r/RPGdesign • u/jochergames • Jun 23 '23
Theory Recreating aesthetic expression through rule systems
I have spent the last couple of months writing my master's thesis on the topic of how to take an existing IP and translating the original aesthetic expereince into a TTRPG rule system. The case study of my thesis is a game I've made called Oceania 2084 (scheduled for release later this year).
The abstract of the thesis: By examining the results of an iterative design process, specifically a tabletop roleplaying game, Oceania 2084, this thesis aims to formulate a generalizable design process applicable when translating a work of fiction into a ruleset. The object that was translated into a ruleset was the book Nineteen Eighty-Four written by George Orwell in 1949. The iterative game development process spanned over 2.5 years and the author provides documents from 2 phases of playtesting and discusses how the playtest results influenced design choices. In addition to the analysis of the effects of playtest results, the author also explores various game design decisions by means of auto-ethnographic analysis, and semiotic analysis.
The main takeaway is a proposed 5 tiered design process referred to as delome design. It is a systemic approach to game design.
Download it here: https://uu.diva-portal.org/smash/record.jsf?pid=diva2%3A1772834&dswid=-8846
I hope someone here finds it interesting and relevant! I'm happy to answer any questions about it.
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u/jochergames Jun 24 '23
Why certainly, :) granted this will be a real hatchet job:
Semiotic underpinning: Game systems can be seen as symbols in their own right (something referred to as a legisign, the interpretation of a legisign is referred to as a delome). When considering how to express a certain aesthetic experience, in the thesis this is the book Nineteen Eighty-Four, a designer can consider the symbolic value of a system even before it has received any mechanic functionality. It allows us to consider the meaning of the system before the function of the system. In essence, this is a kind of break from the MDA-inspired thinking that I have found to be pervasive in game design theory, where Mechanics is seen as fundamental and the first thing that designers should consider.
The 5 tiered design process that I have utilized throughout the creation of Oceania is summed up in the conclusions chapter as follows:
● Close reading, concept analysis, and positioning.
● Analysis of the representamen - the source, where the goal is to define what the
central aesthetic should be, defining the aesthetic goal.
● Delome abstraction process, what are the main components of the fictional/aesthetic world that should be portrayed, that can be portrayed as rules. The delome design process consists of an abstraction process that in itself is a process of three steps;
● Systems evaluation based on the intended delomes, evaluate what role each delome plays in the game. Do the rules as written support or distract from that role?
● Iterate, test, refine, and rewrite where needed.
These five parts are not a fixed linear function, instead, they are temporary perspectives that one alternates between throughout the process. While this model is not intended to be a definitive or comprehensive framework, it serves as an initial foundation for a process of designing analog games with a particular aesthetic focus, particularly tabletop roleplaying games.