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what makes a solo LARP a game?

A topic by Giantkiller Industries created May 03, 2019 Views: 2,447 Replies: 9
Viewing posts 1 to 6

I'm working on a solo LARP, something I've never done before.

I'm curious about people's thoughts: what makes a solo LARP a game? What distinguishes it from a guided meditation session or ritual?

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This question makes me think of The Tragedy of GJ237b (https://medium.com/@balehman/the-tragedy-of-gj237b-928cfeae460b) which positions itself as an "A role-playing game for no players". I think the meta-narrative is deliberately unreliable, because in essence the game is you pretending that someone has a game going in a room you can't visit, and once you do you process the loss of people you'll never meet. So you're the player just by setting it up.

I wondered at the time if it counted as a game, as my mindset would argue a game needs 'play' (without trying to define that) as opposed to other group rituals, and players to create that play. But there was a whole discussion around it that asked about games that we no longer had complete rules for so couldn't play, like the Game of Ur. Are they still games? It was a good thought exercise at least.

I'm not sure what makes a solo LARP explicitly a game and not a ritual, although it could be both at the same time. But for myself, I think that a game requires (1) instructions, however sparse, to separate it from unguided daydreaming or activities, and (2) play, which I'm  going to fail on defining because it doesn't have to be about recreation or fun but I think of as a guided activity that performs some sort of recreation.

Not sure if that helps at all XD

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Yeah, I think what I'm grasping for is a minimal definition of "play."

I'd go with, "There's a chance of outcomes you can influence but not entirely control." I was going to say, "There's a chance you'll lose," but 'lose,' isn't neutral enough.

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Yeah, I think an important part of games is "imperfect information" which makes the outcome uncertain. Like the use of dice in RPGs or not knowing the other player's hand in card games. Without uncertainty, it's at best an exercise in following instructions.

I'm not sure about that. What about chess? Is the unknown information the opponent's future moves? And what about peg solitaire - which one can certainly argue stops being a game if you know the trick to clear the board every time?

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Yeah... probably any definition is going to fall down at some point, >_<.

Granted, Chess's imperfect information is related to the number of potential moves and directions a match can take from any given point going forward, and not knowing what the opponent will take, as opposed to 'hidden' information like cards in a player's hand.

But, I realized after posting that definition wasn't going to hold up in all cases. ^_^;

I think there's a point where a thing isn't a game... like an artificial heart isn't a game, for sure, but that doesn't mean there's an easy-to-agree-upon border between game and non-game. {shrug}

Yeah, I think that's the best conclusion possible. There are things that are games, and there are things that aren't games, and there are a lot of things that live in a nebulous state in which they may be a game or not depending on context.

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I don't know why you wouldn't call a game - even a multiplayer game! - a ritual in the first place. If you go to a minor league ballpark early enough for batting practice and stay late enough for the cleaners to come through the stands, you'll definitely see the ritual; it might not be completely contiguous with the game of baseball, but it's entwined enough that I sure as heck am not qualified to pull them apart.

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I think the OP means 'what makes it also a game?' as opposed to just a ritual. Because some rituals certainly aren't games.  But, yeah, I agree that many games also are rituals if not all of them. ^_^

Yeah, exactly. Some rituals are also games, but what defines game-ness?