Hey guys, thought I’d share my pre-writing thus far.

My idea is to look at Tabletop Role-playing games, and the aspects of them that make them different/exciting, look at them in online situations, compare those across CSCW guidelines of collaboration, and fill in with in pieces of aesthetics and experience that we’ve been talking about. I think the main idea is to talk about failings of virtual table tops such as Roll20 (or simply using Skype), and to motivate further guidelines for these types of applications/

So, I’m pretty comfortable with the amount of evidence I’ve gathered – at least as far as gaming is concerned. The CSCW side may be a bit lacking, so if anyone has pointers there (And I’m hoping to talk to Norman Su to see if he has an idea.). But if anyone has an idea how to explore this further I’m definitely open to suggestions. Really though, I think I need to start pulling out quotes and start making connections.

Basically the motivation for this (and I’ve heard similar comments from other gamers, including Nathan) is that I’ve been in a very long gaming session with some close friends since… November 2012. It’s the longest game I’ve ever been in, and one of the most detailed worlds a DM has constructed. And yet I *still*, even as the game is wrapping up, don’t think of it as fondly as many other games, including ones that I’ve played for maybe a week. I can definitely point to a disconnect of engagement of myself and Taylor (my wife), as we’ll do other things as we play (Draw, work on homework, browse the internet, etc.) and there’s certainly an issue there, but even sessions where everyone is on point, it simply can’t match the in-person collocated experience.

And I suppose the question is what are the factors of the experience which make it so difficult to connect, and what’s the best way to create something to enable that connection better?

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