Agon-Alea-Mimicry-Ilinx

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Vi är ju alla mer eller mindre bekanta med Roger Caillois verk Man, Play Games och de fyra huvudgrenarna för spel och lek han identifierar.

Agon, Alea, Mimicry, and Ilinx are the four fundamental categories of play identified by sociologist Roger Caillois in his influential book Man, Play, and Games, representing Competition (agon), Chance (alea), Simulation/Role-Playing (mimicry), and Vertigo/Thrill-seeking (ilinx) as core elements of games and human amusement.

Agon och Alea känns som grundbulten i de flesta rollspel. Man bemästrar systemet, agerar taktiskt/strategiskt, man löser (som spelare) utmaningar, gåtor och pussel. Slumpen spelar stor roll i många av de spel som vi har, även en del av de tärningslösa.

Även om gestaltning och roll-lek, borde vara grundbulten, så är det inte alltid tydligt (ibland inte ens önskvärt), men man får nog se det som genomgående.

Men, hur är det med (ilinx) uthållighet, stress, koncentration och liknande. Vad har vi för exempel på det?

Vi har förvisso jengatornet, som känns väldigt mycket (agon) och väldigt lite (ilinx).
 
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Ilinx is one of game theorist Roger Caillois’s four categories, for games "based on the pursuit of vertigo and which consist of an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. In all cases, it is a question of surrendering to a kind of spasm, seizure, or shock which destroys reality with sovereign brusqueness” (Caillois, Man, Play, and Games). Vertigo, the perception of motion while the body is still, is increasingly triggered by the rapid and sweeping movement of the synthetic camera, or virtual kino eye, of CGI filmmaking, modeled on the fly-throughs possible in video games and virtual worlds. This presentation examines examples of how the virtual kino eye plunges into public and private spaces, pushing viewers to access public areas like cities and landscapes, private interior spaces, or even the body with an intensely first person point of view, conflating public and private in an unsettling vertiginous experience.
 
Sinnesförändring, sinnespåverkan, inre bild, verklighetsförändring, inlevelse och förflyttning, ingår nog alla under begreppet och finns nog i de flesta (roll)spel, om inte annat i praktiken. Några handlar även om detta tematiskt, fast få kräver att man ska uppleva det för att kunna spela det.
 
Ilinx för mig, nu har jag inte läst jättemycket analyser av Les jeux et les hommes, handlar mer om kontroll för att sedan kunna släppa det. Åka puckelpist, berg- och dalbana, se en skräckfilm eller snurra runt på stället och tappa balansen. Inget av det är farligt i sig utan är kaos i ett kontrollerat rum.

Att bygga en karaktär för att sedan driva den till sitt fall, att beskriva actionsekvenser utan att egentligen nämna alla ord utan deltagarna får pussla ihop det i huvudet, hoppa ut i en startpunkt i en berättelse utan att veta vart den kommer att gå då alla deltagarna kommer påverka den, att förstöra en värld eller personerna inuti den. Förstörelselusta, elände, ovisshet, melankoli, extas - allt under kontrollerade former.
 
Funderar mer på om det finns spel som har det som huvudfokus.
Ja, för spel som D&D (power fantasy: jämförbart med att gå och slå sönder ormbunkar med en pinne som liten), Vampire (besten, intriger), Don't Rest Your Head, Fiasco, Alien (DRYH lite), och Feng Shui (förestörelselusta) har alla element av det. Av dessa spel skulle jag trycka på att Fiasco (det kommer gå illa för rollpersonen - du lämnar ut kontrollen via scener och "tilt") och Don't Rest Your Head (du förlorar kontroll via systemet) har mer ilinx än andra. Beror naturligtvis på hur man spelar dom.
 
Är det dags att citera Levi Kornelsen? Det var ett tag sedan nu.
Här är en gammal lista som jag citerat många gånger här på forumet, och som känns relevant för den här diskussionen. Stulen från Levi Kornelsen i en post på The Forge. Detta är hans lista över "enjoyments":

Agon
"I beat you!"
This is the pleasure of beating someone else. It does not necessarily require that the process be challenging or interesting - the thrill here is being better, even if only for a moment, than another actual person. Many gamers are very wary of it, because hard pursuit can turn ugly fast without a permission structure to say when it's okay (such as in Amber, Capes, or Rune).

Alea
"I won! I won!"
The thrill of gambling and winning, straight out. Alea requires randomness which can be won or lost in the perception of the player. Alea is common almost across the board; it's one of the reasons that diceless games often don't do that well.

Catharsis
"That was... intense."
There’s a feeling of release that follows an intense or overwhelming experience. This may (or may not) be tied to character-identification by the player. Catharsis does not necessarily require a tragic or traumatic experience, but doe require emotional content and investment. And, yes, there’s argument about whether catharsis (especially the strong-form versions, which *do* hit on the tragic or traumatic buttons) is a good idea in RPGs. That's an argument for a whole other day, if ever.

Closure
"And that's how it happened."
The feeling that there is nothing more that need be done, and that the thing is finished, is something many people enjoy out of games. Contentment requires closure and resolution to whatever the matter at hand may be. This does require that either in-character goals and end points be clear, or that everyone is actively listening and aware of the desire.

Emergence
"Hey, these go together!
The thrill of having a singular thing come together from apparently disparate pieces. In RPGs, this usually means that the fictional events of play come together into some roughly story- or plot-like fashion.

Expression
"My creativity matters!"
This one is tricky, because it covers a lot of ground. Some people want to create bits of world that surround a character, or create the world itself, or write fiction based on the game, or you-name-it. Each kind of creative impulse comes with different preferences on using the modes of play.

Fiero
"I have overcome!"
The feeling of winning, of defeating a challenge, or overcoming adversity. Fiero is lifted from serious game-study, and included here because I think it sounds awesome. Fiero. Go on, say it out loud. Anyhow, people looking for that feeling are on the lookout for adversity – and they tend to want adversity where they can be partisan for their characters and the GM is actually playing against them a bit. Fiero doesn't come easily if the challenge isn't challenging.

Humour
"*Gigglegiggle*thud*"
Games can be played for laughs, and often are. Amusement is served by all four of the modes. Notably, a player that really pushes for it will often end up pushing for collaboration, even to the point of attempting to dictate the actions of other player characters, because some of the humor that comes to mind most easily can step outside the specific boundaries of authority the other modes often lay down.

Kairosis
"Llew gets back up again. And he knows who he is, now."
This is the enjoyment of seeing (or experiencing, vicariously), the fullfillment or change that is natural to a character as pressure is exerted on them. Much of the time, this is about the character becoming who they 'ought' to be.

Kenosis
"I'm in the groove."
Some players seek the feeling of being deeply engaged in their character or in the fiction as a whole. Players looking for this (especially really serious kinds) often aim for a lot of characterisation. They also often (but not always) want to avoid types of action that will pull them “out of the groove”. Flow states are related to this; some are about getting deep into character, some are about other things.

Ludus
"I am the master of the rules!"
Some people also take their fun a little more seriously. The rules-tinkerers and the optimal-builders are chasing the fun that often sits on the opposite end of the spectrum from the people looking for paidial fun. To someone looking for ludus fun, the rules are the game, a toy that the group is here to play with. Wherever the mechanics of the game are, whatever modes they attach to, that’s where ludus-seekers go.

Naches
"You've come a long way, John."
This is a social pleasure - a parent seeing their child doing well feels naches. Taking pride in the accomplishements of others, sometimes in the form of "I taught them that!" is naches. Teaching people to play a game and seeing them love it is naches.

Participation
"I'm part of this!"
For most gamers, the game and the acts that make up “playing the game” are a way of being social. People looking to get especially significant gameplay-as-socialisation often try to match their other goals with the rest of the group. Participation is socialisation chanelled into play.

Paidia
"What would be awesome, right now?"
Paidia is free-wheeling player fun, where rules are a convenience. Players looking to get some Paidial fun would prefer winging the rules-calls, going for whatever feels right at the moment. Novelty and wonder are often, but not always, associated with this goal. Off-the-cuff characters are sometimes signals that someone wants this kind of fun.

Sensory Enjoyment
"There's something satisfying about a big handful of dice."
Miniatures, maps, game book illustration, tokens, and dice are all visual and tactile things that are enjoyable about RPGs. I haven’t yet met anyone that considers these things their number one priority, but they show up on a lot of lists.

Facsimile
"That's exactly it!"
Successful portrayal of a pursued idiom. E.g., a player saying a particularly Star Wars-appropriate thing in a Star Wars game ("I discovered the illusion by looking to the Force; the senses can be deceived."), or a group resolving a mission in said game in a particularly Star Wars-appropriate fashion (Good beats evil, the protagonists grow, not quite happily-ever-after but close enough to end on).

Protection
"This will not be broken!"
Defending a game's logic, function, continuity, or aesthetic from threatened violation. Example: "If trolls in this game are incinerated by sunlight, how did the troll statue get from A to B without any tracks heading off for shade?" GM looks uncomfortable, obviously having erred. "Maybe traveling trolls carry a shade tent with them so they can march during daytime." GM brightens at this player suggestion, and says, "You did notice some tiny lines in the dirt, which could be the dragging of tent stakes..."

Emotional Displacement
Actually feeling what your character feels in their current situation. I think there's some appeal to doing this regardless of exactly which emotion the character is experiencing, but I could be wrong.

Sensory Displacement
Achieving a degree of vivid imagination of the setting, in which you can almost see/hear/smell/taste/feel the setting. Again, I suspect there's an appeal to doing this regardless of what the setting holds, but maybe not.

Schadenfreude
"Ha ha!" (as in Nelson from the Simpsons)
Enjoying the misery of others. I don't see how enjoying deep and sincere misery could be acceptable in RPGs, but a little bit of chortling at someone else's tragic die roll or some such seems to play just fine.
 
Skadar nog inte, men det var inte ilinx i den.
Nä, Kornelsen kände uppenbarligen att det inte är något som finns i rollspel, åtminstone när han skrev listan. Och det känns rätt krystat att försöka få in det, om vi inte skapar nya spel med rejält nya mekanismer.
 
Nä, Kornelsen kände uppenbarligen att det inte är något som finns i rollspel, åtminstone när han skrev listan. Och det känns rätt krystat att försöka få in det, om vi inte skapar nya spel med rejält nya mekanismer.

Det är väl lite slutsatsen jag haft också, för hans lista är bra och täcker det medta man förväntar sig. Så varför inget av den sista? För svårt eller för ointressant?

Lite som att (i) är mer en bieffekt än ett designmål.
 
Bispår, men ändå inte.

Minns att Martin körde spelsessioner i Vampire i realtid. En minut på klockan är en minut i spel. Spelstart när solen gått ner tills solen går upp.

Att omständigheterna kring spelsituationen ger en förhöjd känsla, här för medveten om tid.
 
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