Shared Imaginary Space (SIS)
If you're new here, you may want to subscribe to my RSS feed. Thanks for visiting!
This was originally supposed to be a simple concept I idealized to help people discuss ‘what goes on’ during role-playing game play. Really. I named it to identify it with role-playing gaming and mathematics. (Gaming is shared; gaming is imaginary; what takes place in gaming can be identified as a possibility space.) I did not name it descriptively.
A lot of people misunderstood the simple underlying concept and did many strange (to me) things. Some adopted it and equated it to their personal work. Some used it as a title for their own concepts. Most attempted to use its wording to define it concretely. I’m sad about this and I feel like I should apologize for the trouble I’ve caused.
But it ain’t my fault.
Let’s tie this up all at once. Point your links right here; this is the definitive article from the one who coined the idea. Back in the day, I developed the idea of SIS as a way to explain that “if it ain’t be said; it don’t exist” was one idea at the very core of all role-playing gaming.
As for the SIS, it comes out like this: Shared Imaginary Space is what has happened in play so far. Sounds simple, right? The problem is that some people interpreted that to mean it was the info-dump site for all game content. Now I don’t know about your imagination, but mine can only handle so much. So it should be simple to note that SIS is constantly leaking info, a lot of info! What does that say about what remains? Well, first of all, the SIS is much easier to see in hindsight. Also, as the constantly evolving ’space’ it is, it can’t be counted on for detail and any integrity it appears to have is a productive fantasy of its contributors.
Another problem that comes up is partial, withheld or influential materials and how they relate to the SIS. It’s funny how people get things into their heads about how some things affect other things…and how they must name them. All of these things, partially shared stuff, secrets kept from play and materials which influence play without entering it don’t have anything to do with SIS.
That’s right, nothing at all.
All of these things affect the players. A player’s suspicions are not a part of the SIS; they are a part of how the player thinks about the SIS. The byproduct of this is spotlighting how each player has a personal context with which they interpret the SIS. There are as many contexts as there are players; enumerating them likewise has nothing to do with the SIS. (Examples? The player who ‘thinks in character’ has the character’s point of view as a context. Think gaming is storytelling? Protagonists, antagonists, theme, message and so forth are your context. They are not a part of the SIS.)
There is a second result of recognizing player-context; you must realize the content of the SIS cannot be specific. Now that’s a hard concept to explain so bear with me. When I say ‘red’, I can guess what you might think of. When I say ‘red’ to someone who’s blind from birth, I can’t even guess. But the idea of ‘red’ is still there. If I have a game with a ‘wedding’ in it, several things come up. For example, if one player’s POV is a local Sheriff, his context will lead him to see the wedding as power-play, rearranging or reinforcing the status quo; the attendees are notable simply for the fact that they chose to come. In the context of the traveling entertainers, the wedding is a money maker and they have to identify who to play up to (for tips). From the bridegroom’s context, this is a life-changing event determining much of his future. See how all the contexts require wildly different interpretation of the exact same SIS? Well, what this means is that the SIS isn’t made up of ‘facts’ and details; it happens to be all concepts and shorthand, everything needed to contextually interpret it and nothing more. Why not more?
Because of the information-leaking I discussed above.
Now another thing a lot of people get caught up in is the idea that only one individual at a time is privileged to contribute to the SIS. By now you should see a number of problems with that. Since any information shared may, or may not, find a permanent home in the SIS, you can’t say who has privilege or not; in fact, you have to realize that since all of it will be (re)interpreted according to individual player context at some later point, the originator isn’t really in ‘control’ of the information contribution at any point. No authority, no privilege and not even say over how people will take it.
A lot of role-playing game design theory goes into working out difficulties people have contributing to the SIS. Often this involves controlling who is talking, how things are said, how they must be interpreted and how to manage (mis)communication during play. The problem is that, as you can see, none of this has any actual bearing on the SIS. In fact, I’d go so far as to say that many of these issues, no matter how codified in the game text, are still solved entirely by the players being people interacting with people. Any argument cannot be solved by rules, it always gets solved by people. (And I think that might be the right place to put it.)
When you reach this point, it probably starts to look like SIS isn’t involved in play any more than a source of information for the ritual bricolage that makes up play. If you view role-playing game design theory from the perspective of the participants, this will be true. It is pretty much a useless concept.
But if you look at gaming with the SIS as the focal point, you will see a whole different dimension of gaming.
For me, this began as trying to look at role-playing gaming from the perspective of improving play, of focusing on play as a center of interest, and growing new ideas out of that. I realized immediately that player-perspective design practically fetishizes communication; sooner or later all the complications and challenges will seem to come from how people share information. I also realized that the very idea of shared fiction was lost in the inaccuracies of language and the idea of ‘getting everyone on the same page’ slowly becomes more and more impossible, the higher the fidelity.
I could see that many people actually create internal narratives about play. They interpret the SIS by their own context, focusing on what they like and discarding anything else as irrelevant. In this way, you can look at role-playing gaming as a group of separate, yet similar, narratives going on simultaneously, involving a certain amount of interplay with shared concepts and shorthand. I found that the idea that the SIS has be crystallized and ‘forced’ on all players can only seem to become harder and harder to maintain. For me, using the player-perspective focus for design leads to self-fulfilling problems over communications and rights to the perfected shared narrative.
When you leave all communication issues to social or people-solutions; when you abandon the idea of a detailed shared narrative; when you avoid focusing on the illusion of authority and embrace player-context-based interpretation of on-going play, you reach the place I’m exploring. You can see the interplay of personalities and how they interplay with the game texts (or rather, are informed by those texts). Indirectly, the game system will inform the SIS via the way it influences the players who play it. What this means is that cheating (not following the rules) does not affect the SIS, but is really a social issue to be decided by the group dynamic. (The same goes for fudging.)
Now, one of the advanced concepts that comes up here is the idea of evolution within the SIS. The SIS is not a history of play; it is a bases of individual interpretations of what is actively going on in play. This means that it evolves even as it leaks out all the unimportant detail. How it evolves is something I strongly believe needs to be addressed both directly and indirectly by a game’s text (and yet rarely is).
Another advanced concept that I should mention is the sheer plasticity of play. Since nothing merely intended for play is considered a part of the SIS, you can see the beginnings of ‘agile gamemastering’. (Something I will detail in a later article.) This means that no matter how much preparation, no matter how many maps are in use, no matter how important a detail is on a character write-up, it all can disappear in the instant that play invalidates it. This also means that anything, and I mean truly anything, can be invented the second before it is spoken. In ways, this invalidates the traditional concept of preparation. What it doesn’t do is say that improvisation is the only possible way to play, just that preparation needs to take this plasticity into account.
The biggest problem that comes up when using a SIS focus for role-playing game design is dealing with what to do when individual people begin to believe that they can or should ‘own’ the SIS. Even when this is reduced to only having certain goals for what everyone else takes away from the SIS, it is still highly problematic. I can’t really say anything about these kinds of problems as I’ve been learning more about what SIS theory in conversations with my peers. (Join now! Just add a comment below.) So most of this is new to me (even though I unconsciously ‘knew’ it before).
Fang Langford