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Implicit Contracts and Game Narrative

Contract Could we discover new forms of game narrative if we considered different terms for the relationship between the player and the game?

When players sit down to play a tabletop role-playing game, one of the ways of understanding the situation is that there is an implicit contract between the players that sets out their relationship e.g. that the Games Master is in charge, that the players will try to minimize their use of player knowledge etc. Indeed, this was the premise behind the shortest tabletop RPG design ever published, Contract, which I designed with Rob Briggs – the complete game rules fit on the back of the character sheet! Each character sheet is explicitly a contract between the player and the Games Master.

The same concept of an implicit contract of play can be applied to videogames. Here the tacit agreement is between the players and the developer or designer - but it has different terms. Often, this contract is assumed to say 'you the player can do whatever you want in our world, but we set the challenges you must complete' or something similar. However, it is plausible that a game could specify a different implicit contract – indeed, there is already considerable variation in the tacit terms. Consider what players are presumed to accept from an MMO, a Free-to-play game, or kart racer as just three simple examples. The implicit contract of Animal Crossing is radically different from that of Grand Theft Auto, even though both are putatively sandboxes.

It is possible that by inviting the player to accept a different kind of contract, a game could invite the player to role-play, that is, to play in character (like an actor) instead of acting out (i.e. rampaging across the game world). Imagine how game narrative could be mounted if the player is invited to play as the character they have assumed the role of, rather than expecting to ‘be themselves’ (i.e. be mindlessly destructive because they are casually isolated from the consequences of their fictional actions). This could even be underscored by a scoring or reward mechanism based upon co-operation with the game’s intent, although this would risk overjustification.

Assuming the introduction of the new ‘terms and conditions’ could be done elegantly, might this kind of uniquely defined implicit contract of play offer a radically different kind of game narrative?

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My PhD thesis proposes an implicit contract between the player (of a single-player game) and the designer with respect to interactive storytelling, such that the designer promises to provide a credible, coherent story-like experience if and ONLY if the player promises to behave in credible, coherent ways. In short, the player must buy in to the premise of the story and the role he is to play. If he does not, then he cannot complain when the story goes tits up, to use a wonderful British expression.

Chris Crawford proposed a scoring system for drama such that you get points for doing dramatically meaningful things. Juliet gets big points for killing herself, no points for shrugging and walking out of the tomb and leaving Romeo dead. Crawford didn't go into the idea in detail, however.

Ernest: I dimly remember this point about your thesis coming up in a previous discussion! This kind of contract is absolutely what I'm getting at here - and we need something like it to really get out of the power fantasy trap we're currently caught within.

Dunno why this post didn't appear in the first place. I'm trying reposting it.

hris Crawford proposed a scoring system for drama such that you get points for doing dramatically meaningful things. Juliet gets big points for killing herself, no points for shrugging and walking out of the tomb and leaving Romeo dead. Crawford didn't go into the idea in detail, however.
There is a game called Pantheon and Other Roleplaying Games that works like this. You can read about it in this review.

I wonder however if there is any difference between this method and giving out mechanical rewards for doing what the developer wants the player to do.

Rickard: Thanks for your post! "Pantheon" reminds me of the card-based story telling game "Once Upon a Time". Intriguing.

There is definitely a distinction to be drawn between player-moderated story play and developer-moderated story play, but they are, in a sense, variations on a theme. In the latter case, however, the developer has an authority above the players akin to that of the GM in conventional tabletop.

Thanks for your comment!

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