Quote:Original post by Anonymous Poster When was it about identifying aspects of real life and trying to describe those aspects with source code? It's a game; I thought it was just about being fun. Maybe you, personally, cannot have fun unless there's not a single unrealistic aspect. When I want 100% realism, I, personally, step outside. I've, personally, never cared if a game was realistic so long as it was fun. And, let's be honest, the omniscient NPC never reminded me, personally, that I was playing a game. And, believe me, I do my share of role playing in games. I still play Fallout 2, taking on different roles (my favorite so far is the networking/"My friends are my strength" character, that was fun). |
To start off with, see my previous post about me wishing you anonymous posters would log in properly when you're going to post something thought-provoking. :)
That having been said, I want to point out that I never mentioned 100% realism. Now, on the off chance that I never specifically said anything to the contrary either, I will now: I do not believe in having 100% realism in games! I've said in a different thread (the one that spawned the idea for this thread) that if I wanted sheer realism, I'd hit myself over the head with a frying pan. It's a delicate balance between immersive realism and losing fun. So long as adding more realism doesn't detract from the fun of a game, it can't help but increase the immersiveness and ability of the player to suspend disbelief, which is especially important in an FPS RPG.
Secondly, I'm sorry if you don't think realism can improve the fun of a game. I'm sorry if you don't see how it can make a game more immersive to have numerous elements of realism that make it easier for the player's real-life brain to identify with the gameworld. But yes, not having enough realism definitely does detract from the fun of a game for me, especially if I know that the addition of the desired realism would not detract from the fun of other parts of the game. It just makes the game seem as though the developers skimped when they didn't have to, especially when the facets of realism are small, like being able to look down and see your character's own feet. Maybe I'm just choosier about my games than you are. But that's ok. That's why I'm making my own game, instead of trying to be satisfied with what everyone else has had to offer so far.
Quote:Original post by Anonymous Poster As for your reputation system, I think a much simpler solution would be indistinguishable to the player. |
Perhaps if you were the player, but not me. I would not have thought of all this if I hadn't already noticed it lacking in today's FPS RPG games. The beauty of such a dynamic and variegated reputation system as the one I proposed is that the more content you add to the game, and the more you relate that content to specific character types and group affiliations, the better and more distinguishable it gets. That's rare to be able to add a game subsystem that continues to add role-playing value even after you're done designing it, and have moved on to adding content in other areas.
Quote:Original post by Anonymous Poster Check if witnesses exist/were possible. If so, record the time and location of the event. Now, any time something depends on knowledge of the event, check "(x - x_0) - v(t - t_0)" (x is current location, x_0 is location of event, v is the speed at which information travels, t is the current time, t_0 is the time of event). If negative, they know about it. You could improve it by giving more significant events a larger v, using something other than a linear regression, etc. |
This is actually good stuff and I do not object to it. It does not take into account the effect that different kinds of news would have on different factions within the gameworld, but it seems like it could be reasonably modified to do so. It also does not allow the player character him/herself to be a communication vector, but once again, I suppose that with a little imagination, you could tack this on to your basic premise.
Quote:Original post by Anonymous Poster If you don't like that this is an approximation, keep two things in mind: |
No, I don't dislike approximations. Approximations = speed! Just so long as the approximations are reasonably close. Calculus is almost all about making approximations.
Quote:Original post by Anonymous Poster 1) My background is in physics where approximations to reality are key. The simplest model that works is used. Classical approximations (e.g. Newtonian mechanics) are still used in modern research. |
Good, I'm glad to see we don't disagree on this, then.
Quote:Original post by Anonymous Poster 2) If you weren't told it was an approximation, I really doubt you'd find out. |
I agree. It's pointless to split hairs in a game when you're the only person (as the developer) that will ever get to see the specifics of the hair-splitting, or the slight variations from "absolutely true" values.
Quote:Original post by Anonymous Poster Reminds me of people who are all like (re: electric guitar) "Wow, that was great, what kind of tubes do you use?" "I don't, it's solid state." "Oh, yeah, it was kind of sterile." Maybe you'd feel cheated if you found out it's an approximation, but why, so long as it behaves the same in all important aspects? |
Exactly. As was said earlier in this thread, by Nytehauq I believe, it's about gameworld physics consistency and not always about strict adherence to real life, especially as it would interfere with fun. It's like, go ahead and make up a few, more fun rules from out of thin air. But once you do, use those rules consistently and always. Don't screw with the player's mind.
Quote:Original post by Nytehauq Furthermore, the "Realism in games" argument has been moved to the "Why there is Realism" thread, out of respect for Ranger Meldon's original intentions for this thread. |
For the love of God, thank you! If I have to say "Realism as long as it doesn't interfere with fun" one more time, I might have an aneurism. And yes, as Nytehauq says, I intended for this thread to discuss things we don't like about RPGs and FPS RPGs. I did not intend to end up defending my preferences for realism, especially since discussions of realism should go in a thread entitled "What have we loved the most about RPGs?" Now obviously, not everyone thinks that, but I do, and I would certainly post that in that thread.
You know, that's a good idea. I think I'm going to start that up soon, if someone doesn't beat me to it.
~Ranger Meldon~ M.M. .:
[Edited by - Ranger Meldon on July 7, 2005 7:34:35 PM]
~Ranger Meldon~ M.M. .: