Gameplay uber alles.So for something to "function like a video game," mind you it has a narrative and a setting that we are meant to invest in, it has to throw versimilitude out the window? I for one felt the same as the "crazy NMA" people about Fallout 3 because I loved the TB combat and overhead third person viewpoint. I appreciate other styles of game, too, but this guy is/was out of his mind.
Context needed. What if the loot is guarded by raiders? Ok.Gameplay uber alles.So for something to "function like a video game," mind you it has a narrative and a setting that we are meant to invest in, it has to throw versimilitude out the window? I for one felt the same as the "crazy NMA" people about Fallout 3 because I loved the TB combat and overhead third person viewpoint. I appreciate other styles of game, too, but this guy is/was out of his mind.
http://spring.me/JESawyer/q/235421846139320996
Complaining about unlooted containers in a RPG is pedantic.
They're not going to be watching everything.What if the loot is unguarded by raiders in the same building that raiders are chilling? Derp.
20 .44 magnum rounds in the eastern most tent.
Typical Sawyerism. A good RPG designer would find a compromise between simulation and the purpose of the game.Gameplay uber alles.So for something to "function like a video game," mind you it has a narrative and a setting that we are meant to invest in, it has to throw versimilitude out the window? I for one felt the same as the "crazy NMA" people about Fallout 3 because I loved the TB combat and overhead third person viewpoint. I appreciate other styles of game, too, but this guy is/was out of his mind.
http://spring.me/JESawyer/q/235421846139320996
So... 1 and a half hour and crippled?Typical Sawyerism. A good RPG designer would find a compromise between simulation and the purpose of the game.Gameplay uber alles.So for something to "function like a video game," mind you it has a narrative and a setting that we are meant to invest in, it has to throw versimilitude out the window? I for one felt the same as the "crazy NMA" people about Fallout 3 because I loved the TB combat and overhead third person viewpoint. I appreciate other styles of game, too, but this guy is/was out of his mind.
http://spring.me/JESawyer/q/235421846139320996
Welcome to the Internet, enjoy your stay.Always everywhere, we see how far people will go talking about talking about talking
Typical Sawyerism. A good RPG designer would find a compromise between simulation and the purpose of the game.
As usual, neither the Sawyer apologists nor his bashers seem to be able to grasp his statements : for example this can very well mean that players who wish for realism in RPGs are just totally unaware that they truly want a set of canon rules that are viewed as "realistic", but are no less arbitrary and constitute no less at treason of the laws of of reality than what they see as a "gamist" approach. Let me just add that Sawyer's approach of weaponry for example (in PE every weapon can shine depending on the situation) is way closer to real medieval warfare than the usual fantasy D&D tropes...
Sawyer is as much a realistfag than, than he is a gamist. What, your little mind can't deal with that people ?
Mine cant, its too much Cosmo, please, help me understand, unravel the mysteries of game making. Plese, help me understand Sawyer.What, your little mind can't deal with that people ?
Yet it remains a fact that most people are willing to sacrifice realism/believablity for improved gameplay. Quantifying a point where you've gone too far is futile because you're not going to find a consensus. Better to just focus on making the best game possible.Yeah, it's really easy to make your viewpoints seem unassailable if you just exaggerate any alternative into comical extremes.
Verisimilitude isn't the same thing as realism.Yet it remains a fact that most people are willing to sacrifice realism/believablity for improved gameplay. Quantifying a point where you've gone too far is futile because you're not going to find a consensus. Better to just focus on making the best game possible.
No, thats a lie, a fabrication from devs. Truth is its a hell of a lot easier to craft a world were gameplay gets the upper hand over realism, as if one wasnt there to serve the other.Yet it remains a fact that most people are willing to sacrifice realism/believablity for improved gameplay. Quantifying a point where you've gone too far is futile because you're not going to find a consensus. Better to just focus on making the best game possible.Yeah, it's really easy to make your viewpoints seem unassailable if you just exaggerate any alternative into comical extremes.
This is what has been on my mind for the last couple days, and i just could not find the way to express it, much less with the level of clarity youve just showed.Sometimes I think Sawyer purposefully misinterprets the opposing arguments on "realism". As has been stated many times before, it's not about realism, it's about simulating the game world through game mechanics. Realism happens to be a by-product of it; if Sawyer were to go back and watch his own video he made recently about the importance of creating believable worlds, he'd see why realism is in the equation. When you simulate a believable world through mechanics, the mechanics and the governing systems are necessarily realistic. And 1:1 realism is never asked for, abstraction is understood and desired, which makes Sawyer's comment "bleeding for the next three hours" absolutely ridiculous and a huge straw-man.
The major advantage of simulating a game world through its mechanics, instead of them existing in separate spheres, is free-form problem-solving. And free-form problem-solving is desirable because it accommodates and encourages player creativity. Having said that, I can understand Obsidian not going the simulation route; because it requires a sacrifice in robustness of story and characters, which would be under-utilising Obsidian's main strength, the writing. But for Sawyer to not see the advantages of simulation is unfortunate.
The major advantage of simulating a game world through its mechanics, instead of them existing in separate spheres, is free-form problem-solving. And free-form problem-solving is desirable because it accommodates and encourages player creativity. Having said that, I can understand Obsidian not going the simulation route; because it requires a sacrifice in robustness of story and characters, which would be under-utilising Obsidian's main strength, the writing. But for Sawyer to not see the advantages of simulation is unfortunate.
I am a bit sceptical about the existence of "unfun obvious exploits" in a single player game."Creative free-form problem solving", or unfun obvious exploit?