Grunker
RPG Codex Ghost
Ooh, something else I want to talk about.(I also loathe the fact that the only designer on these Kickstarters who mainly wants to focus on how his fucking game actually plays is also an arrogant douchebag, and I especially hate how the debate he started made me realize that half the fucking Codex doesn't give two shits about gameplay as long as their simulationist wishes are fulfilled or their fucking setting that mixes space aliens and fantasy is implemented or whatever)
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Part of that is because Codex knows it overvalues parts of gameplay, instead of focusing on how those parts work together. That is, we can produce pointless rants on how e.g. TB is oh my gosh superior tactical, deep, mature and all the fluff, while in reality we just want to play fun games. And "fun" by the lowest common denominator just so happens to be a simulationist setting mixing space aliens with fantasy.
I think I agree with this, mostly.
I think the appeals to reality come from two reasons.
1) Once you get away from this, it becomes much harder to justify anything. If you're not worried about simulating reality, then what are the parameters for what makes something good? How do you quantify fun, so you can say mechanic 1 is greater than mechanic 2? Everything gets really abstract and difficult to discuss or even express your ideas.
2) RPGs need some level of verisimilitude to give context to actions, or else it's all just meaningless abstract mechanics. The easiest way to create verisimilitude is to copy reality. In my experience codexers are perfectly willing to accept that things can work differently in other realities, but most of us want consistency. Appeals to reality in this case are just mis-aimed appeals to internal consistency.
I mean this is ignoring the Draq school of absolute simulation whenever possible, but that's actually a rare argument.
1) That's bullshit. How is it hard to discuss Chess just because it doesn't do a very good job of emulating a battlefield? In fact, isn't Chess praised from a non-gameplay viewpoint for having a huge level of abstraction yet still maintaining a core of something people can identify with?
2) Obviously yes. Which part of Sawyer's design do you think fail here? This point:
Appeals to reality in this case are just mis-aimed appeals to internal consistency.
is exactly the fucking point I'm trying to make. Though I will say that for some users (see DraQ) the appeal is very genuine: attempt less abstraction and more realism or gtfo.
EDIT: Take Blood Bowl, man! How the fuck does its mechanics emulate reality? They don't. At all. They're completely abstract. They just stick some familiar names onto stuff (passing, blocking etc.) and call it a day. And it works GREAT. You feel the thrill of the long pass even as your player sets it up. On the surface, everything is simulated (player throwing an actual ball to another player), but mechanically it's all "WAAAAH?" of arbitrary dice rolls and a huge part of random chance.
It's a question of this: you can have good RPGs that play like advanced board games (tactical gameplay takes precedence) or you can approach it like Morrowind or GURPS simulationism or whatever. Both are valid, but both require you to put "how does this stuff actually play?" above "how real is this?" GURPS doesn't emulate reality so well because that's it's crowning goal; it does so because they spent so much fucking time thinking about how they could create a basic set of mechanics to expand and blow up to a huge system that would always - every step of the way - allow them to customize those mechanics for simulationist purposes. The mechanics came before the simulation.
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