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Original post by sunandshadow
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Original post by Captain Griffen
I'm curious - you actually want a(n RPG) game where you have to go to the little boy's room...? Some things aren't included simply because they'd just be annoying. Things like having to sleep, drink, eat, etc. aren't fun.
Aren't the characters' needs to go tho the bathroom and sleep and bathe fun in the Sims? I've played several games where eating is a fun and important part of the gameplay, although it doesn't necessarily work like real eating. I'm not saying that in general RPGs need to be more realistic including bodily functions, or anything like that. I just wanted to point out that there are a lot of cliches we are normally unconscious of, and our story ideas are limited by this unconscious mental image of what RPG gameplay is like.
It's not in the Sims because of anything to do with clichés. It's not in the Sims due to realism. It's in the Sims because it is part of the gameplay design. It adds to the whole micromanaging their lives thing.
So really clichés are irrelevent to that example, and, as you said yourself, it is gameplay, rather than realism, that drives it.
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Some games use unconsciousness instead of death, although some explicitly tell you you are dead. Some tell you you died and reincarnate you somewhere else like a spirit healer or your last save point, with no explanation of why. But whether it's unconsciousness or death, if all games do it the same it's a cliche and we should use our imaginations to imagine alternatives. Perhaps the game is a dream world and getting killed wakes you up. Perhaps you are naturally a shapeless puddle like Odo from DS9 and getting killed makes you lose your human form temporarily. Perhaps the monster eats you and you have to wait till it craps you out rofl.
All (good) games don't crash on loading. Almost all good games have main characters that aren't so ugly as to make us violently sick all the time.
We shouldn't avoid things just because they are done a lot of the time. Things being done a lot of the time and thus becoming repetitive between games may detract from gameplay - but it is gameplay and our enjoyment of the game that matters, not some absolute aversion to clichés.
And, really, there's only so far you can actually con the player into thinking that a re-explained gameplay mechanic is anything but a re-explained gameplay mechanic. For example, the much more clichéd WoW reviving is much more immersive, than, say, SS2/BioShock's 'oh look, you get revived due to quantum entanglement/random technology'. If the gameplay mechanic is clichéd, and you need it, then there isn't much you can do to dodge the bullet (besides being original gameplay mechanic wise).