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The real concern is not realism, but consistency. If the player can learn the rules of the game world quickly and easily, and those basic rules don't change significantly, then you have just as much basis for "belief". The benefit of "realism" is that it has a pre-learnt system to draw on. The disadvantage is that departures from outright realism are more jarring.
If you created a world that had nothing in common with reality, no one would care. Consistency is not all there is. You have to have familiarity for anything other than the simplest games. Unless, of course, you want to create a brank spanking new reality from scratch and make your players as familiar with it as they are with reality. Of course, it's impossible to be more familiar with an alternate reality than our own reality - parts of it are hardwired into your brain, regardless of your experiences.
Hmmm...
[Sarcasm]In my new 'game world' there are two opposing sides: the Sproggs and the Troggs. The Sproggs want more squibbles from the Troggs and the Troggs want to decombobulate the squizzle squazzle of ratchet. How will the Sproggs fizzle this attempt of decombobulation of ratchet?[/sarcasm]
There's more to it than internal consistency. That ^ is complete gibberish. But it's internally consistent. Problem is, unless you translate that into somewhat understandable terms, it means nothing. There are assumptions encoded into that statement, however. Sproggs and Troggs are apparently sentient creatures who can want things and dislike things. It is assumed that the Sproggs want more squibbles, and that the Troggs do not want to give them up - otherwise there would be no conflict involving said squibbles. Now, I can gauruntee that 95% of the people who read that passage, asside from thinking it's absolute gibberish, will make similar assumptions - regardless of whether or not they are conscious of them. These assumptions are all based on the backdrop of reality, and they come into play because of the way the Sproggs and Troggs are described. They have feelings, needs, and they are apparently engaged in a human-like conflict. These are all cues towards reality - and this is a very vague and abstract example.
Now, take a game that has humanoid/human characters running around in a game world. This assumes so many things from reality that the list would take forever to compile. If you're going to pick and choose pieces and create an internally consistent world with any level of familiarity and usefulness, you are going to have to worry about how closely the world follows the logic of reality. Otherwise, it's like speaking another language. Japanese is interally consistent (for all intents and purposes...it's a language). But, if you don't speak Japanese, the fact that it makes sense inside the microcosm of Japanese language really has no impact on you - the same way that an internally consistent but completely unfamiliar world would have no impact.
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That said, the item system pisses me off in most RPG's. In Diablo II, the system worked great, however. It's counter intuitive and unrealistic to limit someone's armor based on class. Why is it that these two characters who look physically exactly the same will have such vastly differing strength? In Diablo II, sorceresses wore less armor than Barbarians because sorceresses had to invest more in mana than strength. They *could* use heavy armor, but it would require a large investment that would be outweighed by the losses in mana. Sure, the current system works. But this one was better. I'd like someone to please explain to me how you can randomly find a piece of armor that fits you perfectly (Real armor has to be customized for its wearer. I find it hard to believe that you could find the exact same magical item as someone else and have it fit both people in reality) - but you can't wear a piece of armor because "You're a mage." Am I physically incapable of PUTTING THIS HELM ON MY HEAD? That is such a lazy, half assed design mechanism. Instead of developing a better more complicated system, they cut corners and put in this lazy system instead. Bah.
Most modern pnpRPGs let magic users use armour and weaponry at horrendous penalties (typically inability to cast spells and reduced effectiveness of the equipment)
As far as mages wearing hats goes, a chunk of cold iron closely associated with the brain of someone trying to manipulate mystical energies is liable to short out their spellcasting.
And, the magically fitting armour is an obvious abstraction to avoid having to find a blacksmith and spend months having it resized and fitted. It's still possible to wear unfitted armour (though it's less effective) and, unless the player characters are prepared to spend the time getting the armour custom fitted, the chances are that their armour is a patchwork of unmatched pieces by the time they've upgraded a few times.
How plausible is all that? Why is it that wearing mail makes you unable to cast spells? Why does having iron on your head stop you from casting spells? Why is it that you have a system where you randomly find armor, and to avoid the fact that this in itself is unrealistic and to avoid players looking rather stupid while running around with mismatched armor, you create another system to mask the ilogical nature of the first one? It seems to me that you start with a limited system, and then try to fix it later. Burn the house down, and build something that works instead of clinging to a system designed before the age of computers, when better, more realistic technologies were impossible? It's inefficient and lazy, but probably quite cost effective. That's a given.
But, why is it in a fantasy world the designers of the game never explain why, according to the rules of the world, it is physically impossible to wear a piece of equipment, or you will incur stat reductions (No, I'm not talking about keeping parts of the world unexplained to the player to maintain mystery. I'm talking about times when developers limit your ability to use an item for the sake of 'gameplay balance'. It's not that they're hiding the reason from the player - there just is no reason). Add to this the fact that you can randomly find a piece of equipment that DOES FIT - while you are incapable of wearing another piece of equipment for a reason that isn't even internally consistent with the game world. It works. But that's not a reason to not make it better. It's still pretty illogical - and there are better ways to handle this than the current method.
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Original post by Nytehauq
I find it hard to believe that you could find the exact same magical item as someone else and have it fit both people in reality.
Dude, I think you're confused. In "reality", that is "in real life", I don't think I've ever seen a "magical" item. If we're agreed that this is a "magical" item, then I fail to see any reason it shouldn't fit. I've never heard anyone seriously complain that the one ring fit both Sauron's polish sausage finger and Frodo's pencil finger.
What it comes down to is that this armor thing is fun. Not realistic, but still fun.
Also, I already know where to find a good implementation of reality. I mean, God said "It is good", who am I to disagree?
Even if you've never seen a magical item in real life - you've seen one in the game world. Now, in the game world, where does it say that magical items have a one size fit all aspect? And if it does say this somewhere, where's the plausible explanation for it? It's not internally consistent - and since the game world is constructed from real world assumptions with slight tweakings, it really starts to fall out of place.
You can have fun and realism. One does not have to break the other. Games bend reality so that you can have more fun than you would in a normal day. But you don't want to throw in things that start to make the game illogical and incoherent. People don't like negative suprises, the fun things are those that exceed your expectations of either the game world or reality - not the ones that fall out of place.
Now, even though the current system might work, a better system will still be BETTER. And better == money (all other things being equal).
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3.)D&D rules? Great for a boardgame.
I've played many hours of D&D without ever seeing a board. Whatever other things it may be, D&D is most emphatically not a boardgame.
And it's not a videogame either. At least not the D&D you're talking about. (Although you actually can play with a board).
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5.) Seeing as a certain amount and type of realism is good, and pushing the status quo is an oppurtunity to both chase down creativity and sell a blockbuster game, it logically follows that new ideas should be welcomed, not shunned.
What does realism have to do with new ideas?
Logically, new ideas involving realism should be welcomed (not shunned as they often are in these forums) because they offer benefits to both the creative and economically driven individual. Best of both worlds, so stop counting 'realism' out without precedent.
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The more suspension of disbelief without incumbering irritating limitations (It'd suck if you died from gunfire realistically in Max Payne - that would be going overboard. But if you could fly and were invulnerable to bullets, the game would suck just as much.) the better. Therein, to settle that argument, whether or not realism is needed needs to be decided in a logical fashion on a CASE BY CASE BASIS. When someone speaks of increasing realism in a game, the counter argument should not be, "Realism is bad and makes games boring," just as the argument should not be, "Realism is good and suspends disbelief." It's a case by case thing. However, in most cases, it seems that people oppose realism for a silly reason and people pupport realism for an ill-defined while probably good one.
As far as I can see, the major benefits of "realism" are:
1) It's a selling point for the back of the game box.
2) It saves developers from straining their imaginations to come up with an original system instead.
3) It presents the player with an immediately familiar setting.
4) We're fairly sure that the universe's rules are pretty well balanced, and tend not to break down in interesting ways, so copying from reality gives a better chance of a good starting balance.
Hmmm...
1) Yeah, just like everything else, the publisher wants it on the box as a gimic.
2) Craft me a new reality, complete with billions of years of evolution and equally complex scientific laws and properties of particles and matter, complete with human civilization. Then move on the the rest of the planets and existence. And, of course, make sure this world is unique from our reality but simultaneously familiar and worthwhile. Oh, and while you're at it, invent time travel and cure world hunger. Ok, I know I'm a rude little bastard but developers are thinking inside the box enough as things are now. Their games aren't realistic, and they don't use realism. The problem isn't that my theory is impossible to implement, the problem is that they're either trying to do the impossible and pointless (create a new reality that is differnt but the same), or they're not trying at all. In fact, it takes more to mimic reality than to create your own internally consistent world. This world will not be unique from reality in any case, but you can get away with it by not explaning as much as you would have to to recreate an entirely new reality. And then you end up with a world full of Troggs and Sproggs.
3) Well, most people have seen an infinitely tiny part of the universe. There's lots of unfamiliar stuff on Earth alone for alot of people. The environment in a game might not be familiar, but the rules that govern the world may be.
4) Rules don't break down in interesting ways (At least rules that govern the universe). When rules break down, what you get is nonsensical gibberish. You know what humans find intrinsically interesting? Patterns and order. That's what the brain runs on. When things don't follow the expected pattern, people get confused and angry. Well, universal rules, at least. If you expect a rocket to fly into an enemy bunker but instead it explodes in your hands, you'd probably be pretty pissed (presuming you survived). But, if someone accidentally mispronounces a word in a humourous fashion, they'd probably feel embarrased while everyone else was laughing. But it would still be out of place. Universal rules don't tend to break down in humourous ways - they tend to break down in irritating ways (In the game world, of course). Grammar might be funny. The sun spontaneously exploding...not so much. Now, if there was some conflic were the sun was going to explode in a game for an unknown reason, but that reason still existed and the player had to find a way to survive, that would be cool. But if the player is about to beat a level and they suddenly die with the error message: "The sun has exploded for some reason. You loose." They'd be pretty pissed.