What Is Actual Play, and Who Gets to Decide?
WHAT MAKES AN ACTUAL PLAY?
The fundamental problem that must be resolved before one can begin their
thoughtful critique of actual play as an art form is definitional. What is
an actual play? One could say, “any media where some group of people play
tabletop games for an audience,” but as we ponder actual play as a topic worthy
of criticism, this answer’s accuracy far outshines its usefulness. How does one
work with a category so broad it includes both multi-million-dollar franchises
and amateurs streaming their Zoom calls on Twitch?
There’s a certain strangeness to it, honestly. Actual play is inescapably
defined by Critical Role and Dimension 20. Their dominance is
such that hobbyist game masters are forced to confront “the Mercer Problem” at
their home tables, and aspiring content creators measure their own success in
degrees of separation from Brennan Lee Mulligan. Even highly produced and
superbly cast projects like the By Night series and Bookshops of
Arkham stare jealously at their colleagues’ fan base, longevity, and (Dungeons
and) Dragon’s hoard of cash.
But these titans and their laudable imitations bear little resemblance to the
preponderance of content produced under the guise of actual play – how is it
that our exemplars are also such poor examples of the genre? The average
audio-only game is lightly edited by someone trained via Google search; the great
majority of streamed actual plays take the form of “talking
heads” on a primitive overlay. Both want for anything approaching professional sound
or lighting design. The mere concept of a studio space is a distant dream, let
alone a prop department or set designer to dress it up. And there's scarcely a trained actor or celebrity guest in sight.
We’re forced, then, to ask: is it appropriate to calibrate our critical lens on
productions that are clear, obvious outliers? On its face, it seems a bit silly
to compare the modal actual play to projects using branded dollars to pay
card-carrying actors to make a television show about playing role playing
games. I would posit – and I am by no means the first person to make the
analogy – that it makes as much sense to study actual play by watching Dimension
20 as it does to study human sexuality by watching pornography.
There’s nothing wrong with porn. Plenty of people enjoy it, plenty of people
study it, and plenty of people take what they learn from it back to their, err,
“home games.” But we also agree that it shares only a base-level mechanical
resemblance to the version most people experience, and would consider it a
problem if someone expected every Adventure in their Zone to look
and feel that way in the bedroom. We understand intuitively that it isn’t real.
Considering, then, that most actual plays are more dads in their dungeon than Dungeons
and Daddies, we should think carefully about where “big” shows fit within
our discussion. Would including Invitation to Party in our analysis be a
form of sampling error, by which we have wrongly included an improvisational theater
television program in our data? Is Acquisitions
Incorporated a natural novelty, functionally meeting our definition but
unique to the point that its inclusion would skew our analysis?
The first is easy to solve: delete the outlier. The second suggests we analyze
the case, but be extremely careful before drawing broad conclusions. My
position leans towards the latter. For all their professional contrivance, these
are “media where some group of people play tabletop games for an audience.”
Each is worthy of study, if for no other reason than so many creators strive
every day to replicate them. For many, actual play has stopped being “watch me
pretend to be someone I’m not” and become “watch me pretend to be someone
‘famous’ pretending to be someone they’re not.”
But Normative and Mimetic Isomorphism in the Performance of Role Playing
Games is an article for another day. For now, if we’re serious about being
scholars and critics, we should first recognize that the most popular actual
plays are deviations from the norm, develop a continuum of “bigness” such that
like can be measured against like, and focus our analysis such that we’re
capturing the median actual play rather than the extremes.
WHAT MAKES A BIG ACTUAL PLAY?
The next question is obvious: what is “big?” Creators and critics agree upon
the need to differentiate between actual plays according to technical or
artistic sophistication. Despite the overwhelming desire to “be the next Critical
Role,” the bulk of actual plays are not and will never be. We recognize a
need to keep “new” or “amateur” or “hobbyist” productions distinct from
“professional” or “big name” productions, especially when it comes to matters
of festivals and awards. The two most-discussed suggestions involve
categorizing projects either by budget or by “production value.”
Separating projects by budget is popular in the film and television world, and
makes sense as a first idea. There will be an obvious difference in quality
between a ten-thousand dollar project and a none-thousand dollar project. Does
it create categories that are meaningful for the erstwhile critic, or can be
operationalized by an awards committee, though?
Although it succeeds at separating high budget projects from low budget
projects, there are only a handful of projects with five-figure budgets, and we
already know who they are. Another tier for shows operating on more than $1,000
would keep KOllOCK and The Dungeon Rush from squaring off against
Mssrs. Mercer and Mulligan, but we’ve still only accounted for a small
percentage of the genre. All but a handful of actual plays exist in the “under
$1,000” category, or “under $500” category, which we were able to deduce
without consulting an accountant.
We could take this vast low-budget assembly and divide it into micro-categories
$100 at a time, but this fails to account for passionate labor freely given.
Consider Queen’s Court Games, whose cast includes a professional artist.
Commissioning the character portraits, overlays, brand assets, and other art she
provides would cost in excess of $1,000 every month – is that number included
in our budget? Would a hobbyist editor bill their time at the union rate? Or
would the lack of money exchanged make it a “zero-budget” show, and allow them
to compete against five high school students recording in the library after school,
on a single Blue Yeti?
Come to think of it, do we include the cost of equipment? Dimension 20
has more cameras than most shows have dollars of revenue, and their cost and
quality is orders of magnitude higher than your average webcam. How does one
account for that? Do we include the cost of a channel's in-home studio in every budget tally?
No, it seems more prudent to align series by “production value,” though the
choice is not without its own drawbacks. First, this requires us to define what
the markers of “production value” are, and catalogue them according to
objectively measurable criteria. Second, actual play does not reliably separate
according to any markers that might make the list. The average hobbyist actual
play does not take advantage of time-code editing to repair dialogue or manage
narrative pacing; neither does Critical Role. Very few entry-level
actual play podcasts make use of diagetic soundscapes; neither does Dimension
20.
This inevitably leads to some form of rubric. We would generate a list of X
markers worth Y points each, and assign any show above score Z to
the “highly produced” category. In a binary setting – an awards show that can’t
afford to give out two-dozen different actual play trophies, for example – this
still means aspirational hobbyist productions will be trounced by Dark Dice
when the ballots are counted. But in contexts that allow for additional
granularity, such a system would create much-needed space between minimally, modestly, and
majorly produced content. It only asks if your production has unique art or
sound design, not if you were charged for it.
The next step would be determining what the markers are, how
much they matter, and what cut-off scores make sense for our use cases. But before
we go down this road, we should also ask if “production value” is the only
metric worth considering. The largest actual plays speak in the language of
film and television, and it’s easy to copy and paste those preconceptions onto
actual play and call it settled. We should resist this impulse – there’s more
than one way to tell a story.
WHAT MAKES A GOOD ACTUAL PLAY?
Assuming our original definition of the art form – “any media where some group
of people play tabletop games for an audience” – there are two words that stand
out as useful foundations for our nascent critical framework: media and game.
Actual play is indisputably a media product, drawing its influences from film,
television, and radio theater. It is also a game, with rules and mechanics that
distinguish it from narrative fiction. Any system we devise for analyzing and
comparing actual play should include both.
As media, actual play lends itself to the vocabulary of its influences. A
concept like “production value,” encompassing factors like sound and lighting,
sets and costumes, editing and digital effects, is easy to transpose from
actual play’s creative siblings. Considering the background of most creators,
it’s also easy to judge. Everyone making actual plays has watched film or
television; many also make film or television for a living. The scoring
might be informal, but we all know “production value” when we see it.
As a game, easy comparison is more challenging. While methods for analyzing
scripted media or improvisational theater may offer insight, neither neatly
captures the combination of creative freedom and authorial restraint present in
role-playing games. Moreover, role-playing games are an art form unto themselves.
If we intend to argue that crafting an actual play is something distinct from crafting
television or novels or Second City revues, then our analytical
framework should also be distinct. We need to identify the performative
components of role-playing games.
Thankfully, we already have a framework. We recognize “out-of-character”
elements like dice mechanics, explanation and negotiation of rules,
non-diagetic planning, meta-gaming, and meta-commentary. Let’s call this Process.
We also recognize “in-character” elements, which includes most activities
covered under “role playing.” Let’s call this Narrative. The distinction
is minor for a home game, but the two sides are pulled into tension when games
becomes content.
Combining the media and game aspects of actual play, we could create a graph
like this:
While both axes lie firmly within the realm of the subjective, we’ve at least arrived
at a partial taxonomy of actual play. With a bit of conversation and guidance, scholars
and critics could both divvy up the genre into sub-categories, studying each
quadrant as its own component of the broader actual play universe. The keen-eyed
among you will also have noticed by now: this framing also doesn’t answer our
question. What does a “good” actual play look like?
For that, we’ll need to dive into questions of taste and distinction, which
means brushing up on my Bourdieu before I embarrass myself in public. Or maybe
the conversations that follow this post will lead us somewhere else entirely.
Maybe this framework isn’t as useful as I think, and one of you will eagerly
and expertly explain why?
In either case, as we say at Queen’s Court Games: that’s a story for
another night.
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