PorkaMorka
Arcane
- Joined
- Feb 19, 2008
- Messages
- 5,090
I only play RPGs and (non-RTS) strategy games. It turns out that it is very difficult to make a truly rewarding and engaging game system for solo play on the computer, when you exclude all action elements. Most computer game systems are quite flawed and unbalanced and this becomes apparent quite quickly when you study the system seriously. Also, most computer game designers are not actually very good at game design. They don't need to be as computer games usually sell based on more superficial factors. As such, I feel that gamism is a deeply flawed and pernicious philosophy for computer games.
I prefer games that create a "fake simulation". I say "fake simulation", because it's not feasible to simulate reality and they shouldn't even try. But I do want them to create a system with rules that vaguely approximate reality and then simulate the game result according to those rules.
For example, take Silent Storm. Silent Storm has some level of "fake simulation" of the laws of physics. Consequently, many interesting emergent results are possible in the game system, without specific scripts. Each bullet is tracked, even if it misses. Terrain destruction is modeled at a relatively sophisticated level. Not only does this increase the fun factor, but it makes gameplay more interesting, as characters can make holes in the floor and climb through them or shoot enemies through walls. Additional room for creative solutions to tactical problems is created by the fake simulation.
Imagine an alternative version of Silent Storm without fake simulation. Instead of pretending to simulate each bullet, you simply roll the dice to determine whether or not a hit is scored and discard missed bullets. Essentially, combat would be resolved like AD&D, but with different formulas. This game would be much, much worse than the real Silent Storm. It wouldn't be worth playing because Silent Storm doesn't actually have well designed or balanced game mechanics. The fake simulation is actually what makes Silent Storm worth playing. Otherwise, you might as well skip it and play a better game.
Speaking of D&D... all my favorite RPGs are based on D&D, which is an extremely gamist system. But D&D was designed by professional P&P game designers, not by computer game designers. It has decades of playtesting and thousands of hours of playtesting behind it. Consequently, it is a lot better designed than homebrew game systems created by lower skilled computer game designers operating under tight time constraints. You might think that this is a controversial point, but it's not. P&P games sell based on the quality of their mechanics, computer game mechanics sell based on graphics and sound, their mechanics just have to seem decent during a short demo. Due to their superior game mechanics, games that copy D&D rules faithfully are awesome, without exception. But D&D is long dead and most similarly well designed systems are not popular enough to get faithful, licensed computer game adaptations. As such, we're stuck with homebrew systems created by low skill computer game designers. These designers should include an element of fake simulation to mask their mediocre game mechanics.
I prefer games that create a "fake simulation". I say "fake simulation", because it's not feasible to simulate reality and they shouldn't even try. But I do want them to create a system with rules that vaguely approximate reality and then simulate the game result according to those rules.
For example, take Silent Storm. Silent Storm has some level of "fake simulation" of the laws of physics. Consequently, many interesting emergent results are possible in the game system, without specific scripts. Each bullet is tracked, even if it misses. Terrain destruction is modeled at a relatively sophisticated level. Not only does this increase the fun factor, but it makes gameplay more interesting, as characters can make holes in the floor and climb through them or shoot enemies through walls. Additional room for creative solutions to tactical problems is created by the fake simulation.
Imagine an alternative version of Silent Storm without fake simulation. Instead of pretending to simulate each bullet, you simply roll the dice to determine whether or not a hit is scored and discard missed bullets. Essentially, combat would be resolved like AD&D, but with different formulas. This game would be much, much worse than the real Silent Storm. It wouldn't be worth playing because Silent Storm doesn't actually have well designed or balanced game mechanics. The fake simulation is actually what makes Silent Storm worth playing. Otherwise, you might as well skip it and play a better game.
Speaking of D&D... all my favorite RPGs are based on D&D, which is an extremely gamist system. But D&D was designed by professional P&P game designers, not by computer game designers. It has decades of playtesting and thousands of hours of playtesting behind it. Consequently, it is a lot better designed than homebrew game systems created by lower skilled computer game designers operating under tight time constraints. You might think that this is a controversial point, but it's not. P&P games sell based on the quality of their mechanics, computer game mechanics sell based on graphics and sound, their mechanics just have to seem decent during a short demo. Due to their superior game mechanics, games that copy D&D rules faithfully are awesome, without exception. But D&D is long dead and most similarly well designed systems are not popular enough to get faithful, licensed computer game adaptations. As such, we're stuck with homebrew systems created by low skill computer game designers. These designers should include an element of fake simulation to mask their mediocre game mechanics.