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Original post by I Like Bread
You''re talking about INFINITE gameplay variations. And I''m not exaggerating, because theoretically a Chess game can be of infinite moves(not regarding FIDE guidelines).
Yes, you can play a game of infinite duration, but there are only a finite number of possible board positions (fewer than 2*12^64), with only a finite number of possible moves from each (fewer than 27*64=12^3) so there are (much, much) fewer than 2*12^67 possible moves. Once you exhaust them, you must find yourself repeating moves, and, while you may insist on considering different sequences of moves through familiar positions as different, most people would regard them as repeating known gameplay. Yes, you can play a game indefinitely with just the two kings and play a never repeating sequence of moves with each king just moving between 3 squares, but the positions will recur, and the individual moves will repeat.
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So, if you''re trying to compare reality simulators like The Sims and reality-squashers like Rez, then there''s no telling who will come out on top. As far as what we as designers are attempting, well... that''s an individual effort.
Just so I''m not posting purely to quibble, I''d like to say that I agree on this. It just sets me off when people assert that a given (usually disadvantageous) feature is more realistic and behave as though that settles the issue. Apart from anything else, there are some highly unrealistic (disadvantageous) constraints on the player that should (in my opinion) be balanced by some unrealistic advantages - the fact that the player can only interact with the game-world through a limited number of buttons, joy-sticks and 2-D pointing devices puts unrealistic limitations on what the player can do - for instance, even with my glasses, I have an effective field of view nearer 270 degrees than 90 - admittedly, I''m not directly aware of all of it at any given moment, and most of it is peripheral vision, and when I focus in on something, my effective field of view becomes much narrower, but much of the time I have an automatic subconscious awareness of visual stimuli well beyond the edge of a typical FPS viewscreen - OK, a multiple monitor surrounding setup (assuming the game can cope with rendering the additional images) can give the extended peripheral vision effects, but there are several related limitations (when''s the last time you fired a few blind shots over your character''s shoulder in an FPS to discourage pursuit?) which are inherent to the medium, and, as far as I can see have no real solutions with current tech (until home-use VR becomes feasible) since any control system that allows you sufficiently fine control of your avatar rapidly becomes so complicated that even standing still is a minor triumph, and walking is a minor miracle - or else the entire detailed interface remains unused in favour of the usual control system...
The big advantage of realism is that it allows the player to "learn" the rules of very complex systems without even realising because they are the same rules that apply to his normal life - so the range of available interactions is understood quickly and easily, while in a game where, for instance, gravity changes every time you throw a grenade, you''d be expected to explain that in the documentation, while no-one expects you to include an explanation of the elasticity coefficient of the grenade with various surfaces in "realistic" games.