Visual guides, encyclopedias, companions, lexicons, technical manuals and so on are quite valuable.  While the MMORPGs themselves rarely seem to conform to the available information, which remains a sore point for roleplayers and genre fans, this is still fodder for you as a roleplayer.  You and others will be inventing situations on the fly and characters and won't be, in your imaginations at least, restricted by mundane game design.  The more a roleplayer knows about a setting, obviously, the more tools he has to improvise with. 

Dropping setting appropriate references and terms, in passing and in moderation, also really enhances immersion.  You can sound convincing as a crusty pirate or an ancient elf.  Neither of those is a mean feat.

Character Names:  While there are fine lists and generation programs on the internet, I tend to like having this kind of resource close to hand.  Obviously, in any MMO, look to NPC names for ideas about how a culture names its people.  If you can recognize a source-culture (Stygia = Ancient Egypt, Caldari = Finnish-Japanese) from the real world many of these name lists will be more useful.  If not, play around with consonants or vowels on an existing example.  Write down a list of examples , split  them into prefix, middle (if any) and suffix syllables, and switch them around in different combinations.  Or do both.  Then say the name out loud and see if it sounds right to you.  Try not to use sounds you don't hear elsewhere for it to sound right.  Once you have a name that fits your character, that sounds both right and good, then you're ready.

The Everyone Everywhere List published by Magic & Tactics Unlimited  (Now in a 3rd Edition but all are good).  Cheap 8 1/2" by 11" pamphlet bound.  I've used my first edition for ages now and it covers most common bases, historical and contemporary.  Just a basic list of names broken down by culture.

Gary Gygax's Extraordinary Book of Names by Malcolm Bowers.  A truly extraordinary, lives up to the billing, book that not only list names but describes how they come about.  Broken down by cultural origin.  Includes place names and spends a great deal of time on medieval England's naming practices (most common in fantasy games).  Not only people but place names are covered.  There are also sections on fantasy names for orcs, elves, demons and the like.  Supercedes The Everyone Everywhere List by far in terms of scope but The List remains more handy for just snagging names on the fly because there's less there to dig through.

Character Naming Sourcebook by Sherrilyn Kenyon.  A handy introduction on how to go about naming a character, from a writer's perspective, is followed by yet more name lists broken down by culture.  These include the meanings of the name.  This fat book mainly describes the names of modern cultures which makes it a third choice after the other two for me.  However one neat tool, which is seems to be unintended, is the index that just list names in alphabetical order.  Really want to see what's out there?  Run a finger through the index and you'll have tons of ideas, especially for generic fantasy characters, without having to sort through separate cultural listings.  You can always pick a name from the index then go look up the meaning if you want.

Character Brainstorming: Generally, when working on a concept, your best bet is really to understand the archetypes and stereotypes in the game already.  Know the culture, know the character.  It's up to you to decide how your character differs from the stereotype.  More on this in "Thoughts on Character Creation."  Really far out or bizarre or "powerful" (in RP you're really only as powerful as the game system or the other players let you be) or evil characters can be problematic.  Subtle differences from archetypes are generally better received than more outrageous ones.  Remember the character you create is the surface off of which other players see their character reflected.  Too much distortion and you could be messing up someone else's good time and find yourself sidelined.

Building Believable Characters by Marc McCutcheon.  If you want a quirk or a trait but are at a loss, pick through this one.  It's really aimed mainly at fictional characters in the modern world but it's got some stuff you can use or be inspired by.  Also useful are descriptive lists for character features.  If you're writing a description, and often roleplayers will do this in a pose/emote to flesh it out with detail or in a biography, this will give you words to stock up on,   Still, don't rely on this as much as the setting itself.  Much of it simply won't apply or be appropriate.

Foreign Dialects: A Manual for Actors, Writers and Directors by Lewis Herman and Marguerite Shalett Herman.  This one is real handy.  In most settings some characters can talk with strange accents but, if you pay attention, you'll notice they're actually borrowing from real world dialects.   Dwarves talk like Scots, right?  Imperial Officers in Star Wars are British, upper class.   With this book you can pick up some tricks of expression and learn what not to do.   It's not a heavy study, really, because you're just trying to carry the general sense of it not be a master thespian!   There's also a guide on American dialects but it's really too specialized for our purposes.

The Word Finder by J.J. Rodale.  Need a word or a phrase?  Give me a word.  Horse, you say?  I've got about 100 common words and phrases that could apply to a horse.  From "startled" to "whinnies."  Aha, now you have the power, padawan.   This can actually be used to brainstorm on the fly too.  It's not a thesaurus but a word finder.  I don't need to tell you to get Roget's Super Thesaurus do I?  I know you've already got that!

Storytelling:  I can't stress this enough, your best bet is the source material for the setting.  If you can get your hands on tabletop roleplaying books for the setting you should be set for story ideas.  Pulling it off can be something else though.  You might want to look at the previous entries "Spinning The Saga of Gresh'Maj" and "Lona's Event Guides for Dummies."

Gary Gygax's Insidiae Dan Cross.  A pretentious name for a pretentious book.  Still for all the lip-flapping and theorizing, Dan does offer a way to think about creating stories.  How, when, who, why?  What's the role of each NPC?  What motivations does he have, what methods does he use?  What's the context for a story in terms of politics or natural disaster or whatever else.  It discusses how to organize a plot in detail.  Maybe too much.  However, if you need an idea fast and don't have anything more setting specific to work with, Insidiae can help.

The Big List of RPG Plots by John Ross.  This actually does much the same thing as Insidiae but more efficiently and, better, it's free and downloadable.  Ross went through all his old tabletop modules and distilled down common themes and plots.  He also includes tools for mixing those plots up and making them work under "Handy Tip!" sidebars in the print-friendly version.  If you're already comfortable with storytelling you can probably just make best use of The Big List without bothering with Insidiae.  John spends much less time working through all the details of plot or possible permutations of NPC complications.  He just lays out plot ideas, raw and to the point.  Along with The Everyone Everywhere List, The Big List of RPG Plots is probably one of the most valuable things you can own, pound for pound and dollar for dollar.

http://www.io.com/~sjohn/plots.htm

Robin's Laws of Good Game Mastering by Robin Laws.  Robin focuses more on the dynamics of how players think and how to sculpt an adventure or campaign to suit their tastes.  He also shares tips for improvising situations when players go off the map and explains why that's sometimes to be celebrated.  Much more useful a view of players, for our purposes, than Bartle's "Killer, Explorer, Achiever and Socializer" is Law's list of "The Power Gamer, The Butt-Kicker, The Tactician, The Specialist, The Method Actor, The Storyteller and The Casual Gamer."    Know thyself, know thy players, and one cannot fail to deliver a good time.  Apologies to Sun Tzu.

760 Patrons:  Contacts, Mentors, Benefactors and Financiers by Bryan Steele.  This book is written for the new Mongoose edition of the classic scifi tabletop RPG, Traveller. It's a list of NPCs.  All kinds of NPCs.  With simple modifications it works well in modern and most scifi settings.  Need ideas for NPCs, contacts, foes, patrons, complications?  Ding.  Here ya go.  Most, with some thought, could even inspire some stories just around them.  They're vague enough to be resusable stereotypes but detailed just enough to show what kinds of direction the narrative might take.  Combined with Insidiae's NPC personality/appearance tables you've got a fully fleshed individual.  Might even work in some fantasy settings but the utility isn't as strong.

Nightmares of Mine by Kenneth Hite.   The master of immersive storytelling, Kenneth Hite, wrote this book to help storytellers scare the bejesus out of their players in horror games like Call of Cthulhu or Kult.  However much of it can apply to many games.   Pacing, putting to together mysteries to be solved, setting and maintaining moods, screwing with player expectations (in a narrative sense) and other nice tricks are covered here.

Well, that's it for now.  Will be back soon with more after a little break

The Problem With Bartle, Part II

Posted by OddjobXL Wednesday March 18 2009 at 10:25AM
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And after our brief intermission I found what I was looking for:

"A newbie will look at a set of virtual worlds and say this one is medieval Fantasy, this one is Cyberpunk Science Fiction, that one is dark vampire Horror, this one is Greek Mythology, this one is asexual Japanese Anime, that one is stylized Gangsters, and so on."

"Again, though, from a design perspective most of the way a virtual world works is independent of genre."

After this he describes particular examples of why realistic, or melieu based, simulations would mess up a gaming experience.  I'm not the only one who cherrypicks it seems.  Then:

"The chief importance of genre lies in the ability to attract players.  From this perspective, the choice of genre becomes a marketing issue, rather than being a design issue (although designers should, perforce, understand their market)."

A description of the pros and cons of licenced IPs follows.  Then:

"Perversely, though, licencing can be liberating - at least insofar as virtual worlds are concerned.  A sure fire hit such as Star Wars Galaxies or The Sims Online can take risks that unlicensed games might avoid simply because if they do screw up, it's not going to kill the game."

"For a competant design team, a world with a big enough license behind it isn't going to fail unless they set out to make it fail (for the time being at least."

Now keep in mind this was published before SWG came out and The Sims Online was brand new.

Now look at what killed both of those games. 

The Sims Online failed to deliver the ant farm experience of independent little avatars living out a soap opera (an odd one that involves going to the bathroom and kitchen fires but it is what it is).  Instead, they put the player into the role of one Sim and gave them lots of unSimlike things to do.  So if hanging out in hottubs with virtual hookers and speaking non-Simlish is your idea of a good time you know where to go.

Star Wars Galaxies failed to deliver anything that resembled Star Wars at all.  It was entirely an experiment for Koster.  In his defense some of those ideas, that he pioneered, keep folks in SWG to this very day.  Player cities, crafting, space, detailed custom avatars, pets and so on.  Many were jettisoned with the NGE and are only slowly coming back.  But in every single poll people wanted more Star Warsiness, an overused term by now if there ever was one, and more PvE content. 

The topic of when and where PvP can work in an immersive setting or in the context of a design based around an IP (and boy howdy is Bartle right, for a change on this topic, when he talks about the marketing importance of a licensed property) is for another day.  It can but has to be handled very carefully.  In SWG it tore a real big hole in everything.

With Koster's PvP there had to be balanced sides so no Empire, really.  There would be fighting everywhere so in the middle of downtown Theed, in a cantina in Coronet, in every starport as load-gankers lined up.  The pressures of making PvP 'balanced', based on the complaints of the minority PvP population, sucked all the air and immersiveness out of the conversation.  Everyone ran around in the same composite armor, battleaxes and pikes were more common than rifles and rifles were more common than pistols.  Medics sprayed the battlefield with poison gas.  People had multiple giant pets like rancors or AT-STs following them around like ducklings. 

Meanwhile there was no space and no starships.  No recognisable Galactic Civil War (aside from the bloods vs. crips street PvP).  No urban spaces or spacestations.  You did have a cool crafting system, skill system and a well developed wilderness mechanic.   And...no quests, missions or other real content outside of the terminals.  There were no Jedi for a very long time (this is both a blessing and a curse as it turns out).

Where was the Star Wars?   Well, graphically speaking and in terms of sound design, if you really hunted around you could find it in between vast stretchs of wilderness and the multitude of secondary factions and NPCs that came out of the Expanded Universe and, generally, stood around like bumps on a log.  Nothing like seeing CorSec, the Corellian cops, wander blithely by as wanton murder was being committed right and left in the street.

But if you wanted to be a rebel hero fighting the evil empire, which is where the numbers were, good luck with that son.  You sure you don't want to pick up hairdressing or learn to trash talk in l33t instead?

This is the problem with Bartle.  Where does real immersion figure in?   Where imagination impacts code and the code reinforces that process without creating a tsunami of cognative dissonance?  Immersion isn't a thing it's a constant cycle of feedback between a player and his environment.  That environment is also impacted by the other players in it as much as the code.

These things must be designed for. 

GENRE ISN'T INDEPENDENT OF DESIGN.