emergence and progression
Games of progression are not unique to computer-based games. The characteristics of games of progression are that they have narrative ambitions, have challenges that are set up directly and consecutively and may require the player to perform a specific sequence of events. These characteristics are not bound to computer-based games, although a majority of games of progression are more conveniently played on the computer.
There are many examples of non computer-based games of progression. One such example is Dungeons and Dragons (D&D). It is a role-playing fantasy game that is “part acting, part storytelling, part social interaction, part war game, and part dice rolling”. The player gets involved in the adventure of exploration, uncovering narratives and face challenges from monsters. It is a game of progression because challenges are brought up to the players one after another and another feature is that the adventure of the hero/character forms the narrative. Progression of the game also occurs in many forms, like progression in uncovering realm, progression in experience and skills or progression of the narrative after unveiling secrets and mysteries. However, the game does exhibit some elements of emergence. Teamwork between players may result if their characters are not skilled and experienced enough to deal with the monsters while players with more powerful characters may decide to kill the characters of other players. Such behaviour is not dictated by the game-maker, but a spontaneous result of the logic and rules behind the game. Thus, D&D may be considered a non computer-based game of progression with some emergent behaviour.
Some may contend that D&D is actually a game that puts the burden of processing and running the game onto the game master, and the trouble of the job can be easily transferred to the computer. However, I personally feel that the essence of non computer-based games lies in the interaction between the players. With the gamemaster being a human rather than the computer, the conflict between the good and bad guys is enhanced by the interaction between gamemaster and players. Such interaction may take the form of conversation and remarks exchanged between them.
Other examples of non computer-based games of progression acting games that children play (much like non-computerized RPGs), some amusement park rides, yes/no answer games. Yes/no answer games are those that the narrator reveals a part of the story (usually about a mystery death of a character), and the players can ask questions that the narrator can only give an answer that is either yes or no. The story then unfolds as the players ask relevant questions and the game ends when the mystery is solved. In this example, the progression lies in the increase in knowledge about the story. Challenges are posed onto the players through events or objects that may help solve the mystery. I would think this is one of the most interesting examples of non computer-based games that show elements of progression.
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