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Worlds of Design: The Chain of Imagination
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<blockquote data-quote="Lanefan" data-source="post: 8109015" data-attributes="member: 29398"><p>Is it, though? One could argue true creativity (the act of creating something new) cannot happen without imagination, though imagination can certainly happen without creativity.</p><p></p><p>The OP's list seems to be written strictly from the point of view of the end user or consumer - the viewer of a movie, the reader of a book, the player of a game or LARP, etc. It doesn't take into account what the maker(s) of a movie, the author(s) of a book, or the designer(s) and-or GM(s) of a game put into it; but without this there is no movie-book-game for the end user to enjoy.</p><p></p><p>The OP also doesn't follow his own guidelines in making the list. He says "<em>The less senses used to enjoy the experience, the more imagination is needed to enjoy it [...]</em>", which doesn't work when looking at LARP. Unlike any of the other media on the list, LARP-ing requires use of all five senses plus some imagination to enjoy it and by this criteria should either be at one extreme end of the list or the other.</p><p></p><p>Another factor is the different levels of actual end-user input required, with or without imagination. A movie or stage play requires virtually none - the end user is completely passive, doing virtually nothing other than soaking up the experience. Conversely, a LARP doesn't happen at all if the end users provide no input*; and a tabletop RPG without end user (i.e. player) input - while technically possible - isn't likely to amount to much.</p><p></p><p>* - ditto for a board or card game, for all that; but as most of those don't really try to interact with the imagination very much I wonder if they even belong on this list at all.</p><p></p><p>So from the end-user standpoint my list would go something like:</p><p></p><p>1. <strong>Movies and videos</strong>. A well-done movie or video does all the imagining for you; you just sit there and soak it in.</p><p>2. <strong>Stage plays</strong>. Ditto, though most stage sets require imagination on the audience's part to make them appear as more than they are.</p><p>3. <strong>Video games</strong>. These require considerably more imagination if only so the player can successfully interact with the game; but the scenes you interact with are largely presented for you and your own creativity in what you do is limited by what the game's programming can handle.</p><p>4. <strong>Comics, novels, oral storytelling and audio presentations</strong>. I lump these four together as each requires the end user to imagine the scene being described (or, in the case of comics, fill in the gaps between the scenes depicted). The only difference between a novel and an oral/audio presentation is the sense - vision or hearing - being used by the consumer to take in the information; and the only difference between oral storytelling and an audio presentation is that one is 'live' while the other is pre-recorded.</p><p>5. <strong>Tabletop RPGs</strong>. These combine the imagination requirements of 3. and 4. above; the player must both imagine the described scenes as in 4. and then use/extend that imagination in order to interact with said scenes as in 3. That said, full immersion - while nice - is not necessarily required for successful play. Also, your own creativity is (ideally) nowhere near as externally limited as it is in 3.</p><p>6. <strong>LARPs</strong>. As 5. above except the degrees of required/expected immersion and active end-user input are higher.</p><p></p><p>I knocked tabletop card and board games off the list.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8109015, member: 29398"] Is it, though? One could argue true creativity (the act of creating something new) cannot happen without imagination, though imagination can certainly happen without creativity. The OP's list seems to be written strictly from the point of view of the end user or consumer - the viewer of a movie, the reader of a book, the player of a game or LARP, etc. It doesn't take into account what the maker(s) of a movie, the author(s) of a book, or the designer(s) and-or GM(s) of a game put into it; but without this there is no movie-book-game for the end user to enjoy. The OP also doesn't follow his own guidelines in making the list. He says "[I]The less senses used to enjoy the experience, the more imagination is needed to enjoy it [...][/I]", which doesn't work when looking at LARP. Unlike any of the other media on the list, LARP-ing requires use of all five senses plus some imagination to enjoy it and by this criteria should either be at one extreme end of the list or the other. Another factor is the different levels of actual end-user input required, with or without imagination. A movie or stage play requires virtually none - the end user is completely passive, doing virtually nothing other than soaking up the experience. Conversely, a LARP doesn't happen at all if the end users provide no input*; and a tabletop RPG without end user (i.e. player) input - while technically possible - isn't likely to amount to much. * - ditto for a board or card game, for all that; but as most of those don't really try to interact with the imagination very much I wonder if they even belong on this list at all. So from the end-user standpoint my list would go something like: 1. [B]Movies and videos[/B]. A well-done movie or video does all the imagining for you; you just sit there and soak it in. 2. [B]Stage plays[/B]. Ditto, though most stage sets require imagination on the audience's part to make them appear as more than they are. 3. [B]Video games[/B]. These require considerably more imagination if only so the player can successfully interact with the game; but the scenes you interact with are largely presented for you and your own creativity in what you do is limited by what the game's programming can handle. 4. [B]Comics, novels, oral storytelling and audio presentations[/B]. I lump these four together as each requires the end user to imagine the scene being described (or, in the case of comics, fill in the gaps between the scenes depicted). The only difference between a novel and an oral/audio presentation is the sense - vision or hearing - being used by the consumer to take in the information; and the only difference between oral storytelling and an audio presentation is that one is 'live' while the other is pre-recorded. 5. [B]Tabletop RPGs[/B]. These combine the imagination requirements of 3. and 4. above; the player must both imagine the described scenes as in 4. and then use/extend that imagination in order to interact with said scenes as in 3. That said, full immersion - while nice - is not necessarily required for successful play. Also, your own creativity is (ideally) nowhere near as externally limited as it is in 3. 6. [B]LARPs[/B]. As 5. above except the degrees of required/expected immersion and active end-user input are higher. I knocked tabletop card and board games off the list. [/QUOTE]
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