GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation.
The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games.
History
GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997.
The role-playing game historian Shannon Appelcline (author of Designers & Dragons) drew parallels between three of his contemporary commercial categories of RPG products and the three basic categories of GNS. He posited that "OSR games are largely gamist and indie games are largely narrativist", while "the mainstream games... tend toward simulationist on average", and cautiously concluded that this "makes you think that Edwards was on to something".
Noted participant of the Forge, contributor to GNS theory, and developer of many role-playing games, Vincent Baker, has said that "the model is obsolete," and discussed that trying to fit play into the boxes provided by the model may contribute to misunderstanding it.
See also
- Bartle taxonomy of player types
- Gamification
References
External links
- "GNS and Other Matters of Role-playing Theory" by Ron Edwards
- "A Look at Gamist-Narrativist-Simulationist Theory" by Nathan Jennings
