PAB #8: Discourse Strategies in Tabletop Fantasy Role-Playing Games

Gaming As Culture: Essays on Reality, Identity and Experience in Fantasy Games
Gaming As Culture: Essays on Reality, Identity and Experience in Fantasy Games

 

Hendricks, Sean Q. “Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming” in Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games (eds. J. Patrick Williams, Sean Q. Hendricks and W. Keith Winkler).  (Jefferson, NC: McFarland & Co. Inc, 2003).

 

While the majority of my articles thus far have focused on computer-based games, the bulk of my own gaming experience is actually with other forms of gaming – namely tabletop roleplaying games and live roleplaying games. While video games rely heavily on the use of graphics and sound created as part of the game’s programming to establish the atmosphere, tone, and environment, a tabletop roleplaying game (TTRPG) is played, as the name indicates, by a group of players sitting around a table. One of the group members is the Game Master (or GM, sometimes also referred to as Dungeon Master or Storyteller), while the others are players. Random number generation to determine success or failure at combat and other challenges are determined typically by dice, but the bulk of the work to create the game’s world, all communication among characters, as well as communication between players and game master to say what actions the characters are taking, are accomplished through

 

Fairclough (1992)'s model of discourse analysis
Fairclough (1992)’s model of discourse analysis

speaking and listening. As a result of this, TTRPGs are particularly well suited to using critical discourse analysis (CDA) techniques to better understand the shared world – and therefore consensus – building among the players.

 

In Sean Hendricks’ “Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Gaming,” he uses critical discourse analysis, but also post-structuralist theory to examine the way the participants work collaboratively to create a narrative. While video games, including massively multiplayer online roleplaying games (MMORPGs) are frequently competitive, setting player against player (PvP) as well as player against the environment (PvE), tabletop games are typically primarily played with a team of player characters going up against obstacles and foes created by the game master. Hendricks explains that post-structuralist analysis and CDA are predicated on the assumption that “elements of the social space, such as organizations, institutions, social categories, concepts, identities and relationships are determined by language use” and that “individual selves and identities are constantly restructured and repositioned through discourse” (40).  As such, TTRPGs and the accompanying books that serve as source material are, perhaps, even more fertile ground for exploration from an English Studies perspective than are video games, given that the world building is collaborative among a group of people, and is created entirely through language, rather than computer graphics.

To put TTRPGs into the contexts I have previously explored in game theory, there is an undeniable emphasis on story, and game mechanics serve purely as a means of conflict resolution when character abilities that involve interaction with obstacles or antagonists arise.  There is no game engine to govern movement, for example; the player describes the character’s actions. As such, games of this sort have ludological elements, but are often slanted very heavily toward narrative. Within that, there are games that skew further to one side or the other; Warhammer was

The Warhammer RPG grew out of a miniatures wargaming system, and battles between armies remain a major part of the roleplaying version of the game.
The Warhammer RPG grew out of a miniatures wargaming system, and battles between armies remain a major part of the roleplaying version of the game.

primarily a miniature combat wargame that eventually evolved to have a roleplaying component as well. On the other side of the spectrum are White Wolf’s aptly named Storyteller system games, including Vampire: The Masquerade, Wraith: The Oblivion, and others.

The analytical part of Hendricks’ article analyzes selections of a voice-to-text transcript of a gaming session in which he was the game master, and there were four players. He provides examples of using “discourse to create a shared culture, or set of beliefs and understandings about the fantasy frame” (43), and explores the linguistic repercussions of the way players switch between first- and third-person pronouns when describing their actions, as differentiated from and contrasted with in-character speech. Hendricks address this, stating that “the ambiguous usage of ‘me’ and ‘you’ by players during game play indicates a blending of player and character that can signal  a level of extension by the player into the game world” (41).

Even the game’s mechanics and setting are learned through language, often by reading rulebooks and players’ guides which often dwarf the kind of documentation provided to players of computer games, where visual cues and the kinetic experience of interacting with a game controller of some kind allow the player to learn-by-doing, without necessarily translating their observations and actions into written or spoken language. Surprisingly, perhaps, the amount of scholarship on TTRPGs is small in comparison to what has been written about video games, although the comparative popularity of computer games, as well as the sheer economic weight of the industry compared to tabletop games is doubtless a major factor. Prior to the turn of the millennium, games were often not seen as appropriate objects of study for academics beyond the occasional social scientist.  However, TTRPG gameplay may prove to be a fertile area for study for those who wish to approach computer game design from an English Studies point of view, or on its own as a way of examining the collaborative process of world building, immersion and engagement.

Further Reading:

For anyone unfamiliar with TTRPGs in general, Crash Course has an excellent 10 minute video explaining the concept, as well as some of the colorful history of the hobby.

James Wallis’s “Making Games That Make Stories” argues that in TTRPGs as well as computer games, “the essential plot and structure of the narrative is predetermined before the game begins and cannot be altered” (para. 1). First published in 2007 in Second Person: Role-Playing and Story in Games and Playable Media, it is reproduced in full on electronicbookreview.com.

Paper #1 – History of Game Studies

The academic study of video game design has deep roots in many disciplines, stretching across the humanities, the social sciences, and computer science. Since it is a truly interdisciplinary field, there are as many claims to being the “first” to study them as there are subspecialties within it. Although my own area of interest draws strongly from composition studies and pedagogy as well as game studies, it is dependent on the idea of computer games having the potential to be immersive stories, and as such, much of the seminal work on this dates to the late 1990s.

Aarseth's Cybertext: Perspectives on Ergodic Literature
Aarseth’s Cybertext: Perspectives on Ergodic Literature

In Volume 1, issue 1 of Game Studies, Espen Aarseth states “2001 can be seen as the Year One of Computer Game Studies as an emerging, viable, international, academic field.” His book, Cybertext: Perspectives on Ergodic Literature predates his “year one” by four years, as does Janet Murray’s seminal Hamlet on the Holodeck. While not the first works to ever explore the interactive potential for fiction, their work is among the most influential long-form explorations, which laid thegroundwork for more widespread acceptance and formalized study.
 

Hamlet on the Holodeck
Janet Murray’s Hamlet on the Holodeck: The Future of Narrative in Cyberspace

Two of the first universities to begin interdisciplinary programs to study computer games were, unsurprisingly, MIT and Georgia Tech. Hamlet on the Holodeck was written while Murray was at MIT, where she began teaching “interactive fiction” in 1992 (Murray, Hamlet ix). She later went on to lead the Information Design and Technology program at Georgia Tech, among the first graduate programs of its kind (Murray “From Game-Story…” 6). Both these schools, sharing both a rigorous program of study in fields that fed into game studies and a student body with a passion for roleplaying games (live and tabletop) as well as computer games, proved fertile ground for new research programs. Over time, degrees in “Game Design” have sprung up at colleges and universities at all levels. However, most focus primarily on the art and technology that go into the creation of games, with analysis being pragmatic and not theoretical.

The high level of interest on the part of students, and the increasing demand for highly skilled workers in the ever-expanding field of video game design and production, has led to the development of these programs as a means of credentialing and training students to fill these roles. Beyond the notion of filling a market demand on the part of students and industry, Aarseth states a more philosophical imperative for the establishment of formalized video game studies, stating, “Today…we have a billion dollar industry with almost no basic research, we have the most fascinating cultural material to appear in a very long time, and we have the chance of uniting aesthetic, cultural and technical design aspects in a single discipline.”
However, some designers, like “Extra Credits” James Portnow, argue that game design programs often fail to provide the broad humanities base necessary to prepare students to be professional designers (Extra Credits). Turf wars over the disciplinary relationship between game studies and more established departments must take into account the primary purpose of schools, after all – the teaching of students. There exists a potential conflict between what is best for students (broad-based undergraduate programs with a strong liberal arts component, and more specialized, in-depth graduate study of games) and what may be best for career academics, who have a career imperative to carve out their own niche and identity as researchers.

I would argue, however, that for a well-rounded understanding of the field, study – whether formal or informal – of multiple disciplines is necessary. Individual disciplines may provide a theoretical framework for analysis, as well as their own rich traditions of the many elements that make up game design. And while Aarseth allows that “games should also be studied within existing fields and departments, such as Media Studies, Sociology and English,” he then goes on to say that “games are too important to be left to these fields.”

The demand on the part of students and industry for game design programs means that departments will continue to exist at least as long as the tuition dollars are there, and they have an important research contribution to make to the university community as well. There will be scholars who identify with these departments exclusively, and see researchers from related disciplines as interlopers. Such is the nature of interdisciplinary studies and departments, and Game Studies is not the first, nor will it be the last, to experience this conflict.

In the case of English Studies, studies of game design and game narrative open up new possibilities to explore issues underlying writing pedagogy, as well as an evolving definition of narrative that allows for agency on the part of the “reader” as well as the writer. Scholars of English Studies have much that they can contribute, and much that they can learn as well from this burgeoning field…if disputes over who has the “right” to study games do not get in the way.

 

Aarseth, Espen. “Computer Game Studies, Year One”. Game Studies. July 2001. http://gamestudies.org/0101/editorial.html.

Extra Credits. “Educating Game Designers – Too Much “Game” at Game Schools – Extra Credits.” YouTube. YouTube, 20 Apr. 2016. Web. 22 Sept. 2016.

Murray, Janet. Hamlet on the Holodeck. MIT P, 1997.

Murray, Janet. “From Game-Story to Cyberdrama” in First Person, edited by Noah Wardrip-Fruin and Pat Harrigan. MIT P, 2004, p. 2-11.

PAB Entry #2 – “Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation”

Alexander, Jonathan. “Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation.” College Composition and Communication 61.1 (2009): 35–63. Web. 15 Sept. 2016.

In “Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation,” Alexander examines the experiences of two gamers as a way to explore multiple literacies, as well as utilizing games for analysis and as a mode of student writing in the composition classroom. Although much of the article consists of a recap of existing scholarship on the topic, and his incredulity at his subjects ability to juggle multiple technologies at once may strike a technologically savvy reader as quaint, he addresses writing as a means of knowledge production in contexts related to the game but not a part of actual gameplay. The artifacts produced as a result constitute an important paratextual resource for understanding and interacting with the game world.

Alexander’s analysis addressed the many ancillary texts outside of gameplay that are created by World of Warcraft players, which include reading and writing message board postsstrategy guides, and wikis. Students who may balk at a three-page paper for school will often churn out thousands of words for these ancillary texts as a component of their overall gaming experience. It should also be noted that these texts are often highly collaborative, with many people participating in the conversation, and even editing, adding to or subtracting from texts created by others. Alexander describes the planning of a guild raid as an argumentative text, not unlike what students are called on to create in Freshman Composition classes, that these written conversations “are taking place as students are collaboratively working on one text. Again, such collaboration is not uncommon in many professional fields, but I wonder to what extent we in our writing courses are teaching students not just to write but to write collaboratively“.

He cites examples of establishing the credibility of the author, suiting the tone and diction to the writer’s audience, and other elements that we strive to impart to students in basic composition classes, and demonstrates the ways in which students are using them in creating these ancillary game texts.

While I agree with his assertions, and have seen many examples of people who did tremendous research, and even mastered complex skills only tangentially related to a game they were playing, I don’t feel that Alexander drew a clear enough line between what is occurring in games, and how to apply that as part of composition pedagogy. Knowing that it happens is interesting in understanding process and the ways in which students reflect on their writing outside a classroom setting. But how does that impact how we teach? Without the many, many hours it takes to become immersed in a game setting and form a strong bond with characters, and to become effectively subject matter experts, how are these skills transferable?

Alexander states that, “in particular, literacy reflectivity, trans-literacy connections, collaborative writing, multicultural literacy awareness” can be developed through gaming. I agree, and his suggestion of the creation of multimedia texts, for example, can provide students with skills that will serve them beyond the classroom.  But most of his suggestions and example deal with students creating these writing assignments and then reflectively drawing out lessons from them that can be applied to other kinds of writing. This is great…if you have a class full of gamers. The time requirement to develop subject matter expertise and passion for the subject matter make the application of what has been learned in this study problematic for the composition teacher. Furthermore, for this to work as Alexander suggests would require a sea change in the way that we approach composition courses – the “transformation” that he alludes to in the article’s title. While this is arguably a laudable goal to work toward, it may not help professors now who have to teach to a set curriculum with little flexibility.
Additional Resources:

Gaming the First-Year Composition Course is a blog posting that is less focused on abstract theory or recapping scholarly literature, but one that echoes some of the same themes. It is more pragmatic, however, in their application.

It’s About the Game Design and the Learning – “In the case of education, it’s about the game and the learning, but the point is lost if the game isn’t fun.”

A nonscholarly post on “4 Things I Learned About Writing from Playing World of Warcraft” for novice professional writers.

PAB Entry #1 – “Composition, Computer Games, and the Absence of Writing”

Moberly, Kevin. “Composition, Computer Games, and the Absence of Writing.” Computers and Composition 25.3 (2008): 284–299. Web. 15 Sept. 2016. Reading Games: Composition, Literacy, and Video Gaming.

Moberly’s article, written in 2008, begins with the idea that in games like World of Warcraft and Second Life, the written word was becoming scarce. As player communication moved from text-based to voice based, and given that game content was delivered primarily through sound and visuals, it seemed that writing (and reading) were becoming obsolete.

Text from a World of Warcraft chat window
Text from a World of Warcraft chat window

However, Moberly states that, “If writing appears to be absent from these games, however, it is not because the games have evolved to the point where writing is not useful or relevant but because, in order to appear magical, the games must disguise the degree to which their technology is dependent on writing.” Certainly, the writing of design documents and dialogue as part of the game’s design and production is vital, though it is largely invisible to players. But while actual written words may be scarce on the page, the player goes through many of the same processes that a writer does.

Composition is occurring, in that the thought processes required to define a character visually using the symbolic language of the game is much the same as choosing words to describe something to an intended audience. An important lesson that can be applied to the composition classroom, is that “whether reading and writing takes place in the context of a computer game or a research paper, its effects are ultimately not manifested on the screen or on paper, but on the individuals who, in expressing themselves through the surrogate of the screen or paper, produce the discourse communities in which they are involved.”

Rhetoric and communication are happening in MMORPGs, even if they are being done through symbols and game mechanics. The choices players make in crafting identity can be applied as lessons on audience and tone, as well as relation to a discourse community. What impression do you want to give to your reader, or in this case, other players? A scantily clad Night Elf sorceress is going to send a very different message than a stout Dwarven warrior – one which can be deconstructed in terms of gender, race, social standing, and a host of other factors. As a player, are you going to make choices based on that character’s cultural background, or just do what feels fun? How much will you roleplay the character, through your words or actions?

The
Sometimes player dialogue choices are limited

Ultimately, Moberly is addressing one of the elements I feel is fertile ground for study – the ways in which games can help students learn the underlying elements that have to be in place before effective, fruitful writing can be created. In the case of World of Warcraft, issues of discourse community, relation to an audience, and finding a unique voice from which to write from are all inherent in game play. From a pedagogical standpoint, though, students will not necessarily absorb these lessons in a conscious sense – for a game to be applied in a practical way to composition studies, there has to be a teacher to act as a catalyst for students, to see these applications.

Additional Resources:
“Extra Credits” is a web series on game design. In their episode “Symbolism 101,” they discuss uses of symbolism from a design standpoint, and address issues including player identity.

Narrative Mechanics” addresses how a story can be told through the mechanics – the way that a game works, the rules that govern gameplay.