Discussion Status Code
The following describes some situations about misunderstand during a discussion with two parties.
Code 0 - Both parties misunderstand each other and believe that the other is wrong.
Code 1 - One party misunderstands the other and believes that the other is wrong.
Code 2 - One party misunderstands the other, but is aware that there is a misunderstanding.
Code 3 - Both parties understand each other, but only one party contributes to the discussion.
Code 4 - Both parties understand each other and both contribute to the discussion.
For the discussion about definitions, the status is Code 1. If you think that I said something wrong, it is not a cue for you to show where I went wrong, but a cue telling you that you read it wrong. The situation is lopsided because this thread is written from a perspective that is unexpected.
Consider me an explorer who had ventured to a hilltop overlooking a village that you are in. I tell you that the entire village is sitting on the shell of a huge turtle. You are entitled to your disbelief, but it does not change the reality that I have no reason to distort the observations. If you think that I said something wrong, it is not because I am wrong, but that my descriptions are based on a perspective that is uncommon to the people in the village.
We use the Perspective of Design
Design is different from creation. The difference lies in the conscious use of knowledge to consider options and to make decisions that brings the object of design into existence. As a conscious activity, design requires assets in the form of information, knowledge, and decision logic. In terms of knowledge, the most important areas are:
Form: The understanding of the form of the object that needs to be designed
Options: The knowledge of the options for each component of the object form
Values: The knowledge required to judge the object when its options are decided.
Suppose a house sandwich must have two pieces of bread with a piece of vegetable, a piece of meat, and a piece of cheese in between and is prepared using the house special process. If I ask you to design a sandwich for me, I am asking you to choose the ingredients so that the overall sandwich is valuable (e.g. tasty) to me.
[ Diagram (png) ]
Results of design are not intrinsically superior to results of creation. A randomly compiled sandwich could taste unexpectedly good. However, for this thread the discussion is done in the perspective of design because it implies knowledge, which is objective and transferable. By using this perspective, we aim to discover, articulate, and share the knowledge used for design.
Game Story without Conflict is the Design Object
The object being designed is a story that exists in a game. 'Game story' is the form. 'Without conflict' is the abstract that summaries the value definitions. Therefore, this leaves options as the main discussion topic. What is the range of options that satisfy both the form and the values?
The End Product of this Discussion is a Map of Design Options
In an actual design, the goal is to complete the design. The goal of this discussion is different. The goal is not to complete a design, but to expand the knowledge required for such design. The purpose is to map out the entire landscape, so that a person can use it as a reference regardless where they want to go.
The end product of this discussion is a map that shows all possible options a designer could consider to satisfy the form and the values.
The ToDo List
First, we want to identify the form and its
required components. So far, we know that the required components are:
Game Story \ Mode of Existence (Concerns how the story exists in the game)
Game Story \ Composition (Concerns what the story contains)
For the Mode of Existence, I mentioned 5 options, but we did not provide any scheme to label or classify those options. We should analyze them so that we can give meaningful labels to them.
For the Composition, I mentioned the Truth Layer and the Story Layer. The two are renamed and considered as required components:
Game Story \ Composition \ Fact (Concerns the reality of the story world)
Game Story \ Composition \ Presentation (Concerns what and how the author shows the player)
The following is a partial list of known optional components in Facts. Under each component is a list of options. The options marked with 'x' are the ones I want to do without. I mark them in hope that it makes it easier to identify the value system (in terms of what is valued and what isn't). After reading the list, think about what options are valuable to the player.
... \ Fact \ Entity \ Attitude \
o Casual,
x Do or Die,
o Obsessed,
o Reluctant, etc...
... \ Fact \ Entity \ Intention \
o None,
o To accept something
o To create something
o To discover something
o To save something
... \ Fact \ Situation \ Outcome \
x Win-lose
x Lose-win
x Lose-Lose
o Win-Win
... \ Fact \ Relation \ Relation between two intentions \
x Conflict
o Cooperation
... \ Fact \ Entity \ Action \ Style \
x Violent
o Non-violent
... \ Fact \ Entity \ Composure \
o Peaceful
x Disturbed
... \ Fact \ Entity \ Action \ Cause of Initiation \
o Choice
x Compulsion
o Reflex
... \ Fact \ Entity \ Perspective \ Friend \ Definition \
x Someone that helps you
x Someone that does not harm you
x Someone that does not intend to harm you
x Someone that does not intend to harm you more than help you
x Someone that you trust
x Someone that you can trust
x Someone that can form an agreement with you
x Someone that makes plans for you
x Someone that needs your help
o Someone that makes plans with you
o Someone that respects you
x Someone that likes what you have
x Someone that likes what you give
o Someone that likes you for who you are
o Someone that enjoys your company
x Someone that forgives you
o Someone that cares about you more than your benefit to them
o Anyone
o Someone that you are willing to help
... \ Fact \ Relationship \ Cause of Development \
x Resolving conflict
x Compromising
x Negotiation
o Increase in understanding
o Increase in understanding by seeing the other in new roles / situations
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Re: Conflict vs Contrast
We know that if we were to compare an story using conflict to a story using contrast, we would do so using stories with similar level of complexity. If we say that the story using contrast seems to have no meaning, we would first make sure that our comparison, the story using conflict, has significantly more meaning. Otherwise, we understand that it only shows that at the comparable level of complexity, neither story has a strong meaning.
Re: The Absence of 'Meaning' in the Objective Definition of Story
We understand that the use of 'meaning' in determining whether a composition is a story is not permitted for an objective definition. The problem is demonstrated by the composition with the Trains, showing the sequence 1, 2, 3, 7. If this sequence is meaningful to some but not to others, and we rely on the detection of such meaning to tell whether a composition is a story, then by the lack of an objective method to detect meaning, the definition fails to be objective. Further, there is evidence that meaning is not a common quality that qualities a composition as a story, and that the classification of a composition as a story is independent to an audience. The evidence includes:
Evidence 1: There are many stories that are written to amuse. These stories contain no meaning, although they do have a purpose (to amuse the audience). To understand this as evidence, you need to understand this: Suppose I give you an example of a story that is written to amuse, you have two general approaches to disprove my claim. 1) you could show that the story contains a meaning, and that the meaning is the partial reason that the example is a story. 2) you could show that the example is not a story because it lacks a meaning to you and that I claim that it has no meaning. Knowing that you have these two approaches to disprove my claim, the example that I am going to pick will be well-known compositions that are widely regarded as stories. However, for me to do so successfully, you will need to first come up with an objective way to detect meaning in a story. Otherwise, even though I give an example, you could always claim that it has a meaning to you. So far, there is no evidence that you are able to define objectively how to detect meaning from a composition. In your description, you used the word 'teleology'. At this moment it only sounds like it has meaning, to show that it has an objective meaning, you need to do this: define the term, and give an example where meaning is detected based on the definition, and another example where the definition shows that it is
impossible for the composition to have any meaning. If you cannot objectively define each term in your definition, you know that your definition isn't objective. That is the objective way to tell whether a definition is objective (I don't need to tell you that it is wrong,
you are supposed to know that it is wrong, if you don't know, the only reason should be negligence--that you were lazy and didn't try.). Do not see this as a challenge, because the evidence points to a reality that people do not use the existence of meaning to detect whether a composition is a story. The hypothesis that stories must have meaning does not hold water.
Evidence 2: The sentence: "What does this story mean?" would become illogical. If a composition is a story only if the audience understands its meaning, then it is invalid for the asker to ask such question since, to the asker, the composition isn't a story. However, this question makes sense because the asker understands that a story is a story even if they don't understand its meaning themselves. Therefore, the assumption that a composition is a story only if the audience understands does not model the reality of how the word is used.
Evidence 3: We don't hear people say, "Well, it is a story to you, but not to me." We don't hear this because we believe that stories can be defined objectively. Note that if for we have always understood that stories are only defined subjectively, the phrase would be as common as "Well, it is a threat to you, but not to me." or "Well, it is a piece of cake to you, but not to me." This is not a statistical coincident. This is evidence that the word 'story' is never subjectively defined as a noun. Also consider the absence of this phrase in usage: "Well, it is a clue to you, but not to me." Here, while 'clue' is related to meaning, the absence of this phrase also shows that 'clue' is used as an objectively-defined noun: a clue is a clue, regardless whether the speaker understands it. A person can fail to see that a piece of information is a clue, but the piece of information is still a clue*.
Evidence 4: When people go watch a Hollywood movie, they accept that the movie they watch shows a story. Most would consider the movie a story even if they don't believe that the movie has a 'meaning'. They consider the movie a story regardless whether it has a meaning. This is evidence that meaning is irrelevant in the definition of story.
Evidence 5: An anecdote is a story. An anecdote by itself may only communicates an experience.
Evidence 6: A story without resolution is still a story. These are the type of stories where the audience is left 'hanging there'. In some situation, since the audience does not know the ending, and the ending holds the truth crucial to the meaning of the events, the story ends in a condition that
deliberately denied the audience of not only the meaning but also the resolution. However, those compositions are considered stories. Therefore both meaning and resolution are irrelevant in people's brains when they decide to call something a story. This is evidence that a definition where meaning is required is
artificial and
does not reflect the reality. Another word that expresses "does not reflect reality" is 'wrong.'
* Objective definition of Clue:
A clue is an artifact of an action. (In this definition, clue and hint have different meaning.)
Re: Composition vs Player Interpretation
S1: "Simplifed story with conflict: MC wants to get from A to B, but must please various inhabitants to get tools to get to B."
S2: "Possible story without conflict: MC is at location A, he frees various inhabitants, who give MC tools in turn. Using those tools, MC finds himself at B"
We understand that if S1 and S2 are presented in a narration, they would be like this:
S1: "I am at A. I want to get to B, because B is a wonderful place. But to do that, I must first get tools from people here at A, but they won't give unless I please them..."
S2: "While I was at A, I saw some people trapped so I freed them. To thank me they gave me a digolo. Before I knew it, I was at B. B is a wonderful place."
Based on the narration, we see that S1 describes two intentions:
o Intention 1: Narrator wants to get tools to go to B
o Intention 2: People don't want to give tools to narrator.
Because these intentions lead to two states that can't coexist, S1 has a conflict.
For S2, we see these intentions:
o Narrator wants to free people
o People wants to thank narrator
Because these intentions don't lead to two states that can't coexist, S2 has no conflict.
This judgement has nothing to do with user perception. It is purely based on the content of the story. Therefore the distinction is objective. We understand there are different modes that a story can exist in a game. We recognize the difference between a player controlling a defined character vs a player controlling his own avatar. When the player is controlling a character with defined objectives, those objectives belong to the story. They are not a matter of player interpretation.
Re: Man vs Nature
In our definition, Man vs Nature is not necessarily a conflict. First, we understand when life is hard, people call that hardship, not conflict. During times of hardship, a person may struggle. During times of conflict, a person may also struggle. Therefore, we see that struggle also does not imply conflict. Man vs Nature is a conflict when Nature is a sentient entity. An example is wilderness survival when you face a bear and the bear wants to eat you. That becomes a conflict because it fits the objective definition. A person dying of thrist in a desert is not a conflict. It's tough, it sucks, but it isn't a conflict. However, if the person feels that it is so tough that on one hand he wants to find water, but on the other hand he just want to die, then there is a conflict, but that is not Man vs Nature, but Man vs Self.
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An important question to consider
If a table leg is a part of a table, then what is the table to the table leg?
Try fill in the blank:
A table leg is
_part_ of a table, therefore the table is
_____ of the table leg.