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Topic: Plausibility, Realism and game design goals [an essay]
Started by: Valamir
Started on: 3/2/2005
Board: RPG Theory


On 3/2/2005 at 4:01pm, Valamir wrote:
Plausibility, Realism and game design goals [an essay]

In this thread

John Kim wrote:
Most traditional as well as most narration-based mechanics would be plausible but not realistic. There is no particular effort at simulation. The game designer/GM/player may make up modifiers and results, but they are based on feeling rather than real-world knowledge. So, for example, you can just tell the players to make up something that fits and it is fairly easy to be plausible.

Realism is distinct in that it requires research. i.e. Mechanics with are both plausible and realistic go beyond common sense and preconceptions. For example, games like FVLMINATA or Sengoku incorporate historical research into character generation. Games like Traveller have science in their starship and star system mechanics. Games like Millenium's End have research in their gun damage. These are uncommon but not non-existant.


Accepting as a given for the sake of this discussion that there is such a thing as a knowable objective reality...

...I actually disagree with this on a fairly fundamental level. I don't think you can make the distinction between plausible and realistic in an RPG (or in any simulation for that matter, but lets stick to RPGs).

Plausibility is entirely based on individual knowledge. Based on what you* know of the way X works, did the outcome seem reasonable? If yes, then its plausible...if not than its not.

But there is always someone who knows more about a given topic than the game's designer. The outcome that seemed reasonable to you seems highly unlikely to the expert. And the outcome that seems reasonable to the expert seems less so to the expert who knows even more than the first one.

Thus, the rules for Fvlminata or Sengoku cannot be said to be "realistic". They can only be said to appear more plausible to a wider range of people. The research that John speaks of above doesn't make these games "realistic", it just sets the bar a little higher with regards to the level of knowledge you'd need to have in order to see the holes. Someone with a doctorate in Japanese studies who's written treatises on the Sengoku period can almost certainly find areas of the rules that if implemented in a game would lead to a result he'd find much less plausible than the average roleplayer.

So in my opinion "realistic" as a term can never have any objective meaning for an RPG. Any game that I find plausible is going to seem "more realistic" to me than one that I don't find plausible. But that same game is going to seem "unrealistic" to someone who knows more than I do.


In the thread the above came from, the example being bandied about was how to use attributes and skills in a way to realistically output jumping distances. The assumption was that games such as GURPs get it wrong, and their jumping distances are implausible, therefor there must be a better objective way of fashioning the rules to be more realistic. Only actual measureable factors were judged to make good attributes and
variables such as leg strength and leg length were identified as being key to jumping distance.

So lets assume that someone designs a game where leg strength and leg length are attributes (being measurable in the real world and thus suitable as attributes under this premise). The rules then rovide some formula by which jumping distances are calculated and the designer proclaims the game to have rules for "realistic jumping distances" as a selling feature.

Then someone comes along who is an olympic level track and field athletic trainer and physician who plays the game. He knows that tendon tautness and elasticity are crucial factors in generating explosive long jump distances. He knows that injuries can reduce elasticity as well as age. Part of his research has been to graph the age based atrophy of tendon elasticity and its effects on a long jumper's career.

The doctor plays a character who over his career has suffered several leg injuries and is now pushing 40. However, the game rules don't account for the loss of elasticity that comes from injuries and age and the negative impact on his jumping is not modeled. The doctor finds that to be entirely implausible and declares the rules unrealistic. [note *I* am not an expert in olympic long jumping and just made all of this last part up].


By this time it should be clear that "realism"...even in a universe with an objective knowable reality...is always going to be in the eyes of the beholder because no one can know enough about every topic to design a simulation that all of the world' experts would declare "realistic". You'd have to have a seperate rule for everything and hire leading experts in each field to write the algorithm for it. Maybe then the game would produce plausible results for 99.9% of humanity and thus be declarable as "realistic" (and likely entirely unplayable).

But barring that,"realistic" only means...CAN only mean..."it seems plausible to me based on what I know about the topic."



So given that "realistic" can not be actually achieved with game rules, where does that leave game designers who seek to design games that are "realistic"?

Well, if that is their only defined goal: "I want to design a realistic game" translates to "I want to design a game that I find plausible" which since plausibility is based entirely on personal knowledge and judgement boils down to "I want to design a game that I like based on my own personal preferences".

While I'm a big believer in designing games that you yourself like, ones personal preferences are hardly an objective measure. And without an objective measure how can the game be marketed to people who don't share identical preferences? How do you sell it to them?

If you sell it to them as "Realistic" then you're basically misleading them (because what you really mean is "plausible to me"). Some gamer is bound to know more about a particular topic than you, find some aspect implausible, and declare your game "crap", "broken", or "poorly researched". It doesn't matter how much research you actually did...because no matter how much you've done...someone will know more than you and proclaim it not enough...and therefor "not realistic".

So, if you market the game as "realistic", you're pretty much guarenteed that someone out there will quite accurately proclaim it to be "unrealistic"...then you've failed. Your design is a failure because it failed to obtain its goal of being realistic. That's when the fans of the game start writing house rules for it, and the next generation of designers embarks on a quest to "fix" the holes in your game with an even MORE "realistic" design...ad infinitum ad nauseum.


So what should a plausibility minded game designer do? After all there's nothing wrong with wanting plausibility or crunchy rules, and I love designers who do their home work to research a game that I can both find plausible and learn from...so go ahead and set out to write a highly crunchy highly plausible rules set.

BUT...be sure to define your goals for the game much narrower and more precise than "realistic". "realism" as a goal is a guarenteed failure. Set goals that you can actually achieve. That way when the inevitable know it all points out that your rules for X aren't realistic you can respond with certainty that "the rules for X achieve the specific design goal and thus are the correct rule for the game". Realism (aka plausibility) becomes a technique for achieving the goal, and you only have to be as realistic as it takes to get there. Now your design is not a failure. Now your design is a success because it actually achieves what you set out to do.

Some have tried to equate "what does your game do", or "what is the purpose of your game" or "what are your design goals" as being Narrativist questions. Lev Lafayette went so far as to write in the above linked thread: "In other words, for the purposes of sim, yes the rules reflect realism"

Hopefully I've demonstrated that this is a provably false statement, and one doomed to failure as a design goal. The design goal can not be to reflect realism because realism can never actually be achieved...its simply individual plausibility and personal preference couched in the terminology of "realism" in order to justify adopting those preferences as the "right way".

Rather, instead, any game INCLUDING sim facilitating games must start from a specific objective. In design. Form follows function. The rules are the form, and the design goals and objectives are the function. Without defining those goals you have no objective measure of success. You have nothing to evaluate the form against...you have a bad design...by definition.

So design your more plausible mechanics for jumping distances, do your extensive research into ancient rome and feudal Japan, get your crunch on...but do it for a reason. KNOW what that reason is, and pursue it with single minded determination.

Remember:
Including rules for things you need is good design.
NOT including rules for things you don't need is ALSO good design
Your design goals are there to tell you which is which.


*"you" as in the generic example person.

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On 3/2/2005 at 4:46pm, Nicolas Crost wrote:
Re: Plausibility, Realism and game design goals [an essay]

I have to absolutely agree with Ralph here. When people say "Realistic" they basically mean "Plausible with regard to my personal model of the real world". Thus realism is just a specific subset of plausibility where the reference frame is one's personal model of reality.

And I would like to add one thing: People do not necessarily need to know more to find some game rule "unrealistic" (implausible that is). they could just as well know less and find something implausible that is absolutely plausible for an expert.
Take for example a hypothetical game about (space) travel that includes relativity effects. A person from the 19th century would very probably shake his head at the idea that time slows down when you move faster. I can almost hear them say: "What the ...? So when I run, my watch goes slower?!? This is totally unrealistic! This game sucks!!" So basically everything that does not fit ones personal model of reality is viewed as unrealistic. And this just means that it is perceived as implausible when judged by what one believes about reality.

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On 3/2/2005 at 4:52pm, xenopulse wrote:
RE: Plausibility, Realism and game design goals [an essay]

Ralph,

As you can tell from my posts in that linked thread, I completely concur.

Let me also point out that I have realized, through that thread, that this problem is entirely linked to task resolution systems. Focusing on plausible results means almost necessarily a focus on individual actions and what specific effects they produce. When you replace task resolution with conflict resolution mechanics that simply allow you to resolve stakes, *each group of players* can determine by themselves what the plausible task-level interpretation of the conflict outcome is. It takes away from the mechanical detail of a scene, but the players can flesh those details out as much as they want based on their own understanding of what's going on.

So. My point is, if you're very concerned with plausibility, maybe a solution is the completely counter-intuitive path of switching to conflict resolution and leaving the details to the players' imagination. It won't work for everybody, of course, but it's worth contemplating.

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On 3/2/2005 at 4:58pm, neelk wrote:
RE: Re: Plausibility, Realism and game design goals [an essay]

Hi Ralph,

I diagree with you, so let me paraphrase your argument to see if I've got the gist of it: No one can write a realistic game because you can always find someone who can add more relevant detail.

This much is not true. When you build any model, you build it with an eye towards achieving a certain level of accuracy and precision. At any given level, you really, honestly, truly can nail all of the factors that matter -- all other factors will be at the level of noise. Then, when someone says, "But you didn't account for X", you can say, "My game models events with a precision of 1.0, and X can only shift the answer by .01. So it should not be in the model," and that's the end of that.

But I do agree with you on the larger point that the choice of how much detail to pursue is a very significant design choice that the designer should not ignore. I don't think your argument supports it, though -- it just falls out from the obvious fact that a model can't tell you what it should be modelling.

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On 3/2/2005 at 5:15pm, Marco wrote:
RE: Plausibility, Realism and game design goals [an essay]

If I have it correctly John's example was in contrast to GURPS and Hero where weight-lifters are the best long-jumpers. This means that a game which distinguishes the "big strong weight-lifter guy" from "the guy with strong legs" is going to operate at a lower-level of abstraction than the game which just has "a strong character."

The term realism, in this context, I think refers to the level of abstraction modeled (i.e. John's example models body-type but not age as in your example). I think that in contrast it is possible for one game to be "more realistic" than another in that respect.

I mean, it's true that becoming closer to real is a journey that has no end and it's true that a game mechanic which doesn't allow every possible result is going to be 'unrealistic somewhere'--but I think we can still distinguish between games which present and use very high-level abstractions (which may create more implausibilities in their mechanics) than games which use lower-level abstractions (which may produce fewer).

I'm reminded of Morrorw Project's wound and hit location tables (taken from battlefield wound data). If I got shot in the head with a 9mm and lived in that game I wouldn't declare it "unrealistic" because I can see just how damn unlikely that really is given their system (i.e. it's about as likely as it is judging from real wound data: not very).*

On the other hand, if I play Hero and roll 1d+1 RKA for the handgun and deem a head shot to be 2x Body (I don't recall the actual modifer) I can see that my normal guy will take about 9 BODY from an average shot. A slighly lower than average shot (a roll of a 2) does 6 BOD. That, you know, isn't "all that deadly" and if I had to make a real life decision based on facing down a 9mm to the face I'd think that Morrow Project more 'realisitcaly' represented my odds of survival than Hero.

It's all about the contrast to something else, IMO.

-Marco
* Note that there is a credibility issue here (which is what John also touches on with the research bit). A game which clearly has done its research may seem more credible to me than one which hasn't. This doesn't necessiarily make it "more real" in an objective sense, I would say. But I think it's related to a sense of objective reality when what we assume or might believe at first glance is shown not to be true (or not necessiarily true).

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On 3/2/2005 at 5:18pm, Gaerik wrote:
RE: Plausibility, Realism and game design goals [an essay]

Neel,

I think you and Ralph are mostly disagreeing due to differing definitions of 'realistic'. Your definition from you post is pretty much what Ralph is calling 'plausible within the design goals'. He seems (this is my interpretation) to be defining 'realistic' as 'absolutely faithful to real-world phenomena to the Nth degree of detail'. Given that, I believe he is correct in say that designing a realistic game is doomed to failure. No one knows that much about the real world. However, setting solid design parameters and then making the mechanics plausible within the parameters is very doable.

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On 3/2/2005 at 5:31pm, John Kim wrote:
RE: Re: Plausibility, Realism and game design goals [an essay]

Valamir wrote: Lev Lafayette went so far as to write in the above linked thread: "In other words, for the purposes of sim, yes the rules reflect realism"

Hopefully I've demonstrated that this is a provably false statement, and one doomed to failure as a design goal. The design goal can not be to reflect realism because realism can never actually be achieved...its simply individual plausibility and personal preference couched in the terminology of "realism" in order to justify adopting those preferences as the "right way".

I have to agree with Neel. Your argument, in short, is "Well, a model can't be 100% perfectly realistic -- therefore realism doesn't exist." I think this is self-evident nonsense. Models exist and are used for real tasks from building bridges to saving lives, even though they are not 100% accurate.

My deep-down fundamental objection is that you are equating matching player preconceptions/misconceptions with realism, and are therefore writing off the possibility of education through RPGs. i.e. Suppose some kids are playing a game about medieval Japan. The first game they play is by an author who freely makes up stuff based on old comic books and half-remembered movies. The second game is by an author who researches the period and provides real information. According to you, both of these are equally plausible since the kids playing don't know any better. And since realism doesn't exist, that is the only thing you can say about these.

I cannot object more strongly to this. There is a very real and very important difference between these two. I attended a panel at Knutepunkt 2005 which had several teachers in it who were using RPGs with their classes, and many more who wanted to know about how to do so. In order to talk at all about education, you need to be able to differentiate between plausibility (i.e. what sounds good on the surface) with realism (i.e. content to be taught).

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On 3/2/2005 at 6:02pm, Bankuei wrote:
RE: Plausibility, Realism and game design goals [an essay]

Hi guys,

While the logical construction of Ralph's argument may not hold for you, I agree with the idea behind it.

For the purposes of designing games to be functionally used by humans- there are limitations to how well we can model actual reality. So, for actual play, designers need to juggle what things to model more or less accurately, and what levels of that creates plausibility in their game world.

Arguing that something is more "realistic" can only be claimed with a couple of extra riders to it:
-Realistic in these particular areas(firearms, horseriding, whatever)
-Realistic according to these particular sources (personal experience, masters of the field, research)

With all these riders- complete or overall realism is not a plausible, functional goal. Plausibility in relation to realism, within certain boundaries and areas of simulation is something that people CAN aim for, and achieve.

Chris

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On 3/2/2005 at 6:30pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

Nicholas: Absolutely true. You don't even have to bring different time periods into it. Just create a game based on realistic firearms based on real military and police data and give it to a bunch of typical gamers to see how much reality conflict with their idea of plausible.

Christian: Conflict resolution is absolute *a* solution (along with the Fortune in the middle mechanics that often accompany it). It works because the rules stop being about giving a plausible result and just give a high level outcome and leave it to the play group to fit a plausible result into that outcome...thereby ensuring for any given group the result will seem plausible. One down side to that is that you rely on the players to have sufficient knowledge to fill in the blanks. Sometimes there is a desire to not have any idea how it will work and allow the game system to show you the answer. Conflict resolution isn't so good for that.

Personally, that's where I see the role of Task Resolution being. That game or portion of a game that you want to educate the players on how something works. The best way to do that is often to break the complex event (like tactical combat) down into maneageable chunks and let the players experiment with assembling those chunks in an effective manner and thus "learn" a bit about tactics (as envisioned by the designer) in the process. Riddle of Steel's Combat system does this admirably IMO.


Neel: Let me change the paraphrase for you. "No one can deny a realistic game so one first must recognize that what you're calling realistic is just your personal judgement on plausibility. Once you realize that "realistic" is thus not some actual goal with its own intrinsic value you can realize that all of the time you thought you were pursuing this holy grail of realism you were really doing nothing more than pursuing your own personal judgment. Thus all of the dogma that crops up surrounding realism can be discarded because while applying that dogma to the illusory "realism" might sound good...applying it to joes-personal-judgement is just foolish. Recognizing that allows designers to break away from the slavish pursuit of something that can't be achieved and instead put their energies into what can...designing a game to meet a specific goal or ideal.

Your point on precision is well taken, but not really implementable in a game environment. You can talk about significant digits and tolerance and degrees of precision when you have something mathematically measurable in the controlled conditions of a lab, but in the outside of the lab that precision (being based on assumptions of conditions that no longer exist) doesn't hold. That's while real world tank engagements rarely play out in a manner that sophisticated military ballistic simulations would suggest.

They can calculate all they want about angle of attack, kinetic energy, and mm of armor with given properties...but once tanks start shooting at each other it never works so cleanly.

But that's somewhat besides the point, because this "really, honestly, truly can nail all of the factors that matter -- all other factors will be at the level of noise" is only true IF the designer of the game is an expert in that field. And not just that field...but every field that will be represented in the game. If he's not (and that clearly is the standard assumption) then he can't nail down all of the factors that matter because he doesn't have enough knowledge to. He can't estimate the degree of precision that he does nail down because he doesn't know enough about what he doesn't know to determine that.

That's what usually happens in such games. You'll get some piece of it that hyper "realistic"...such as ballistics rules that take into account muzzle velocity and recoil etc. Because THAT's the piece the designer researched enough to know about to be able to do what you suggest. But the rest of the game...say the computer hacking rules, or the security systems rules, or the vehicle rules...are just back to the realm of designer's personal plausibility. And as I noted...the game that achieves maximum precision for all of its rules for every aspect of the game...probably isn't playable.


Marco: With regards to "More realistic", sure...I said as much. I wrote "Any game that I find plausible is going to seem "more realistic" to me than one that I don't find plausible. But that same game is going to seem "unrealistic" to someone who knows more than I do. " But just because Morrow is "more realistic" than GURPs doesn't make Morrow "realistic".

"More realistic" simply means that more people will find Morrow's ballistic outcomes to be plausible than will find Hero's outcomes to be plausible. But there again "More people" has to be defined to a particular demographic...which people...more tribesmen in Cameron? More CSI ballistics experts?

Also, I'll just not here (though it would make a good thread) that degree of abstraction is only tangentally related to degree of plausbility. You can have a high degree of plausibility with a very abstract set of rules. The only thing low abstraction does is allow people who are less expert to get more plausble results. Experts can get quite plausible results with very abstract rules.


John: You're not disagreeing with me at all, because I agree completely with the phenemenon you're outlining. I merely disagreed with you using "realism" to define the distinction. But note here what you're doing when you say "therefore writing off the possibility of education through RPGs. " That's pure design goal.

If the designer doesn't give a fig about educating children about feudal Japan but his design goal is to achieve a fun play experience...then yes it makes no difference. Goal accomplished. If the designers goal is to educate children and wants to use the game as a teaching device, that's great too. That's the sort of design goal I'm talking about.

With regards to using it as a teaching tool, perhaps you judge Sengoku to have enough factual information to be useful as a teaching tool to children. Great, I love the idea. But that doesn't make it "realistic". That simply makes it accurate enough for your purpose. Game A might be plausible to the children and implausible to you and thus you judge it not suitable as a teaching tool. But just because you judge Game B as being suitable as a teaching tool does not make it realistic. It just means its plausible both to the children and to you. Someone else may come along and say "holy cow, how could you fill the children's mind with such rubbish...Game B is totally unrealistic"...because its not plausible to them.

I'm only objecting to taking an arbitrary degree of plausibility (i.e. what's plausible to you) and labeling it realistic. Your concept I completely agree with. But Realistic is not an appropriate word to use to define it.

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On 3/2/2005 at 7:21pm, Marco wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote:
Marco: With regards to "More realistic", sure...I said as much. I wrote "Any game that I find plausible is going to seem "more realistic" to me than one that I don't find plausible. But that same game is going to seem "unrealistic" to someone who knows more than I do. " But just because Morrow is "more realistic" than GURPs doesn't make Morrow "realistic".

"More realistic" simply means that more people will find Morrow's ballistic outcomes to be plausible than will find Hero's outcomes to be plausible. But there again "More people" has to be defined to a particular demographic...which people...more tribesmen in Cameron? More CSI ballistics experts?

Also, I'll just not here (though it would make a good thread) that degree of abstraction is only tangentally related to degree of plausbility. You can have a high degree of plausibility with a very abstract set of rules. The only thing low abstraction does is allow people who are less expert to get more plausble results. Experts can get quite plausible results with very abstract rules.


I pretty much agree with this: nothing in an RPG will ever be either "completely realistic" nor (and therefore will never) meet some arbitrary standard of realism.

I think John's point was that researching how something you are modeling "actually might work" (or actually does/did work) gives the game a quality that simply making stuff up doesn't (he termed that 'realism').

It's true that we may not always be able to tell (I can't say with dead certainty if Bushido! is a good representation of feudal japan and their views on, say, sword fighting or a very poor one). Morrow Project has laser weapons--clearly not realisitc (so do I judge their excellent section on "drop a nuclear weapon on a place you know" to be "realistic" or "simply fictional?").

However, I tend to think that that quality--the quality of having simulational or presentational mechanics informed by research is extant and, since that research derrives from the real world (as much as we can know it) there might be some merrit in calling it 'realism.'

But, yeah, if you wanted to challenge that on the basis that it'll never "really be real" I wouldn't strongly argue that either. It won't be and "realism" could be taken in a misleading way given that context.

-Marco
[ I think the utterly unrealistic C-13 world book we did benefited *greatly* from the research we did in this manner. Can I say it's "realistic" because of that research-basis? Hmmm ... no, I wouldn't put it that way. I might say that the extrapolations for our 'alternate history' were more "realistic" than guesses we'd have made without it--but even that's iffy. I could definitely say that the material is, IMO, more informative in an educational sense because of it--although I doubt anyone will be educated by the Thirteen Colonies world book ... ]

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On 3/2/2005 at 7:36pm, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Edited to note: Cross-posted with Marco, whom I pretty much agree with, and may have expressed it better than I did.

Valamir wrote: Nicholas: Absolutely true. You don't even have to bring different time periods into it. Just create a game based on realistic firearms based on real military and police data and give it to a bunch of typical gamers to see how much reality conflict with their idea of plausible.

Well, here you're citing that reality is different than what typical gamers find plausible. That's exactly my point!!! Reality can be different than what the players find plausible. I find it a bit nonsensical that you say that the term "realistic" shouldn't be used, but also cite "realistic" firearms and how what they find plausible conflicts with "reality".

Valamir wrote: John: You're not disagreeing with me at all, because I agree completely with the phenemenon you're outlining. I merely disagreed with you using "realism" to define the distinction. But note here what you're doing when you say "therefore writing off the possibility of education through RPGs. " That's pure design goal.

If the designer doesn't give a fig about educating children about feudal Japan but his design goal is to achieve a fun play experience...then yes it makes no difference. Goal accomplished. If the designers goal is to educate children and wants to use the game as a teaching device, that's great too. That's the sort of design goal I'm talking about.

I'm a bit stuck. How can I express the distinction between the made-up Japan game and the real Japan game? As I see it, they're both plausible, but they differ in realism.

Valamir wrote: I'm only objecting to taking an arbitrary degree of plausibility (i.e. what's plausible to you) and labeling it realistic. Your concept I completely agree with. But Realistic is not an appropriate word to use to define it.

The problem here is that you're trying to make "realism" into a binary distinction. i.e. Something is either 100% realistic (as no model is), or it isn't. But that's silly usage. Look at your own reply to Nicolas. Do you see how it was useful for you to use the term "realistic"? That's exactly what I feel is useful in discussion. Avoiding it will only hamper discussion, IMO.

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On 3/2/2005 at 7:38pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

I think we're in total agreement on this, Marco.

When you did C-13 I'd bet that you had certain goals in mind for what you wanted to accomplish with all that research. You weren't doing it to make the game "more realistic" you were doing it because ... of X... I don't know if you vocalized X during the process, but I'd bet you had it in the back of your mind and it guided your decisions as to what to cull from the material you gathered.

That's the point of the essay after all. Design goals are the key to good design, and "realism" is not a design goal...its a smoke screen that people use to conceal personal preference, or its a crutch they fall back on so they don't have to think about goals too much.

That doesn't invalidate concepts like those John has raised. But I strongly believe that what he's talking about isn't "realism" at all. That's just a convenient historical term to use...but one which has far too much baggage.

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On 3/2/2005 at 7:43pm, John Burdick wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote:
With regards to using it as a teaching tool, perhaps you judge Sengoku to have enough factual information to be useful as a teaching tool to children. Great, I love the idea. But that doesn't make it "realistic". That simply makes it accurate enough for your purpose. Game A might be plausible to the children and implausible to you and thus you judge it not suitable as a teaching tool. But just because you judge Game B as being suitable as a teaching tool does not make it realistic. It just means its plausible both to the children and to you. Someone else may come along and say "holy cow, how could you fill the children's mind with such rubbish...Game B is totally unrealistic"...because its not plausible to them.

I'm only objecting to taking an arbitrary degree of plausibility (i.e. what's plausible to you) and labeling it realistic. Your concept I completely agree with. But Realistic is not an appropriate word to use to define it.


Sengoku: Chanbara Roleplaying in Feudal Japan (revised) states clearly that the main purpose of the game is to recreate the fictional Japan of action movies. There are sections on playing a more realistic game by ignoring parts of the book or a cartoon game by boosting the unreal elements.

People ignoring the stated intention to follow the movies often do fault the realism of the book. Sengoku is an example of people seeing detail and culture notes and assuming that is realism.

John

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On 3/2/2005 at 8:30pm, LordSmerf wrote:
RE: Plausibility, Realism and game design goals [an essay]

John Kim,

I hope this isn't off topic, but what if my goal is to educate people about the way that comics portrayed Japan? Which game is more realistic? I would say neither one, that they both seek to attain different goals.

Further, historians may disagree about what happened at a given point in history. And they may all be right (or wrong) because it turns out that analyzing history is very very difficult.

Here's a real-world example: Did Apollo 11 land on the moon? Far more people find this proposition plausible than the proposition that the US government faked the whole thing, but some people do find it "unrealistic" that such a thing occurred.

Now, obviously objectively it either happened or it didn't, but we can't actually know for sure. More evidence seems to indicate "yes" than "no", and this is one of the reasons more people believe "yes" than "no", but that does not prove which one is more realistic.

I would suggest that whenever you use the term "realism", especially in terms of researched material, what you really mean is "more plausible to people who have studied this extensively". Now, I'm perfectly willing to assume that those people who have studied whatever it is extensively are closer to understanding the "real" form of whatever it is, but that doesn't actually mean that they do...

Thomas

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On 3/2/2005 at 8:35pm, Marco wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: I think we're in total agreement on this, Marco.

When you did C-13 I'd bet that you had certain goals in mind for what you wanted to accomplish with all that research. You weren't doing it to make the game "more realistic" you were doing it because ... of X... I don't know if you vocalized X during the process, but I'd bet you had it in the back of your mind and it guided your decisions as to what to cull from the material you gathered.


That is very much true--and we are in agreement. We knew that the research would provide us with a meatier perspective ... a deeper look at the world we wanted to present (layered on top of one that kinda existed--the real colonial world). We knew research would give it ... depth.

But no, our goal wasn't to make it "realistic"--it was to capture the exictment and appeal that the colonial experiment held for the people involved in it and to sort of touch the grandeur that a lot of them may have felt they were participating in.

That's *grounded* in the 'real' issues of the time--but our portrayal and translation of those things to a modern-day magic game was certainly informed but not realisitic.

-Marco

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On 3/2/2005 at 9:07pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

John Kim wrote:
Well, here you're citing that reality is different than what typical gamers find plausible. That's exactly my point!!! Reality can be different than what the players find plausible. I find it a bit nonsensical that you say that the term "realistic" shouldn't be used, but also cite "realistic" firearms and how what they find plausible conflicts with "reality".


Well, no. Lets be more precise. Its exactly that casual use of realism that I'm objecting to. Its not that "reality" can be different than what the players find plausible, its that what experts in police firefight data find plausible is different from what gamers find plausible.

Its what's plausible to me vs. what's plausible to you. As soon as you start ascribing "realism" to one of our plausibility sets you open up an entirely different can of worms. Its that can of worms I want to avoid by being very specific that we're NOT actually talking about realism.

Realism is the 800lb gorilla that really gums up game design discussions and distracts from the real issues. Instead of trying to make a game "more realistic" you should instead identify your target audience and the reason that that target audience would play your game. Then you make your rules such that they are plausible for that group for the purpose their designed for. This MAY mean you wind up writing the exact same rules that you would have if you just went for "realism" or it may mean that certain aspects of the rules don't seem as important as they once did.

I'm a bit stuck. How can I express the distinction between the made-up Japan game and the real Japan game? As I see it, they're both plausible, but they differ in realism.


Well, the difference is who they're plausible for. Say you have 8 year old kids, college age fans of samurai flicks and anime, and graduate students in Japanese studies. Who will find the game plausible. Maybe the 8 year old kids find them both equally plausible because they don't know any better. Maybe the college fans find the made-up game plausible because it matches their movie based knowledge but actually find some of the "real" game implausible because it conflicts with their modern day social sensibilities about how people behave. Maybe the scholar finds both of them implausible but the "real" game is "more plausible" than the "made up" one.

But I strongly recommend calling niether of them "real" because thats the whole can of worms thing again. Marco hits on a potentially good turn of phrase when he says C-13 was "informed" by his research.

"Informed by research" seems vastly more accurate an expression than "realistic"



Look at your own reply to Nicolas. Do you see how it was useful for you to use the term "realistic"? That's exactly what I feel is useful in discussion. Avoiding it will only hamper discussion, IMO.


That "realistic firearms" bit was supposed to have been in "quotes" as an example of silly game marketing text. It was meant to be sardonic not useful. Sorry if the lack of punctuation confused that.

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On 3/3/2005 at 2:05am, lev_lafayette wrote:
Shades of Grey and Scope of Greyness

I think a fundamental error here is to assume that there are polar two binary opposites based on a thesis "Realistic" and an antithesis "NOT realistic".

Of course, if one takes the view that word "realistic" equates with a 100.00% accurate model of reality then noone will ever be able to achieve it. By definition the model would have to be bigger than the world itself. I don't think anyone is suggesting this, so that straw man can be dispensed with.

Realistic does not mean reality itself. It is an adjective, "a realistic game", not a noun ("reality"). Game X can be more realistic than Game Y.

This does not necessarily mean that Game X is only more realistic than Game Y in certain areas as well. There is such a thing as adaptability or scope which, along with realism (a continuum, not an absolute) and playability (ditto) are also, imho, good game design goals.

Perhaps the essence of the debate then is not between realism and its negation, but between universalism and particularism. Perhaps one is claiming that a game that attempts universalism is axiomatically doomed to failure compared to one that attempts to narrow its scope to particular objectives ("what the game is for").

Again, I would take issue with this as well. But I'll wait until this point is clarified.

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On 3/3/2005 at 2:53am, M. J. Young wrote:
RE: Plausibility, Realism and game design goals [an essay]

I'm siding with Ralph concerning a very specific and narrow use of the words "realism" and "realistic" within the gaming world that I, too, find egregious. Let me approach it in a different way.

Back in the 1980 presidential election, Omni magazine commissioned a simulation. It seems that one think tank had a computer program that modeled the economy fairly well, and Omni asked them to run 1) a projection of the economy over the next four years if Carter's current policies continued into the future and 2) a projection of the economy over the next four years if Reagan's program was enacted in full. It was run. It showed that Reagan's projections were correct, that tax cuts would increase investment, employment, and government revenue. In fact, Reagan was elected, but not all of his plan was enacted; still, over the years that followed there was the projected shift in the economy. The model had correctly predicted what would happen. One could say that it very accurately modeled reality.

To do this, the model required the input of several hundred individual economic factors, each of which was tracked in its interaction with all the others. Using the computers available at that time, it probably took several days to run each projection. While we would say that was realistic, it was certainly far more detail than any of us could include in a role playing game, particularly for modeling something so minor in play as the overall shifts in the economies of nations. We would be happy with something a lot less detailed. That of course means something a lot less realistic. Our compromise is based, however, on a notion that there is a limit to what is playable, a reduced return on investment as it were, so accuracy beyond a certain point while not exactly irrelevant is not worth the added effort to achieve.

The problem is that this "certain point" beyond which the added effort is excessive is entirely subjective. Yet any statement that realism is the objective must inherently include the unspoken caveat that it is realism within the bounds of what we subjectively feel is a reasonable effort to achieve such realism.

And since that boundary is subjective, any statement that we are shooting for "realism" means nothing more than "I want to make it as realistic as I think it's worth spending the effort to achieve."

For some gamers, Fudge achieves that. It is sufficiently realistic to meet their needs, and they are not willing to invest any additional effort in learning or using rules or mechanics that would make the outcomes more realistic, because such additional investment is not worth the return. It is realistic enough as it is.

For some gamers, GURPS and Rolemaster are the models they prefer. They feel that these games are making a serious effort at creating realistic outcomes based on complex inputs, and that the additional investment of effort, the drag this places on game play, the cost of books and materials, and all the rest, are vindicated in the increased realism produced.

Yet there are those who claim these games are not realistic enough; they want something that achieves greater levels of realism. They're willing to invest more into getting that greater level of realism.

I doubt, though, that they're willing to enter eight hundred variables into a computer program and wait fifteen minutes for the program to process one attack. That's more complexity than it's worth--to almost anyone. It might be worth it to someone attempting to model whether a lone gunman in the book depository could have killed President Kennedy, or whether there had to be a second gunman; but it's not going to be worth it to find out whether Grungar the Barbarian manages to cleave his fifteenth orc in this combat.

Thus whenever anyone says that "realism" is the design goal, they mean "modeling reality as accurately as I personally feel is worth the effort", and nothing more than that.

The problem arises when they assert that any decision they make is correct if it more accurately models reality, without recognizing that any decision they make which reduces complexity but less accurately models reality is working from a conflicting principle. That conflicting principle is not recognized as such. The designer doesn't say, "I want it to be as realistic as I think is worth the effort." That indeed would be patently the same is "I want it to be what I want," a design agendum that is tautologous and essentially useless to anyone, perhaps including the designer. Yet that is what any designer is inherently saying when he says that "realism" is the objective of the design.

The questions that could reasonably be asked are how realistic do we want this, how much effort are we willing to put into obtaining more realistic results, and what is the purpose which this particular level of realism serves.

It is that last point that is missed. Since realism cannot be absolute, it is accepted that it is relative, tempered by the cost in complexity. To know what is the proper level of realism we need to know what objective that realism serves. Otherwise, the pursuit of realism is meaningless.

--M. J. Young

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On 3/3/2005 at 3:30am, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

Lev, no one is making realism into a binary condition. This entire thread has included references to the fact that its a continuum. And niether is it universalism vs particularism (or "focus" as we more commonly call it around here). That topic shares some similarities but is not what this is about.

You say that realism and playability are good game design goals...and that is the fundamental untruth that I've been trying to shake you out of since your first post. THEY ARE NOT GOALS. Period. Fact. NOT GOALS.

They are techniques you can use to achieve your design goals. They are the MEANS to the end. They are not and cannot be the end themselves because they have no end.

You said yourself that realism is a continuum (I think that's a poor word to describe the concept, but I understand what you mean by it). You also agree that you cannot ever get to 100% realism...another seemingly obvious truth.

Therefor it should be abundantly and obviously clear that you must stop somewhere along that continuum. Somewhere you have to say...that's it. The rules are now good enough. But the question is "good enough for what?"

What told you to stop at that point in the continuum. Why there and no further. Why that far and not earlier? Why there?

The answer should be because that's the point where your design goals were achieved. That is the ONLY valid reason for picking one point on the continuum over another. If you don't have those goals to tell you where to stop...then you don't have a good design. Form follows function. Before you can settle on a form...you've GOT to understand the function.

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On 3/3/2005 at 6:43am, lev_lafayette wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote:
You say that realism and playability are good game design goals...and that is the fundamental untruth that I've been trying to shake you out of since your first post. THEY ARE NOT GOALS. Period. Fact.


.... Assertion.

Maybe you have different concept of design goals. Maybe they are "ends" to you, but what applies to you may not apply to me.


They are techniques you can use to achieve your design goals. They are the MEANS to the end. They are not and cannot be the end themselves because they have no end.


A goal does not necessarily have to have an end. It too can be an orientation towards an ideal.

Playability is a goal. The rules are a technique used to achieve that.
Realism is a goal. The rules are a technique used to achieve that.
Roleplaying is a goal. The rules are a technique used to achieve that.

For an example which certain games have been justly criticised for;

Readibility is a goal. Style is a technique used to achieve it.

... and so on.


Therefor it should be abundantly and obviously clear that you must stop somewhere along that continuum. Somewhere you have to say...that's it. The rules are now good enough. But the question is "good enough for what?"


An interesting, but moot question and very much individually subjective. Some people prefer more realism, some people prefer more playability. A gain in one however, that does not result in a loss in another, is an improvement. It makes the game more enjoyable for more people.

If you wish to remain stubborn over semantics, consider this an improvement in technique, rather than a goal. Heck, it doesn't matter to me. The effect is the same; a better game - and that's the important point, not whether it agrees to some theoretical ediface about what good design should be.

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On 3/3/2005 at 7:09am, lev_lafayette wrote:
RE: Plausibility, Realism and game design goals [an essay]

LordSmerf wrote: I hope this isn't off topic, but what if my goal is to educate people about the way that comics portrayed Japan? Which game is more realistic? I would say neither one, that they both seek to attain different goals.


An accurate potrayal of Japan from the literary medium comics is not realistic potrayal of Japan. Excuse the semantic quibbling.

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On 3/3/2005 at 9:46am, Nicolas Crost wrote:
RE: Plausibility, Realism and game design goals [an essay]

LordSmerf wrote:
I would suggest that whenever you use the term "realism", especially in terms of researched material, what you really mean is "more plausible to people who have studied this extensively

I think Thomas nailed it here.
Because here is basically what you do to create a "realistic" game: You read studies and models published by a bunch of experts. You familiarize yourself with their way of seeing things, with their model of reality. You find out what is plausible to them! So your "realistic" game is basically a game that is "plausible by what some experts say". So if your design goal is to teach people about what historian X said about Japan, that is perfectly allright. But this is not "realism" since I bet you quite a few bucks that I can find some expert historian Y who disagrees strongly with the position of historian X…

Which brings me to the point of how plausibility is constructed. Looking at the psychology of attitudes and how attitudes are formed, (at least) two things may contribute to the feeling of plausibility in a player of a roleplaying game.
1. The actual content of the game. That is how plausible do the outcomes of the resolution of the game per se seem to me. Do they fit my model of reality or not?
2. The credibility of the sender. That is who is backing up the claims made in the game? How much and which type of research was done?

This means that the highest plausibility (what John and Marco might call “realism”) will be achieved when the output of the game fits my model of reality and the game is backed up by credible experts, that is it does not only fit my own model but also the model of some credible experts.

How does this help us in game design?
Well, first, it might explain why games with a lot of research and a granular resolution system seem more "realistic" (read "plausible" here) to some people. Those two factors contribute to making the sender (the game text) more credible. Basically game texts with lots of detailed rules (best based on real research) seem like experts (they remind you of science class or something). As such people feel much more inclined to accept the outcomes of the (credible) game as plausible ("realistic").
And second it might help in designing games that teach people. When you want to teach someone, you have the following basis: They have model A of reality but you want them to adopt model B. The problem is that model B does not seem plausible to the guys, they already have model A! So what you have to do is you have to compensate this inherent implausibility of the content (model B) by increasing the plausibility of the sender. That is you have to stress that you have done a lot of research an the topic of the game and you probably have to include a lot of detail (setting information and/or resolution detail).

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On 3/3/2005 at 10:05am, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

Quoting from the sim essay:

The GM problem, only partly solved by GM-only sections, is that it makes it very hard to write a coherent how-to explanation for scenario preparation and implementation. Putting this sort of information right out "in front of God and everybody" is counter-intuitive for some Simulationist-design authors, because it's getting behind the curtain at the metagame level. The experience of play, according to the basic goal, is supposed to minimize metagame, but preparation for play, from the GM's perspective, is necessarily metagame-heavy

This is a quote on session preparation, but I think it applies to designing too.

I think your going to have a hard time getting this message across, Ralph. Because most often these designers see immersion as the way to design. To set up this grand, meta game goal, they'll have to get out of immersion to do so. To them, this is like saying you have to stop designing, to design. It sounds crazy to them and I can even see a point where in the other thread it's tried by a poster, very briefly, and with a visible, distasteful shudder (which shocked me...I wash thinking "Dude, you should not be throwing such a wonderful, project defining moment away, like that")

I mean, if you want to immerse and explore so as to design, how is not immersing going to help you do that? That's not my confused question, it's theirs.

The fact is, the very act of thinking about these designs is (a type of) play and it's very fun. It's so rewarding that your accurate message is most likely just going to nose dive.

It's a very here and now reward. I think, IMO, you need to illustrate the here and now rewards of what your talking about. Even though what your saying is deadly accurate, it still doesn't beat the play I think these designers are experiencing. Your not going to get through unless you manage to compete with the game they are very much enjoying (unless you can somehow grab them by the throat).

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On 3/3/2005 at 10:43am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Nicolas Crost wrote: I think Thomas nailed it here. Because here is basically what you do to create a "realistic" game: You read studies and models published by a bunch of experts. You familiarize yourself with their way of seeing things, with their model of reality. You find out what is plausible to them! So your "realistic" game is basically a game that is "plausible by what some experts say". So if your design goal is to teach people about what historian X said about Japan, that is perfectly allright. But this is not "realism" since I bet you quite a few bucks that I can find some expert historian Y who disagrees strongly with the position of historian X…

Er, so what? Sure, experts in any field may differ on details or lesser-known subjects. But the same thing is true in any field outside of RPGs. For example, I built computer simulations for high-energy physics experiments. Yet, you could find an 'expert' who objected to how my simulations were run. Does this mean that they weren't realistic and I shouldn't use that term for them?

In short, you're not just arguing against "realism" in RPGs -- you're arguing against use of the concept anywhere. Yet I feel this is rather misplaced. While certain philosophers can argue endlessly that there is no such thing as objective reality, in practice most of us buy into it -- and at least understand what someone else is talking about when they refer to it.

Nicolas Crost wrote: Which brings me to the point of how plausibility is constructed. Looking at the psychology of attitudes and how attitudes are formed, (at least) two things may contribute to the feeling of plausibility in a player of a roleplaying game.
1. The actual content of the game. That is how plausible do the outcomes of the resolution of the game per se seem to me. Do they fit my model of reality or not?
2. The credibility of the sender. That is who is backing up the claims made in the game? How much and which type of research was done?

This means that the highest plausibility (what John and Marco might call “realism”) will be achieved when the output of the game fits my model of reality and the game is backed up by credible experts, that is it does not only fit my own model but also the model of some credible experts.

Well, again, this fails to distinguish between simply saying what sounds good and actually attempting to match reality. "Plausibility" is defined by how the players feel about the game. It may be helped by lying about your credentials and research, or feeding players' misconceptions, or many other techniques. However, there are people who want to do more than just achieve the feeling of plausibility. i.e. I want to look at more than just how the player feels about the text at the time of reading it. I want to look at how that affects the player's relationship with the rest of the world (i.e. reality).

Nicolas Crost wrote: How does this help us in game design?
Well, first, it might explain why games with a lot of research and a granular resolution system seem more "realistic" (read "plausible" here) to some people. Those two factors contribute to making the sender (the game text) more credible. Basically game texts with lots of detailed rules (best based on real research) seem like experts (they remind you of science class or something). As such people feel much more inclined to accept the outcomes of the (credible) game as plausible ("realistic").
And second it might help in designing games that teach people. When you want to teach someone, you have the following basis: They have model A of reality but you want them to adopt model B. The problem is that model B does not seem plausible to the guys, they already have model A! So what you have to do is you have to compensate this inherent implausibility of the content (model B) by increasing the plausibility of the sender. That is you have to stress that you have done a lot of research an the topic of the game and you probably have to include a lot of detail (setting information and/or resolution detail).

Wow, I am so seriously opposed to this. I consider it lousy teaching. Good teaching should not stem from asserted authority and heavily shoveled detail. It encourages people to think for themselves. Further, realism in general benefits from simplicity, not detail. The more detail you have, the more difficult it is to be consistent and the harder it is for players to see the underlying concepts. You should emphasize the basics and encourage players to think for themselves.

You can see this in the contrast between original Traveller, say, and some of its 80's imitators like Universe and Space Opera. Traveller was published in little 32-page digest-sized books. So, for example, the Scouts book had a relatively simple system which nicely explained the basics of planetary conditions -- which was superior in both clarity and realism to the later imitators.

I'm not saying that Traveller was ideal, but it had some good qualities (this example among them). Basically no games have been made with a real pedagogical focus, even though I think RPGs are in many ways ideal for that goal. I think the problem is that later games bought into exactly what you suggest here -- shovelled detail as a method for plausibility. And it probably works in the sense that it gives a false impression of realism. But that's why I consider good teaching to be a different goal than plausibility.

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On 3/3/2005 at 12:37pm, LordSmerf wrote:
RE: Plausibility, Realism and game design goals [an essay]

John Kim wrote: Er, so what? Sure, experts in any field may differ on details or lesser-known subjects. But the same thing is true in any field outside of RPGs. For example, I built computer simulations for high-energy physics experiments. Yet, you could find an 'expert' who objected to how my simulations were run. Does this mean that they weren't realistic and I shouldn't use that term for them? <snip>


John, you have a point here, but I believe it's misdirected. Physics, which can be considered a "natural" science, has an absolute that we can check it against. I can duplicate your experiments which test things against the natural laws of the universe, which are observable.

You were the one that brought up history, but history is not a natural science. Without a time machine or some other method to actually observe the events of a specific time we have to take on faith the reports we receive third party. It turns out that this is perfectly fine, but it's important to acknowledge that this is what we're doing.

But, yeah, John you've nailed it with your point that we're arguing that "realism" isn't attainable in the real world in these subjects. But if that's true, then as a matter of course you can not have "realism" regarding these subjects in an RPG.

Anyway, I think that we're dangerously close to hijacking the thread, so if anyone is interested in continuing a discussion of "the nature of reality" or some such I'd be willing to do so in a new thread. At the moment I want to address this:

lev_lafayette wrote: Playability is a goal. The rules are a technique used to achieve that.
Realism is a goal. The rules are a technique used to achieve that.
Roleplaying is a goal. The rules are a technique used to achieve that.

For an example which certain games have been justly criticised for;

Readibility is a goal. Style is a technique used to achieve it.


These statements are all terribly problematic... "Playability" means what, exactly? It's not a universal sliding scale. Each person is going to have a different definition of it. The same is true of "roleplaying". The problem with stating these as goals as you have is that it implies that there is some sort of absolute right answer.

Let's open up "readability" to illustrate my point. Some people I know prefer dense text. Density is one of their primary diagnostics for "readability". Some other people I know (like myself) prefer less dense text. I can read dense text, by my preference, the more "readable" text, is not that dense. To make a text "readable" to me, you must be making it less "readable" to someone else. It may turn out that people prefer low density to high density in some insane ratio (say 100:1) and writing low density text has more people believing that something is "readable" than writing high density text, but you haven't achieved some sort of absolute sense of "readability". You have only achieved "readability" for the majority (so to speak).

And finally, I want to address John's point regarding teaching.

It turns out that this is still a plausibility issue. Let's say that you, using your understanding of physics, write a game with dead-on accurate physics in the rules. Somehow you write rule so that they perfectly mirror reality as we observe it. I read your game. I have two possible responses (well, it's a continuum really, but...): 1) Accept that you are a more credible source than whatever source provided me with conflicting infomration, in which case I consider your rules to be plausible. 2) Consider some other source to have higher authority than you do (say my buddy Joe, who read a book once) and thus consider your position implausible.

It doesn't matter which one is backed up by research, or even observable reality. If I don't consider you to be a credible source then you haven't actually taught me anything except (maybe) what your personal viewpoint is.

It's all about plausibility.

Thomas

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On 3/4/2005 at 12:16am, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

I further my thoughts on the rewards involved here, Vs user perception.

I really get the impression that this urge for realism is a desire to learn. Now, you don't want to learn silly crap. You want to learn the real deal (indeed, it could help you in real life). I think the phrase "Informed by research" indicates how much the user wants a manual filled with the best research currently available. 'Realism' is a missplaced term for that.

However, there is a bit of a twist here. Imagine were back in the day where the world is thought to be flat. And this crazy guy who thinks it's round, brings out an RPG with that in it. If you want 'realism', do you buy his RPG?

The problem with wanting 'realism' is in the inherant denial of the need for trust. Desiring 'realism' is pretending that you don't need to trust any RL person (in their findings), and that realism can just be had, sans the involvement of any human (and their perception).

While 'informed by research' definately includes that idea of trust. Someone who seeks an RPG which is 'informed by research' can actually consider buying the crazy 'round world' RPG. Someone who seeks 'realism' is going to ignore that RPG, and in their delusion never even have a chance at what they really seek.

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On 3/4/2005 at 12:57am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Noon wrote: The problem with wanting 'realism' is in the inherant denial of the need for trust. Desiring 'realism' is pretending that you don't need to trust any RL person (in their findings), and that realism can just be had, sans the involvement of any human (and their perception).

While 'informed by research' definately includes that idea of trust. Someone who seeks an RPG which is 'informed by research' can actually consider buying the crazy 'round world' RPG. Someone who seeks 'realism' is going to ignore that RPG, and in their delusion never even have a chance at what they really seek.

Somehow we have different understandings of the word "realism". To me, it is a common everyday word. If someone at my work comes up to me and says "I'd like a realistic estimate of how much this is going to cost" -- I don't turn around and blast him for being a deluded fool who imagines that he can get that estimate without trusting any real life person. I assume he just means "informed by research".

If it's just semantics over the word, I guess I'm fine with substituting "informed by research" if consensus is that "realism" means something preposterous. I find it a little odd, but I can live with it. Are we agreed on issues other than the implications of the word?

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On 3/4/2005 at 1:00am, Vaxalon wrote:
RE: Plausibility, Realism and game design goals [an essay]

I'm surprised noone has brought up the word "Versimilitude" yet.

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On 3/4/2005 at 1:20am, LordSmerf wrote:
RE: Plausibility, Realism and game design goals [an essay]

John Kim wrote: If it's just semantics over the word, I guess I'm fine with substituting "informed by research" if consensus is that "realism" means something preposterous. I find it a little odd, but I can live with it. Are we agreed on issues other than the implications of the word?


John,

I think I find myself in agreement with you as long as you and I are on the same page regarding the fact that just because you do extensive research and all the experts agree with your analysis you are not necessarily close to modelling "reality". The reason I have problems with the term "realism" is that it implies that you are modelling objective reality. Anyway, yes, in fact I think Callan may have something solid there about the desire to learn.

Now, I still disagree with Lev, mainly because he's stating that all other things being equal, a more "realistic" (i.e. more heavily researched) game is better. I'm not sure that I buy that.

Thomas

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On 3/4/2005 at 2:38am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

LordSmerf wrote:
John Kim wrote: If it's just semantics over the word, I guess I'm fine with substituting "informed by research" if consensus is that "realism" means something preposterous. I find it a little odd, but I can live with it. Are we agreed on issues other than the implications of the word?

I think I find myself in agreement with you as long as you and I are on the same page regarding the fact that just because you do extensive research and all the experts agree with your analysis you are not necessarily close to modelling "reality". The reason I have problems with the term "realism" is that it implies that you are modelling objective reality.

OK, well, we're not in agreement then. If I create rules informed by research, then I am modeling reality.

I suspect there's some kind of miscommunication here, though. My impression is that you consider a "model" to be something by definition flawless. i.e. Only God can actually model objective reality, because it apparently requires more than mere human knowledge. In contrast, I consider a model to be a normal human endeavor. A child may make a model as part of his elementary school science project; a businessman may make a model to improve his marketing; or a scientist may make a computerized model to study his subject. All of these are models of objective reality. They all will have flaws in them, and some may be more flawed than others.

They may be have known and deliberate flaws -- i.e. the businessman's model may ignore parts of the population who aren't his customers. The scientist's computerized model may have simplifications to allow it to run faster. These is fundamentally the same thing as a role-playing model which differs from researched results for the purposes of playability.

So when I say that some rules model objective reality, I don't mean that they are 100% perfect -- any more than a school science project or business model or scientific simulation is 100% perfect. There is rather a sliding scale of how accurate the model is.

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On 3/4/2005 at 3:38am, Dauntless wrote:
RE: Plausibility, Realism and game design goals [an essay]

Plausibility is a subjective experience or interpretation.
Realism is an attempt to accurately model objective reality.

What's the difference? When you try to create a realistic system, you attempt to create rules that will accurately predict a given situation. When given a set of inputs A, B, and C, the game rules will give you an output D. If in reality, given independent variables, A, B, and C, and the causal relationship gives you the result D, then you can say that the game (in that instance) was realistic. A good simulator will give you accurate results (calculated by taking the predicted value vs. the actual value) a high percentage of the time. You can get into statistics here and talk about statistical confidence, variation, and deviances, but that's overboard for an RPG (but not for military class simulations).

Plausibility on the other hand is a subjective interpretation for your knowledge as you have pointed out. If you believed that a ball will drop faster in a vaccum than a feather, then having a result that the ball and feather hit at the same time will be very unbelievable to you.

The problem in creating realistic rules is pretty big. Firstly, for an RPG, the rules can't be too complex. Therefore the rules must abstract out some degree of the underlying principles of reality. This very act diminishes the realism. Secondly, there may be many many independent variables that affect a given situation. As a designer, you have to figure out which ones have the most impact on the outcome, but you have to leave out the others. And as Chaos theory has shown us, sometimes even the smallest variable can have dramatic outcomes (admittedly Chaos theory applies to extremely complex systems....but then again, the human brain is a complex system). Finally, we may not even know the underlying principles of the system we wish to model. A good example of this is damage. Many "realistic" systems base gun damage off of kinetic energy, but as we do more research, we discover that hydrostatic shock caused temporary cavities don't really increase damage. In other words, a medium velocity bullet that fragments or bounces off bone may do more damage than a high velocity round that drills a clean hole inside you.

I used to be super-gung ho about realism, but now I see a different way of doing things. To me, realism is not the end goal, but a means. The end goal is creating the atmosphere and tone that you want, and the means is using as much realism as possible, and filling in the blanks where you have to.

I tend to prefer realistic systems precisely because they can be educational. It also makes the players reflect on their own real world a lot more instead of seeing RPG'ing as simply escapism.

So my definition of a realistic system would be one that takes into account as much domain knowledge as possible in order to accurately predict an event given that if the same inputs happened in real life, the outcomes of both the game and reality would match (within say a good percentage of each other).

Plausibility is how your prediction of the given events matches the actual outcome. If your prediction matches the real result, then it's plausible, if not, then it's implausible, improbable, or maybe even impossible.

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On 3/4/2005 at 5:39am, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

Some of this discussion is starting to miss the point.

Its not a question of realism vs. plausibility. Plausibility and realism are effectively synonyms...except one is the truth and the other a lie.

Saying you like realism in a game is merely saying you like the game to be either 1) consistant with what you already know to be true, or 2) if you don't already know it, presented in a way that convinces you it is.

Both of those are veritable definitions of plausible. The game could actually be a cocked up pile of nonsense but as long as those 2 things are true you'll play the game and THINK its "realistic". You'll think its realistic, you'll claim its realistic, hell, you may even modify your world view to account for the new knowledge you've learned...but you have absolutely positively NO way of knowing whether or not it actually IS true. You believe it to be realistic completely, solely, and for no other reason than it SEEMS entirely plausible to you. And you'll continue to believe that right up until you acquire additional knowledge that conflicts with the game and which you hold to be more credible. At that point what used to seem plausible...no longer will...and you'll no longer believe the game to be realistic. THAT is how mutable and impermanent supposedly "realistic" games are. Its a myth.

That's why plausibility is the better word. Because plausible is all it is. You don't KNOW its realistic...you simply BELIEVE it to be so based on whatever level of knowledge you have on the subject. You believe it because it seems plausible. If the game was "informed by research" than that helps with #2 above, but it still comes down to plausibility...because after all, the reseach could be flawed.

If you created a space game based entirely on Newtonian physics which you've researched extensively, you'd write rules such that one could accelerate a rocket ship to infinite speeds given enough reaction mass. If you played it with Isaac Newton, he'd swear up and down how "realistic" it was. Play it with Albert Einstein, however, and he'd point out how unrealistic it is. See...the game was NEVER "realistic". It was just PLAUSIBLE enough based on Isaac's knowledge that he BELIEVED it to be. It "seemed real" (which is all "realistic" is ostensibly supposed to mean) but only because Isaac lacked the knowledge to realize that it wasn't. To Al...it seemed about as real as a 10th level D&D fighter getting shot with a dozen arrows and having no chance of dying.

What more proof could anyone need to realize that:

seems real = realistic = what's plausible to me today

Therefor there is no special value to realism greater than the value of plausibility. They are the same.


But look at how many people will swear up and down that there's something more to it than that. People who refuse to believe that the games they dearly hold to be "realistic" only seem so because they don't know any better. Because that's the lie of realism. Slap the label "realistic" on something and somehow people start to think that theres more substance there than "mere" plausibility. But there isn't. That's all there is.

Its not a "just a semantic arguement". Its a crucial distinction because we're talking world-view paradigm shifting here. There's a breed of gamer who worships at the altar of "Realism" and a breed of game designer who pursues "realism" like a holy grail.

But those games are like the Emerald City where "Realism" is a humbug calling itself a Wizard pleading with you to pay no attention to the man behind the curtain. That man behind the curtain is Plausibility. Because once you strip away all of the fancy sounding text and the almost fetish-like obsession...all you're left with is the cold hard fact that "Realistic" means absolutely nothing more profound than "whatever seems plausible enough for me to believe based on what I know today".

Plausible, is the honest term. Because it allows for the fact that what seems plausible today might not tomorrow. Because it allows for the fact that what seems plausible to you might not seem plausible to someone who knows more than you.

"Realism" is like the tart with the heavily painted face hoping you won't notice the wrinkles. "Realism" would like you believe that there's something more substantial to it. Using the world "Realism" makes it easy to believe that you're talking fact rather than belief. But ultimately...unless you're the one person in the universe (aka God) who has 100% perfect knowledge of all things...you're quite likely wrong about many of the things you think are facts anyway. Yet as long as you believe them to be fact, a game which supports that view will SEEM "realistic" even when its wouldn't to someone who knows better.


Thing is, Realism's an easy habit to fall into. Way too many cop-out design decisions have been made in the name of "realism". Way too many people use Realism like a trump card to overturn all opposition. Realism...makes it easy to design a sucky game and pretend it doesn't suck...because its "realistic" and that HAS to be good....right?

No one would have that level of brainwashed devotion to something that's merely "plausible". Things that are merely plausible would be recognized for what they are...clay waiting to be shaped by the game designer into the form they need to make a good game. And yet even though thats all "realism" is (a collection of the merely plausible), people who think of realism as being more than that would never accept that. Their long indoctrination gives "realistic" an aura of immutability... If only they think about it hard enough they can figure out the RIGHT way to write the rule...when instead they should be trying to figure out the BEST way to write the rule.

Slavish devotion to realism is responsible for thousands of pages of suck. And the laughable (and sad) thing is...that in the end...those attempts are generally no more realistic than the games with numbers pulled out of thin air...because very few of the devotees of "realism" have the advanced knowledge necessary to write realistic rules to begin with.


All of which is just to prove the point that there is absolutely ZERO benefit to writing a rule one way instead of another simply because its "more realistic". Because "more realistic" is a bunch of Wizard of Oz hoodoo. That doesn't mean "don't write that rules that way". It simply means "come up with a better reason to write the rule that way, because 'its realistic' is just vapor" it also means "if you can't come up with a better reason...THEN start questioning why you need the rule at all."

Because if you don't have a better reason...then your game will suck, period. Just like all the other steaming piles of excrement that have been shat out of brains by people who didn't want to bother having a good reason for the rules they were writing.

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On 3/4/2005 at 6:01pm, M. J. Young wrote:
RE: Plausibility, Realism and game design goals [an essay]

I think that the debate with John is just a tad off topic, but that it can be brought back to add something to the point.

I will certainly concede that there is such a thing as "realism" and that well-researched efforts "approach" it ever more accurately. I think John will concede two things that matter to me:

• Perfect realism is probably unattainable due to the complexity involved.• The refinement of near-perfect realism requires ever more complexity.

Given those two points, I think we can proceed.

The argument made by those who favor "realism" would seem to be that any rule which makes the game a more accurate representation of reality in any way is automatically a better rule either than any other rule or than no rule at all. If "realism" is the single stated objective, we should ultimately see a game so complex that it is entirely unplayable by a roomful of Cray Supercomputers.

That's an absurd outcome. It means that the drive toward "realism" must be tempered by some other, unstated goal, some basis for deciding how much realism is worth the cost.

However, the evaluation of "how much realism is worth the cost" must be based on some other measure, some scale that determines the value of this one. Since "Realism is the ultimate goal" automatically precludes any decision that excludes any rule that would increase realism, realism cannot be the basis for that decision. However, since complexity is measured by something so subjective as "playability", it's difficult to see how it could itself be the limiter. Playable by whom? For what objectives? To what standard?

What is being argued here (by Ralph, I think, and certainly by me) is that the only value "realism" has in game design is that it serves some other objective. The amount of realism that is "good" in game design can only be measured by the degree to which it serves or impedes that other objective.

Thus if we're designing that hypothetical game that teaches school children about feudal Japan, our objective is to create a game that will engage children in a specific age group and convey to them factual and experiential information about that culture. On this basis we can say, "Yes, this rule increases the degree to which play will realistically represent the culture," and we can also say, "No, that rule will unduly burden the system, making it less engaging for the target audience, more difficult to play, and thus ultimately less effective at teaching about feudal Japan."

Thus realism cannot be a game design objective for its own sake. It can only be a factor considered in the effort to reach some other defined design objective. You can't create the 100.000000% realistic game, and long before you reach 95% you're probably in an unplayable system, so you have to make those trade-offs based on what the real objective of the design is.

Does that clarify the issues?

--M. J. Young

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On 3/4/2005 at 6:09pm, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: That's why plausibility is the better word. Because plausible is all it is. You don't KNOW its realistic...you simply BELIEVE it to be so based on whatever level of knowledge you have on the subject. You believe it because it seems plausible. If the game was "informed by research" than that helps with #2 above, but it still comes down to plausibility...because after all, the reseach could be flawed.
...
Using the world "Realism" makes it easy to believe that you're talking fact rather than belief. But ultimately...unless you're the one person in the universe (aka God) who has 100% perfect knowledge of all things...you're quite likely wrong about many of the things you think are facts anyway.

Just to be clear here, you're arguing (like LordSmerf/Thomas did earlier) that "realism" simply doesn't exist as a concept -- regardless of whether you're taking a college science class, conducting your own research, or playing an RPG. Because any human research can potentially be flawed, you conclude there is no such thing as objective realism. I don't agree with that, but it isn't something I care to argue. If you want to dismiss the idea of realism in any endeavor, then let's just agree to disagree.

Valamir wrote: Its not a "just a semantic arguement". Its a crucial distinction because we're talking world-view paradigm shifting here. There's a breed of gamer who worships at the altar of "Realism" and a breed of game designer who pursues "realism" like a holy grail.

But those games are like the Emerald City where "Realism" is a humbug calling itself a Wizard pleading with you to pay no attention to the man behind the curtain. That man behind the curtain is Plausibility. Because once you strip away all of the fancy sounding text and the almost fetish-like obsession...all you're left with is the cold hard fact that "Realistic" means absolutely nothing more profound than "whatever seems plausible enough for me to believe based on what I know today".

OK, maybe it is a world-paradigm difference here. I enjoy my fetish-like obsession with reality. I can spend hours or even days talking about reality, and I feel that my life have been enriched by study of it. I discuss this in my short essay RPG Realism and Education. Picking up the example from there, yes, Traveller helped lead me down my own fetish-like obsession with learning about science and astronomy. You can see the horrors which this inflicted on me, since I went on to waste years of my life ignoring the man behind the curtain as I went through college, got my PhD, and went on to further research.

If the above seems sarcastic and dismissive, well, that's because it is. Traveller affected my life precisely because it was more than just what I knew at the time -- it introduced me to more, and it fostered both understanding and interest in the fields of physics and astronomy. Now if someone were to assert that realism is the only valid goal in RPGs, I would argue with equal vehemence against them. But when you dismiss it as a meaningless "fetish-like obsession", I'm going to disagree with you.

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On 3/4/2005 at 6:13pm, Vaxalon wrote:
RE: Plausibility, Realism and game design goals [an essay]

I have to shake my head in wonder at the mention of Traveller in a discussion of RPG realism.

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On 3/4/2005 at 6:35pm, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Vaxalon wrote: I have to shake my head in wonder at the mention of Traveller in a discussion of RPG realism.

Have you read my essay? This is exactly one of the fallacies that I discuss -- the idea that realism has to be binary. i.e. Some people feel that if there is any difference from strict, perfect reality (which doesn't exist in any model), then that makes any attempt at realism meaningless. The logic seems to be that either something has to be a perfect reality or it is useless. I find the preposterous.

Traveller has tons of non-real elements: from jump drives to psionics to ten-ton computers. On the other hand, it also contains real physics and astronomy in it which are clearly and simply explained. I personally benefitted from the latter. I don't see how there is any contradiction in this.

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On 3/4/2005 at 6:38pm, Nathan P. wrote:
RE: Plausibility, Realism and game design goals [an essay]

It seems to me that Ralph is basically saying that "realism" isn't a design goal at all. It's just not. It's a means by which you attempt to fulfill your design goals. But designing for "realism" is mistaking the means for the end.

Does that clarify anything?

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On 3/4/2005 at 7:15pm, b_bankhead wrote:
On reversing the polarity of the neutron flow...

John Kim wrote:

Traveller has tons of non-real elements: from jump drives to psionics to ten-ton computers. On the other hand, it also contains real physics and astronomy in it which are clearly and simply explained. I personally benefitted from the latter. I don't see how there is any contradiction in this.


Well I can see that you weren't using the Traveler books as texts, otherwise you never would have gotten out of Basic Science.

It's true that Traveler has some realistic elements buried in it, but for that matter so does D&D. (Those exotic polearms really did exist...) but the problem is that the reality is buried in a mass of unreality like nuggets of gold in a stream. Only a person who is already well versed in science is going to know which is which.

I have a strong belief, based on a extensive experience, that 'realism' in SF games can only be maintained at the level of color and group CA. It doesn't matter how much 'accuracy' you put in your rules, if the your players don't know their asteroids from an impact crater in the ground, it's all going to come out, 'hand me the plot device so I can reverse the polarity of the neutron flow'.

Traveler is a fine example of the victory of plausibility. The tiny (and tiny they are) nuggets of reality only exist to add plausibility to the far greater mass of unreality. But hey it works, Traveler has maintained the this illusion for almost 3 decades, primarily because the rpg crowd,overall, doesn't know as much real science as it likes to think.

Look I'm glad for anybody who went into real science because of Traveler,but 'realism' really isn't necessary for this. After all the late Carl Sagan listed E.R. Burrough's John Carter of Mars series as a primary influence in his becoming an astronomer....

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On 3/4/2005 at 7:32pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

What is being argued here (by Ralph, I think, and certainly by me) is that the only value "realism" has in game design is that it serves some other objective. The amount of realism that is "good" in game design can only be measured by the degree to which it serves or impedes that other objective.


BINGO.

And to respond to John. No, I'm not argueing that there is no such thing as objective realism (I'm not even addressing that as a question). I'm argueing that there is no value to putting objective realism (even if it exists) on a pedestool as some sort of master goal to be sought after.

For every single statement you can ever make about how "X is portrayed realistically in game Y" you can find some expert who can point out "No its not. Game Y fails to account for a, b, and c and is there for NOT very realistic at all".

This is exactly what Vax touches on with regards to Traveller. Traveller may have inspired you to do further research but it certainly didn't do so because it was realistic, John. Because it ain't. You can drive a truck through the holes in Traveller realism. What it did have was a lot of crunchy stuff that had the appearance of being based on an internally consistant vision...but "realistic"?

No. It was not realistic. It seemed plausible to you in a way that caught your fancy and made you want to learn more...but if you'd already had your PhD the first time you picked up a Traveller book you wouldn't now be trying to claim it was "realistic"...because you'd have known better and would not be contending with nostalgic memories of the game's impact on your life. You instead would have been sniggering at some of the game's assumptions which contradict what you've since learned.

Your point that realism isn't binary is not only 100% correct, but also 100% proves my point. Its precisely because it is this morphous impossible to pin down thing that means something different to everybody based on each persons level of knowledge that makes it worthless as a design goal.

It seemed more realistic to young John than what you'd seen before and thus excited you. But it certainly doesn't seem more realistic than what Dr. John learned in school. That alone should convince you that what it had was plausibility not realism.


On eductation, I've already said that if your purpose is to pursue education...than that IS your design goal. The design goal that should, MUST, take precedence over mistaken notions of "realism".

The design goal would be something to the nature of "present the field of X consistant with the teachings and theories of Dr. so-an-so circa 2005 in a manner that educates players and engages them in the depth and excitement of the topic". Notice that this is vastly different (and vastly improved) on some vague notion of "make it realistic".

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On 3/4/2005 at 9:29pm, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: This is exactly what Vax touches on with regards to Traveller. Traveller may have inspired you to do further research but it certainly didn't do so because it was realistic, John. Because it ain't. You can drive a truck through the holes in Traveller realism. What it did have was a lot of crunchy stuff that had the appearance of being based on an internally consistant vision...but "realistic"?

No. It was not realistic. It seemed plausible to you in a way that caught your fancy and made you want to learn more...

OK, you're back to the binary claim about realism -- i.e. you're trying to make a claim of either "yes" or "no" regarding the realism of Traveller as a whole. Which is crap. Traveller did not simply inspire me to read elsewhere. It has real information about physics and astronomy which I learned from. It's not ideal for this, and I think that RPGs could potentially do much better -- but it did a pretty good job IMO.

Valamir wrote: but if you'd already had your PhD the first time you picked up a Traveller book you wouldn't now be trying to claim it was "realistic"...because you'd have known better and would not be contending with nostalgic memories of the game's impact on your life. You instead would have been sniggering at some of the game's assumptions which contradict what you've since learned.

I don't know how you conclude about what I would do, because in my opinion you are completely wrong. I have my PhD now and am perfectly capable of looking rationally at Traveller. I still think it has good, informative material.

Is it a graduate-level text? No, of course not. But again, realism is not a binary condition. If I were a school teacher, I might well incorporate Traveller into my curriculum, because it has useful, real informational content.

Valamir wrote: The design goal would be something to the nature of "present the field of X consistant with the teachings and theories of Dr. so-an-so circa 2005 in a manner that educates players and engages them in the depth and excitement of the topic". Notice that this is vastly different (and vastly improved) on some vague notion of "make it realistic".

Well, obviously just the single word "realistic" is vague. A more specific design goal is needed. But the same thing is true of any other one-word design goal. i.e. "Story" is pointlessly vague as a design goal. A more useful design goal is "Encourage players to engage in narrative within X genre as exemplified by authors C and D, etc." The same applies to "challenge" or "competition" or a host of other possibilities.

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On 3/4/2005 at 9:46pm, Walt Freitag wrote:
RE: Plausibility, Realism and game design goals [an essay]

Ralph, my sympathy for your point is running afoul of my distaste for absolutes. (This has been happening to me a lot at the Forge recently).

I'll grant you that it's usually helpful to think of realism as a means in support of some other goal.

However, plausibility is not the same as realism, nor the best that can be hoped for short of realism. There are many notions that are plausible but not realistic.

Let's take an example: bodies exploding when exposed to the vacuum of space. If your game rule says bodies explode in space, and mine says they don't, they both might be equally plausible to everyone in our target audience. Yours might even be a better game. But in that particular aspect, mine's more realistic than yours. I can say that unequivocally. I might not be able to say that mine is "realistic" or that yours is "unrealistic" since those are mere opinions (like whether a room is "too hot" or "too cold"), but I bloody well can say that bodies not exploding is more realistic than bodies exploding. If an expert comes along who says yours is more realistic because bodies actually do explode, that expert is wrong. That might be a naughty word to use in this nobody-knows-nothin'-about-nothin' culture we seem to be buying into here, but that doesn't make him one iota less wrong.

- Walt

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On 3/5/2005 at 12:29am, Dauntless wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote:
Its not a question of realism vs. plausibility. Plausibility and realism are effectively synonyms...except one is the truth and the other a lie.


No, they aren't quite the same. They are not mutually exclusive, though in a way they are the flip sides of the same coin.

Plausibility is your own expectation of how the world works. When you are confronted with something that doesn't fit your own predictions, then either one of two things happens: You investigate why the expected didn't match the actual, or you reject the actual outcome as (in character) a coincidence or an anomaly or (OOC) that the rules system is funked up. Plausibility is very much like a heuristic that we use to measure things against. Plausibility is based on many things; our knowledge, our preconceived ideas (our underlying ontology), our misinformation, our intellectual capacity, our inclination to question, and our beliefs (to fill in the gaps where our knowledge hasn't gone yet). Plausibility is our subjective interpretation of things.

Realism is on one hand objective, and in another subjective (as a matter of philosophical debate, there are subjectivists who say that there is no objective reality only that which can be experienced by my mind...ala The Matrix, "Brain in a jar", or Yogacara-like "Mind only" philosophies....and there are the pure objectivists who say that everything fundamentally exists seperately and independently from one another and "interpretation" is merely the chemical and electrical processes occurring in our mind given specific sensory input). But here in the west, we typically define realism as an objective and independent reality which follows a set of laws. Whenever we do science, we are trying to discover these laws, because when we discover them, we can then predict how events will turn out. In other words, through these laws (or hypotheses) given a set of causes, we can predict the effects. These laws are unchangeable, immutable and not subject to interpretation (though as we're discovering, science is having a harder time trying to reconcile the idea of a purely Newtonian objective universe without the impact of consciousness working on it). If a law of hypothesis is changed or thrown out, it is because a new discovery was made that did not fit the previous law, and a new one has to be made that fits in the new data as well as all the old data (as I often have to tell people, science never "proves" anything, in fact it can only disprove things when it discovers something new that doesn't fit...this is why our knowledge and laws are always changing).

This is what seperates realism from plausibility. Plausibility is subjective and interpretive, realism is objective and is bound by law. I should mention that subjectivists would say that the only reality is plausibility, while pure objectivists would say that plausibility is a result of our lack of understanding of objective reality.

I will agree however that trying to chase the "realism" ghost is nigh impossible. At best what you can do is explain that the data and formula you have come up with were based on sound scientific method and analysis. This doesn't mean the resulting rules are necessarily "realistic"...they may fail the criterion that it doesn't accurately enough predict what would happen in real life under the same circumstances. I see the pursuit of using realistic methodology simply as support to help guide how I design the rules. Another good advantage is that trying to model things realistically usually gives you good consistency, which is something that purely made up rules often have difficulty with. Instead of just "winging it" or giving a very subjective off the cuff estimation, I'll try to analyze the problem instead. It may be my guesstimate was in the same ballpark as the more thorough analysis, but I like the confidence it gives me because the game will seem plausible in my eyes. And for me, that's what is important.

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On 3/5/2005 at 12:57am, xenopulse wrote:
RE: Plausibility, Realism and game design goals [an essay]

(cut out rambling on epistemology, metaphysics, Kant, Kuhn, and realism)

I hear one side saying that realism is a design goal. I hear the other side saying that that we'll never get there and that aiming for realism is really not a goal in itself. I think that both are true to a degree. Some people want rules that more accurately model events that fit with our real-life experiences and educational background--whether current or future (i.e., they want to play games that, if they researched the topic in question in the future, they'd think the model was in accordance with that research).

Why would people want that? Apparently simply to simulate these events more accurately. Just like other people want to build models of 17th century lineships accurately. But they won't be able to build the real thing.

So:
1. Some people want models that are as close to being models in accordance with current knowledge and research as possible without being impossible to play.
2. That means they're not aiming for realism itself, but for a maximum of correlation between modeled accuracy and well-researched expectations.
3. We could simply call this a degree of plausibility with very high standards.
4. That means that yes, it's still a matter of plausibility and not objective reality, BUT the important part is that standards are very high.

Can we agree on that?

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On 3/5/2005 at 1:16am, Dauntless wrote:
RE: Plausibility, Realism and game design goals [an essay]

After reading through more of the posts....

If the argument is that realism for its own sake is a bad thing, then I'd have to agree. Realistic rules should be supportive of another design criterion you have so that it can set a tone or flavor for the game as a whole, or that it serves some other effect for the game.

I'll give you an example. In my game, I currently have a grand total of 28 statistics (both primary and derived), and this isn't including Personality stats (I have Psyche stats, and a Principles commentary) Perks and Flaws, Skills or Powers. Speaking of Skills, there's not just a description and a controlling attribute. There's also a Classification (Academia, Trained, Innate, Artistic), a Category (what class or family of related skills does it belong to), and a Difficulty (how hard it is to learn).

Why so many statistics? Not purely for the sake of realism, but mainly for consistency as well as better defining the character. Another major reason was so that I didn't have to have a gazillion "special cases" which many other games often pass off as Talents or Powers. For example, by having so many stats, it's very easy in my game to create a character who is small and wiry, and can't lift a lot of weight, but can generate a lot of power (High Power, High Fitness, Low Mass/Height ratio). This ideally fits the character concept of a gymnast of martial artists. A bodybuilder on the other hand could be High Mass/Height ratio, Mid Fitness, High Force.

So what may seem as an overly complex system will in fact ease play in many respects as well as simplify arbitration simply because there is more character detail. So you pay for the complexity at the beginning, but then arbitration of events, and the actual character conceptualization are more vividly defined. So I think it's a good trade off. So I wasn't going purely for realism for the sake of realism.

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On 3/5/2005 at 5:30am, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

So:
1. Some people want models that are as close to being models in accordance with current knowledge and research as possible without being impossible to play.
2. That means they're not aiming for realism itself, but for a maximum of correlation between modeled accuracy and well-researched expectations.
3. We could simply call this a degree of plausibility with very high standards.
4. That means that yes, it's still a matter of plausibility and not objective reality, BUT the important part is that standards are very high.


That's exactly right Christian, excellent summary, especially #3.

I'd make the point a little stronger. It is impossible in a game to model reality. The best you can do is model someone else's model of reality.

If you're going to design a game that's "realistic" in the collequial sense of the world, then only thing you can do is find an expert in the field and base your game model of that expert (or school's) view of how things are. Often times the experts don't agree (especially in the softer sciences which is where the majority of roleplaying takes place...or in the leading edge of harder science). If you follow one group's theories the other group will disagree. So which is "more realistic"? Impossible to say. The best you can do is say its very plausible given a specific set of standards that are accepted as a given.

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On 3/5/2005 at 6:04am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: I'd make the point a little stronger. It is impossible in a game to model reality. The best you can do is model someone else's model of reality.

If you're going to design a game that's "realistic" in the collequial sense of the world, then only thing you can do is find an expert in the field and base your game model of that expert (or school's) view of how things are. Often times the experts don't agree (especially in the softer sciences which is where the majority of roleplaying takes place...or in the leading edge of harder science). If you follow one group's theories the other group will disagree. So which is "more realistic"? Impossible to say. The best you can do is say its very plausible given a specific set of standards that are accepted as a given.

Again, this is just arguing that because there can be mistakes and/or disagreement, "realism" doesn't exist in any field, period.

Look closely at your claim here. Suppose I am one of those experts. I have a model intended for a computerized simulation for some experiment. However, some of my peers disagree with me on some point. Well, is it "realistic"? By your criteria, since someone disagrees with me, it is impossible to say. The only thing that I can say is that it is plausible to me.

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On 3/5/2005 at 12:18pm, Ian Charvill wrote:
RE: Plausibility, Realism and game design goals [an essay]

Imagine it's 1988. You produce a martial arts roleplaying game. You release it, you sell it as "the most realistic martial arts RPG ever developed". Someone playtests it.

For the playtest they stat up a taekwondo player, black belt, first dan, good physical attributes. They also stat up a jiu-jitsu player from Brazil, purple belt, good physical attributes. They run a hundred combats.

99 times the blackbelt loses. If he's lucky he gets in one or two kicks, which have no appreciable effect, before ending up on the ground. Defeat follows, usually in a few combat rounds, with the blackbelt getting choked out or getting a limb snapped. The one time he wins it's an obvious fluke -- critical hit versus fumble.

No, in 1988 this idea would be greeted with derision. That's not plausible, that's not realistic. No way a blackbelt could get beated by a purple belt like that. Nu-huh.

Why can I say that with confidence? Because that's what happened when mixed martial arts competitions started. The response from the striking martial arts camp was disbelief -- what was happening wasn't plausible. But there it was in hour after hour of video footage -- there it was for anyone who cared to step on the mat and crosstrain. Striker vs grappler -- striker ended up on the ground tapping like Sammy David Jr.

[I mean no particular offense against the taekwondo guys -- I think taekwondo is beautiful, the athleticism is amazing -- but you can swap in pretty much any striking martial art except maybe boxing, muay thai, a couple of others, and the results historically have been the same]

Purple belt wins, that's what's realistic.

We know this because it's 2005 and we have more than a decade of MMA footage showing the statistical reality of the TKD guy vs the BJJ guy. To be fair, we know a BJJ purple belt takes longer to get than a TKD black belt (about five years versus about three years).

So there we have it: realism is no guarantee of plausibility. Realism and plausibility are not similes.

We hear things on the street all the time that confirm this. That's why we even have a cliche for it: Truth is Stranger than Fiction. Guys don't fall thousands of feet from a plane and survive -- except they do. First time I saw footage from the World Trade Centre attack I thought "Cool!" because I thought they were advertising a movie. Took a minute for me to realise it was news footage not a trailer for the next Die Hard movie. Real as it was, it wasn't plausible to me.

So, what does this mean for Ralph's rant? Let me admit I couldn't give two hoots for realism. When they first started hyping Riddle of Steel of RPG.net it was all about the realism of the combat system. I tuned out after the first few posts. Realism? Snoozeville.

So given that realism is seperate from plausibility* why is it not a viable design goal for people who don't have tastes like me?

[* as a side question do people think plausibility can be a design goal -- I can't see an argument that would say 'realism doesn't make a good design goal' that would not also mean that 'plausibility doesn;'t make a good design goal']

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On 3/5/2005 at 1:38pm, Domhnall wrote:
RE: Plausibility, Realism and game design goals [an essay]

Well, no one can accuse this forum of have dim discussions, at least.

I can see that there are many here who are fellow philosophers, which is a blessing and a curse. I enjoy the Realist/Anti-Realist debates as I see many of you do as well. But, cutting to the chase, I say that the issue of agreeing upon a “proper” definition of ‘realistic’ is not essential, or even very useful.

What I think is more productive (for the sake of discussing RPG development) is an agreement on the common use of the term. Can we agree that the non-philosophically trained person uses the term ‘realistic’ as “what is” (or “what would be, given that set of variables”)? Can we agree that the common person, who just watched Schindler’s List will attest to its realistic plot? (Leaving to the side that it’s an easy mark for the philosopher to begin tearing that assertion apart is it agreeable that that is the way the untrained speaks?) And thus, can we accept that the common RPer uses "realistic rules" as a signal that the gaming world will have closer correspondence with the "real world"?

If we can concede that, then isn’t it the best course to allow the term ‘realistic’ be applied to systems that do (seriously and maturely) endeavor to correspond rule with 'fact'? I also make the vulgar assertion that my game is “realistic”. All the hidden baggage of that term is irrelevant to the vast majority of readers, and so isn’t bothersome to me. Now, I will agree that making (grandiose) claims as to the “complete realism” of a system is folly, even to the ears of the untrained, and should be avoided.

And, to the question of “Is there a good justification for incorporating [realism] into the game design” I give a resounding “Yes”… But I am too tired to type that out.

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On 3/5/2005 at 5:34pm, LordSmerf wrote:
RE: Plausibility, Realism and game design goals [an essay]

Okay, let me go ahead and put this out there since I stated my initial position very poorly. I want to step back and see if I can sound a bit more intelligent...

Yes, there is such a thing a realism. In RPGs I would say that you can call a system "realistic" if the output is the same as observable real-world events.

This means that I can make my physics realistic. I can construct a model that has the same (or at least something rather close) to real-world outputs. (I feel the need to note that this could be done with simple percentile probability tables instead of complex mechanical interactions).

The problem is when we start talking about "realism" in terms of history, but that's another matter.

So, John, I agree, there is an actual realism that is achievable. However, i don't think that it's as easy to achieve as you have indicated (or at least as I have read you to indicate). Further, I agree with Ralph that realism is not in and of itself an end, but rather it is a means to an end. That means that you need to know what the end you are actually trying to achieve is. Trying to attain realism for its own sake is just kind of silly.

Thomas

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On 3/6/2005 at 3:28am, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

John Kim wrote:
Valamir wrote: I'd make the point a little stronger. It is impossible in a game to model reality. The best you can do is model someone else's model of reality.

If you're going to design a game that's "realistic" in the collequial sense of the world, then only thing you can do is find an expert in the field and base your game model of that expert (or school's) view of how things are. Often times the experts don't agree (especially in the softer sciences which is where the majority of roleplaying takes place...or in the leading edge of harder science). If you follow one group's theories the other group will disagree. So which is "more realistic"? Impossible to say. The best you can do is say its very plausible given a specific set of standards that are accepted as a given.

Again, this is just arguing that because there can be mistakes and/or disagreement, "realism" doesn't exist in any field, period.

Look closely at your claim here. Suppose I am one of those experts. I have a model intended for a computerized simulation for some experiment. However, some of my peers disagree with me on some point. Well, is it "realistic"? By your criteria, since someone disagrees with me, it is impossible to say. The only thing that I can say is that it is plausible to me.


I am looking closely at my claim here John. An your last sentence which you state with incredulity is 100% accurate. You CAN'T call it "realistic" you can only say its plausible to me. This is a basic feature of science. It doesn't prove anything. A scientific conclusion is nothing more than the conclusion which bests fits available data today. You can eliminate possibilities with science but that's it.

That's the same thing with Walt's example of exploding space men above. You have 2 rules systems, one that allows for exploding space man and one that doesn't. We know now that exploding space men has been shown to be incorrect so we know (those of us who are aware of this) that those rules aren't very plausible. However, we can't say that the other rule is thus more realistic. The other rule could be equally wrong and equally unrealistic in other less dramatic ways. We don't know what those ways are, and so that set of rules seems more plausible to us.


But all of this knee jerk defense of realism is really just a Red Herring distracting this thread from the topic. The fact is that realism has been put on a pedestool for decades. Its been given precidence over just about every other design consideration in traditional games for years.

The ONLY other design consideration which has emerged to challenge it is "playability". The Playability vs. Realism debate has raged longer than RPGs have been around dating back to the dawn of wargaming. Playability is just as silly an nonsensical a design goal as realism. Its has no more value than the Purple / Green debate on Babylon 5.

Now my point is that realism doesn't deserve to be on that pedastool. That when you boil it down, nothing that has ever been labeled as "realistic" in an RPG has ever actually BEEN "realistic". Silly arguements over this stuff have been going on for decades and nobody is ever actually "right". You find source material that seems to make sense to you...that you believe to be credible...you build mechanics to model the conclusions of that source material and that's it. The best you can say is that you've accurately modeled a certain source material.

Riddle of Steel is no different...claims of "realism" is just more of that silly marketing stuff. TRoS draws upon the research and experimentation of ARMA and bases its combat system on concepts consistant with that source material. I happen to find that source material extremely credible. Some people don't. Is it "realistic"? PURPLE....GREEN...please. The goal was to model combat in a certain way, and that goal was achieved. THAT'S what's important.


What is my goal in this essay? Well I'd like to say kicking "Realism" off of its pedastool so game designers can focus their attention on the REAL goals of their design without being distracted by silly notions. Unfortuneately of course a single essay on the Forge isn't going to accomplish that.

This isn't an anti-realism rant. Some folks have tried to characterize it as that...but they're just sticking their fingers in their ears and not listening. "Realism" is such a long held cherished concept that anything that suggests it might not actually be the most important aspect of game design is akin to insulting someones mother, and after that...whoa...

But no. I'm not anti-realism. What I am is anti-realism without a good reason. Same as I'd be anti-anyting without a good reason. Because having a good reason for what you are doing is the most fundamental concept of good design there is. This is not my opinion. This is a universal principal of design. Identify what you are trying to accomplish THEN choose the techniques you're going to try to use to accomplish it. If you're doing something in a game and you can't answer "why"...then you're making a mistake. You need to back up and refocus on your goals so that you know why you just wrote that rule that way and not some other way.

Why am I targeting realism specifically? Because realism's historic privileged position means that people assume you don't have to answer "why". That when it comes to realism "because its more realistic that way" is answer enough. This is, of course, complete bullshit. But one can see posts even in this thread where not only is that opinion held but the holder is astonished to even have it questioned.

"realism is its own reason" would be a nonsense answer even if it did mean something more substantial. But given that all claims of realism represent nothing more than mere plausibility (i.e. consistant with the findings of a given source material) its even more ridiculous and more damaging.

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On 3/10/2005 at 11:20pm, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

Ian Charvill wrote: Imagine it's 1988. You produce a martial arts roleplaying game. You release it, you sell it as "the most realistic martial arts RPG ever developed". Someone playtests it.

For the playtest they stat up a taekwondo player, black belt, first dan, good physical attributes. They also stat up a jiu-jitsu player from Brazil, purple belt, good physical attributes. They run a hundred combats.

99 times the blackbelt loses. If he's lucky he gets in one or two kicks, which have no appreciable effect, before ending up on the ground. Defeat follows, usually in a few combat rounds, with the blackbelt getting choked out or getting a limb snapped. The one time he wins it's an obvious fluke -- critical hit versus fumble.

No, in 1988 this idea would be greeted with derision. That's not plausible, that's not realistic. No way a blackbelt could get beated by a purple belt like that. Nu-huh.

Why can I say that with confidence? Because that's what happened when mixed martial arts competitions started. The response from the striking martial arts camp was disbelief -- what was happening wasn't plausible. But there it was in hour after hour of video footage -- there it was for anyone who cared to step on the mat and crosstrain. Striker vs grappler -- striker ended up on the ground tapping like Sammy David Jr.

This is a good example. So, still trying to wrap this up into a compact idea:

Realism is in the eye of the beholder.

Just like beauty isn't an inherant quality of an object, but instead each observer decides if they see beauty there, the same goes for realism.

This means you (as a designer) can't just put realism into a game. You can look at what certain people think is realistic, and then put that in. That's a lot different, even if it doesn't look like it at first.

Indeed, the pursuit of realism in design has only ever been a pursuit of what people think is realistic. The big problem comes when the designer can't discuss it at that level "Oh no, I didn't put X in to please those people, I put it in because its realistic. So I simply can't replace X with Y to please them more, since pleasing them is not my goal! I can not discuss that option at all...I just want to discuss putting realism into the game!"

Of course, to 'put' realism in, you need to discuss what pleases those people. But the goal of realism typically means full blown denial of that.

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On 3/11/2005 at 5:46am, Ben Terry wrote:
RE: Plausibility, Realism and game design goals [an essay]

I agree with the idea that "realism" in a universal, broad sense can not be a design goal for a Role Playing Game. It could be a design goal, perhaps, for person attempting to synthesize human knowledge into some kind of "Science's Best Simulation of all Reality" project, but at that point you just have a model with no game to it. The modelling one does in a Role Playing Game has to serve some purpose for the game, whether modelling reality or something else. Modelling certain narrow areas of reality may support design goals, but modelling reality universally does not, as far as I can figure.

To get more specific, it seems that often in "realistic" games there is a large concern for basic physics, especially as it realtes to combat and other physical human activity. Less often do you see concern for modelling how speices evolve over time, or how genetics, culture, and physical environment effect individuals in a society, or how economics arises and changes over time, how fads arise and spread, etc., etc. To get to the core of it, in a system that has a model of reality as its core, why are you roleplaying? Why not generate a plausable individual of the human species in an environment and just see how its life plays out? If you chose to roleplay an individual, why not roleplay societies? At some point you must sacrifice the goal of a realistic model to let players in to a game. If a player plays a character in a way the reality simulation would consider highly improbable, is that bad role-playing?

All of that is just me being a little absurd about it. I'm saying that for actual game to occur, someone is going to have to want to do something, usually with a character in the case of RPGs. Say the player wants to immerse themselves in what it must have been like to be a Samurai in Feudal Japan. Now, in the RPGs I play, that tends to mean a player wants to get into the head of the samurai and act as he imagines a real samurai may have acted, and getting some pleasure either from the internal emotions the experience generates, living vicariously through a fictional character, or just the joy of seeing the events unfold. This means that we probably won't apply a strictly realistic model to his character's psychology, upbringing, demeanour, to determining its course of action, because doing so removes choice from the player, and choice is essential for roleplaying to occur. On the other hand, traditionally RPGs do allow some of the raw physical simulation aspects of a character's body to be handled by the system without too much uproar. But then you have to ask, "Why can I have my character decide to proposition a beautiful woman at the bar and then later sacrifice himself nobly to save his friends, but I can't simply decide that my character can lift that boulder or jump that chasm?" Universally modelling reality may give that character a 0.025% likelihood of performing the former, but a 55% chance of the latter, yet a game will often let a player perform the former 100% of the time he desires.

So, everytime a concious decision is made not to model something, or not to force events and agents to submit themselves to the reality model, your RPG is starting to take on actual design goals. I think that often, though, these decisions to model or not model certain things are taken without deeply addressing why they are being made. Eventually the game ends up supporting certain styles of play unconciously.

I could have been more clear about all this, but I hope at least there is some interesting perspective in there for you.

Ben

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On 3/11/2005 at 7:41am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: And your last sentence which you state with incredulity is 100% accurate. You CAN'T call it "realistic" you can only say its plausible to me. This is a basic feature of science. It doesn't prove anything. A scientific conclusion is nothing more than the conclusion which bests fits available data today. You can eliminate possibilities with science but that's it.
...
That when you boil it down, nothing that has ever been labeled as "realistic" in an RPG has ever actually BEEN "realistic". Silly arguements over this stuff have been going on for decades and nobody is ever actually "right".

OK, stop. Can you give me an example of anything, anywhere which has ever been realistic by your definition? As far as I can tell, by your definition, silly arguments over what is "realistic" have been going on for centuries and nobody is ever actually "right". Obsessed, pathetic dweebs like Newton and Einstein spent decades of their lives struggling with this "reality" thing and they never got it "right". So as far as I can tell, the fact that RPGs don't get it right simply puts them in good company.

I admire and value in itself modeling and learning about reality. The quest for realism is an interest in reality. And no, I don't think that interest in reality should be the exclusive domain of the world's top scientists. I equally admire the kid who plays around with how marbles roll, or the backyard inventor who experiments instead of just reading. Even if they don't get it "right" in an absolute sense, I believe there is value in the attempt. Now, there are gamers who have different interests than me -- whether in different types of imaginings, or in different parts in reality (i.e. ballistics, say). So maybe I will find some realistic games boring. But that's just differing interests.

Valamir wrote: The fact is that realism has been put on a pedestool for decades. Its been given precidence over just about every other design consideration in traditional games for years.

The ONLY other design consideration which has emerged to challenge it is "playability".

OK, a quick glance at my shelf shows me a few of the top RPGs of the past few years: D&D, Exalted, Deadlands, Big Eyes Small Mouth, Feng Shui, Buffy the Vampire Slayer, and a host of others. This is your "realism"? Can you seriously look me in the eye and tell me that the designers of these games had no design consideration other than modeling reality, albeit possibly in a playable manner?

I claim the exact opposite. There is not have nearly enough realism in mainstream RPGs. Reality is interesting and valuable. Compared to the mainstream of RPGs, I would prefer to dispense with jumping up to treetops, wading through dozens of sword chops, fireballs, and a host of the other trappings that RPGs have grown to assume. Give me a roomful of realistic characters with realistic problems at least once, as a change of pace if nothing else.

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On 3/11/2005 at 9:40am, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

Right. It seems my previous post in this thread has vanished, unfortunately, so let me have another go.

Essentially I agree with John - realism IS, or can be, a design goal. It IS, or can be, valued and valuable as such. It is ridiculous to conflate "realISTIC" with "real". RealISTIC is already a term that communicates an approximation of reality.

I further agree with John and others who have suggested that there is a didactic element in RPG and that the fact that the experience can be taken as realistic and lessons drawn therefrom. I would even go so far as to say that the very goal of exploration is worthless without realism.

I fully, comprehensively, and without reservation agree with every word John writes in this paragraph:

I claim the exact opposite. There is not have nearly enough realism in mainstream RPGs. Reality is interesting and valuable. Compared to the mainstream of RPGs, I would prefer to dispense with jumping up to treetops, wading through dozens of sword chops, fireballs, and a host of the other trappings that RPGs have grown to assume. Give me a roomful of realistic characters with realistic problems at least once, as a change of pace if nothing else.


The issue of plausibility is the red herring here. I have frequently asserted that, IMO, RPG is essentially unable to impose unpalatable insights or conclusions on players, but this does NOT to my mind undermine the value and validity of realism. Because the plausibility which our text is attributed is subject to our own intervention through that very text. If your model is realistic, and you know or believe you can support that evidentially, why not explain that argument to the reading audience? We have already seen a move in this direction with the appearance of design notes discussing the intent behind the mechanical structure.

We have spent far too long shying away from realism in favour of "what the customer wants", the customer being presumed to be an idiot who wants only haughty elves and evil orcs and mail bikinis.

What this discussion reminds me of is the absurd efforts to get Special Creation taught alongside Evolution in schools. The assertion that everything is "just a theory" or "subjectively plausible" is an appeal to solipsism and remains logically invalid in my view. It is a nonsense to assert that personal subjectivity renders the conduct of science, the interrogation of actual reality, useless. We have specific methods to overcome that problem, such as peer review and independant reproducibility. And if I write a game based on peer reviewed, independantly verifiable science, then I can and will claim it be realistic in every honest sense of the term, and I fully expect it to appeal to an audience with similar proclivities.

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On 3/12/2005 at 6:52am, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

contracycle wrote: Essentially I agree with John - realism IS, or can be, a design goal. It IS, or can be, valued and valuable as such.

How about something simpler, like a design goal of having beutiful art in your book.

Can you ensure an art piece is beutiful to a user? How? Will it force them to think it's beutiful, or did you look at what certain people like in art and used that?


We have spent far too long shying away from realism in favour of "what the customer wants", the customer being presumed to be an idiot who wants only haughty elves and evil orcs and mail bikinis.

What this discussion reminds me of is the absurd efforts to get Special Creation taught alongside Evolution in schools. The assertion that everything is "just a theory" or "subjectively plausible" is an appeal to solipsism and remains logically invalid in my view. It is a nonsense to assert that personal subjectivity renders the conduct of science, the interrogation of actual reality, useless. We have specific methods to overcome that problem, such as peer review and independant reproducibility. And if I write a game based on peer reviewed, independantly verifiable science, then I can and will claim it be realistic in every honest sense of the term, and I fully expect it to appeal to an audience with similar proclivities.

So it'll appeal to those who like such procedures. You've worked the arguement along to the point where you find out "what the customer wants". ie scientific verification.

So what does the goal of 'Realism' mean if users don't give a stuff about scientific verification? Either your making realism your goal, despite the end users desires in relation to that, or it's because your pursuing what particular end users want. For the former, I'm not sure what that has to do with RPG design, and for the latter...yes, as noted, that's a great thing to pursue and a great, clear goal to have.

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On 3/12/2005 at 12:44pm, Domhnall wrote:
RE: Plausibility, Realism and game design goals [an essay]

Hi,

I've offered an answer to the "why" of realism in my -Immersive-Relevant Realism topic.

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On 3/14/2005 at 8:29am, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

Noon wrote:
Can you ensure an art piece is beutiful to a user? How? Will it force them to think it's beutiful, or did you look at what certain people like in art and used that?


Obviously not; theres not accounting for taste. That what makes realism eaiser and more accessible - reality doesn't care about your taste,m it merely is, and thus we are likely to have common experiences of its workings.


So it'll appeal to those who like such procedures. You've worked the arguement along to the point where you find out "what the customer wants". ie scientific verification.


Oh right - like medicines are only taken by scientists.

The product of the technique is distinct from the technique.


So what does the goal of 'Realism' mean if users don't give a stuff about scientific verification? Either your making realism your goal, despite the end users desires in relation to that, or it's because your pursuing what particular end users want. For the former, I'm not sure what that has to do with RPG design, and for the latter...yes, as noted, that's a great thing to pursue and a great, clear goal to have.


No, thats the njotional binary I am challenging. Nowhere did I ever say "unrealism is evil" or th "there can be no unrealistic games".

What I am saying is that realism is actually not tyhat hard to achieve becuase we all live in the same physical world, and our aesthetic and ideological preferences about that world don't count for anything. thats exactly why I can be confident that other people have encountered the same types of things I have encountered in the real world, and why a real depiction has a good chance of making that sort of connection in play.

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On 3/14/2005 at 10:35am, James Holloway wrote:
RE: Plausibility, Realism and game design goals [an essay]

contracycle wrote:

What I am saying is that realism is actually not tyhat hard to achieve becuase we all live in the same physical world, and our aesthetic and ideological preferences about that world don't count for anything. thats exactly why I can be confident that other people have encountered the same types of things I have encountered in the real world, and why a real depiction has a good chance of making that sort of connection in play.

I agree in principle, but in practice I'd be interested in hearing about an example of such a published system.

I think that there are aspects of reality that most RPGs model without any difficulty at all by entrusting them to the common sense of the players: things fall down instead of up while on earth, for instance. Likewise, a lot of games handle car collision damage well enough, if sometimes simplified for the sake of mechanical ease of use (because data on car collisions is widely available). Where RPG systems tend to make a big deal about "realism," however, tends to be in one of two areas:

1) combat, or

2) historical society or technology.

Or to put it another way: do RPGs tend to flog realism particularly in areas where the actual experience is under debate?

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On 3/14/2005 at 12:05pm, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

James Holloway wrote:
Or to put it another way: do RPGs tend to flog realism particularly in areas where the actual experience is under debate?


In My Opinion, yes, thats why the debate in RPG is so poisonous. Its not the issue of realism per se that is problematic, it is the topics that %RPG happens to focus on.

Magic - so is it realistic or unrealistic to have live gods? Pantheons or monotheisms? This external issue is easy to identify as contentious.

Combat - endless debate on wound cavitation, keyholing, whether we understand martial arts. The modern stuff is inherently political; the historical stuff no longer has active practictioners, so realism is hard.

Society - society is much harder to encounter objectively, and people cannot all have the same experience. But, many of us make worlds, but few have studied anything about how societies are made, so this is the blind leading the blind.

So yes, I think its the topics that RPG uses that are problematic rather than the principle of realism per se. And its also true that the term "realism" is often used to conceal some oither agenda , or at least can be so used. I understand why people shy away from the question, but I don;t think it should be given up on.

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On 3/14/2005 at 4:08pm, JMendes wrote:
RE: Plausibility, Realism and game design goals [an essay]

Hey, :)

contracycle wrote:
Noon wrote: Can you ensure an art piece is beutiful to a user? How? Will it force them to think it's beutiful, or did you look at what certain people like in art and used that?
Obviously not; theres not accounting for taste. That what makes realism eaiser and more accessible - reality doesn't care about your taste,m it merely is, and thus we are likely to have common experiences of its workings.

I'm sorry, but this is so utterly contrary to my personal experience, I felt I just had to speak up.

I agree that reality exists in and of itself, but when devoid of interpretation, reality has no meaning, i.e., it has no "workings". And once you put interpretation into it, it's about as wildly different from person to person as art taste is.

Whilst I may agree that realism may be a good thing, I simply do not see a way to dissociate it from the personal point of view. That's right, much like art beauty, realism is in the eye of the beholder.

Cheers,

J.

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On 3/15/2005 at 2:40am, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

contracycle wrote:
Noon wrote:
Can you ensure an art piece is beutiful to a user? How? Will it force them to think it's beutiful, or did you look at what certain people like in art and used that?


Obviously not; theres not accounting for taste. That what makes realism eaiser and more accessible - reality doesn't care about your taste,m it merely is, and thus we are likely to have common experiences of its workings.

Well, that's where the rub is.

What reality also doesn't care about is what you experience. It doesn't come up and tap you on the shoulder when you've looked at things wrong. It doesn't police everyone so they have all had a 'common' experience and are seeing things the right way.

You seem to have an impression that because reality is out there, in front of us, it's policing us so we all have some common and shared experience of it. Rubbish! It is not helping all these imperfect humans to all understand the same way. It doesn't help at all. Only people help other people to do that...and the scientists who investigate reality do their best to study reality, without reality actually giving a shit about that. You can only trust they are doing their best, not that reality just handed them a vanilla folder of 'how it really is'.

When the scientist figures how something works, reality doesn't tap him on the shoulder if he's wrong. Other scientists might, but they didn't do so because reality tapped them on the shoulder either. Reality is in front of them, and mere is what it is. And everyone is entirely on their own in exploring it, unless they trust others findings, even though those other people are entirely on their own in just the same way.

Look, just take the red pill, dammit!! ;)

Basically, when your making an RPG, you look to what people/customers trust in, and put that in the game. Okay, that might be sort of arse backwards for you. How about instead of the goal of realism, you put into the RPG what you trust in (or the findings of others, that you put trust into), leaving it up to the discerning customer to find your RPG's qualities (rather than you pursuing that customers perhaps mistaken beliefs).

I think that's a valid goal, though it might be hard on you financially IMO.

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On 3/15/2005 at 8:30am, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

Noon wrote:
You seem to have an impression that because reality is out there, in front of us, it's policing us so we all have some common and shared experience of it. Rubbish!


I'm afraid that is an over-extension to an illogical extreme. Nothing in my argument suggests or requires that the real world pushes itself into our conssiousness - that is not necessary becuase our brains are specifically a machine built to interact with and examine that real world.

My argument is as trivial as saying "a carrot tastes like a carrot regardless of where in the world you eat it. A carrot tastes like a carrot to both Joe and Bob regardless of their preconceptions."


When the scientist figures how something works, reality doesn't tap him on the shoulder if he's wrong. Other scientists might, but they didn't do so because reality tapped them on the shoulder either.


Then they are performing bad science. You check your work by performing ann experiment that confirms or refutes your hypothesis - merely "thinking something" is not adequate. If the scientist is wrong, the experiment will fail - and will probably fail in an interesting and informative way, if the experiment has been constructed intelligently.

Reality is in front of them, and mere is what it is. And everyone is entirely on their own in exploring it, unless they trust others findings, even though those other people are entirely on their own in just the same way.


No, I'm afraid thats absurd - your whole life is surrounded by artifacts and processes that you probably do not understand personally but upon which your life depends - the engineering of the differential in your car, say. We are most certainly NOT on our own - we have vasty reams of data and analytical thought all dependant on the implacable NON-subjectivity of the material universe - and we can, and often do, investigate these thoughts in order to learn about our world.


Basically, when your making an RPG, you look to what people/customers trust in, and put that in the game. Okay, that might be sort of arse backwards for you.


It is. I have never seen this process produce any worthy product.

But you still seem to be missing the central point in your last paragraph. If I produce a work of any type that accords with the soundest, most research view of a topic, then I can be reasonably confident that the end user will either be familiar with the same materials, or at least will not be familiar with contradictory materials. Thats becuase reality is NOT subjective - if I go to the library and find argument X, it is likely that any customer doing that research will also encounter argument X.

So it is still the case that by going with the highest quality of research and realism available, I am MOST likely to produce something that accords with the customers expectations or understandings. And the few nutters with a grossly delusional or ideological objection to the facts are frankly no concern of mine.


JMendez wrote:
I agree that reality exists in and of itself, but when devoid of interpretation, reality has no meaning, i.e., it has no "workings".


Lets see you make that argument with a hyena chewing on your pancreas.

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On 3/15/2005 at 8:56am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Noon wrote: Basically, when your making an RPG, you look to what people/customers trust in, and put that in the game. Okay, that might be sort of arse backwards for you. How about instead of the goal of realism, you put into the RPG what you trust in (or the findings of others, that you put trust into), leaving it up to the discerning customer to find your RPG's qualities (rather than you pursuing that customers perhaps mistaken beliefs).

I think that's a valid goal, though it might be hard on you financially IMO.

OK, as long as you see it as a valid goal, I think we may be moving towards agreement modulo semantics about the word "realism". These are two different methods, right: i.e.
1) trying to come up with whatever you think the customer will swallow; or
2) researching for yourself and trying to put in what you believe to be real.

As long as you agree these are different and that they are both valuable goals, then I think hopefully we can end this. I would call #2 the pursuit of realism, and hopefully you can translate that to whatever words you would prefer.

To my mind, obviously if I pursue the goal of "realism", I will be pursuing what I think of as reality. The same applies for any other goal. i.e. If I am pursuing the goal of fair challenge, I'm not magically approaching the cosmic truth of challenge -- I'm only really pursuing what I trust in to be fair challenge, i.e. what I think is fair challenge.

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On 3/15/2005 at 9:18am, Domhnall wrote:
RE: Plausibility, Realism and game design goals [an essay]

This is a thick topic, and one which tends to have people either bumping heads or just slipping past each other. For those who don't know, this is (or has become) a topic concerning "Realism vs. Anti-Realism" which is either an ontological argument, or a linguistic one, depending on which side of the fence you're on.

I'm just going to paste a few links here. My friend, Dr D. Anderson, is a Harvard PhD, and is working on a book on the subject called Semantic Dualism, but I can't get any juicy passages till the book is published.
I encourage vast amounts of patience for those who wish to dive into this debate. Good Luck!

http://members.aol.com/lshauser/mts.html
http://plato.stanford.edu/entries/realism-sem-challenge/
http://pioneer.netserv.chula.ac.th/~hsoraj/web/CT.html

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On 3/15/2005 at 10:10am, James Holloway wrote:
RE: Plausibility, Realism and game design goals [an essay]

contracycle wrote:
So yes, I think its the topics that RPG uses that are problematic rather than the principle of realism per se. And its also true that the term "realism" is often used to conceal some oither agenda , or at least can be so used. I understand why people shy away from the question, but I don;t think it should be given up on.

I think that the idea that there's no such thing as realism overstates the case, but I could be talked round to the idea that realism as commonly practiced in RPG design is not a helpful or useful design goal.

It also helps to define what we mean when we say "realism." Among historical wargamers (who spend a lot of time complaining about realism), the answer I hear most often and that I like best is "historical input matches historical output." If I do what Alexander did, then I should have a reasonably good chance of accomplishing what Alexander accomplished. But it's that "reasonably good chance" where things break down, because no one can agree on whether Alexander's conquests were spectacularly unlikely or not -- which comes back to the thing of reality not always matching people's expectations of it.

This is a much broader concept than, say, "getting the physics right," but most of what's important about getting the physics right falls under it. Jump off the cliff? You're badly hurt. Climb the chain-link fence? Easy-peasy. In a certain type of game, it's nice to know that your actions will result in predictable outcomes.

Almost all of the "realism" arguments I've had in RPGs have stemmed not from the usual stuff, like weapon damage, but from NPC behavior.

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On 3/16/2005 at 1:21am, Noon wrote:
RE: Plausibility, Realism and game design goals [an essay]

contracycle wrote:
Noon wrote:
You seem to have an impression that because reality is out there, in front of us, it's policing us so we all have some common and shared experience of it. Rubbish!


I'm afraid that is an over-extension to an illogical extreme. Nothing in my argument suggests or requires that the real world pushes itself into our conssiousness - that is not necessary becuase our brains are specifically a machine built to interact with and examine that real world.

An imperfect machine.

Simple logic, it doesn't matter if ten million imperfect machines all analyse the same thing and come to the same conclusion, it is not a perfect understanding.

Now throw in how you can read different statistics. An extreme example example is that 100% who have breathed, will eventually die. Okay, clearly absurd. How about more subtle versions...if you were perfect, you'd see through them no matter how subtle. Are you? Is anyone?

One of the most impressive things about science to me, that put it ahead of many other belief structures in my estimate, is how it embraces the lack of true knowledge. When I heard that it was accepted that no matter how many times a hypothesis is confirmed and still wasn't treated as absolute truth, it was stunning. Because I think by grasping that and practicing it, they had grasped the only one true piece of knowledge.

They hadn't fallen to the fear of the unknown, where they would just reassure themselves that they really know this and nothing's hidden, always. Finally in humanities history, without bullshitting up mythology so were weren't so scared we couldn't move, we could move forward into the unknown.

Back down to earth here, RPG design could do with the same embrace.

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On 3/16/2005 at 6:34am, M. J. Young wrote:
RE: Plausibility, Realism and game design goals [an essay]

I'm a bit uncertain as to whether my last post is lost in the hack or merely buried in the thread; but let me attempt to recall what I wrote some time ago and repeat it.

For the moment, let's forget about whether realism is "possible" in any sense of that word. The point of the thread is whether it can serve as the basis for role playing game design decisions.

That is, we often hear people say that they used rule B instead of rule A because B was more realistic, and that realism was their one goal in all their design decisions.

What Ralph and I contend is that "realism" is not and cannot be the only goal in design. There is no way for that sort of design objective to be met without infinite complexity. The only ways for the goal of "realism" to be met is in one of these two senses:

• Realistic enough to achieve X, where X is the real design goal for which realism is merely the means.• Realistic within the bounds of Y, where Y is a measurable competing design objective that constrains the pursuit of X. An example of this would be as realistic as possible within the constraint that the text must be comprehensible to a fifth grader or as realistic as possible to achieve in a time scale of not greater than five minutes of play time to achieve one minute of action for one character.

If you say that the only design objective is to be as realistic as possible, then you have inherently said that there is no measure by which the game can be "realistic enough" and that there is no countering constraint that says the cost of realism is too high for the return on the investment. Therefore, a game whose only goal is to be fully realistic would have to be unplayable, because by definition playability cannot be a limitation on the pursuit of realism, which here is valued soley for its own sake.

Now, I don't understand why this argument has continued so long. I particularly don't understand why those who have been arguing that realism is a possible objective in game design have not answered my points on this. What has been unclear?

--M. J. Young

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On 3/16/2005 at 7:22am, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

M. J. Young wrote: Now, I don't understand why this argument has continued so long. I particularly don't understand why those who have been arguing that realism is a possible objective in game design have not answered my points on this. What has been unclear?

I think both your post and my reply to it were lost in the hack.

First of all, you equate realism with complexity -- which I don't agree with. Piling on more rules and more detail does not linearly make a game more realistic, in the sense of better matching reality. In fact, I would say the opposite is often true: less detail and complexity often makes for more realism. You can see this in many over-complicated systems which fell out of favor in the 80's, which by specifying more often lead to even more outrageous failure cases as well as missing the forest for the trees. By making results more granular and more abstract, it can be easier to be consistent and match reality.

That said, obviously you still have to put limits on the pursuit of realism. Even if realism isn't achieved by just shoveling on complexity, it is still an open-ended goal. You can work for years on making your system more realistic, doing more research, tweaking parts, and so forth. But the same rule of perfectionism applies to any other part of the game. If you want to promote fair challenge, you can be a perfectionist spending endless time trying to exactly balance player options. If you want good stories, then maybe it would be better to learn more writer techniques and use only those.

The fact that you have to set limits doesn't make the goals pursued any less valid.

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On 3/16/2005 at 8:15am, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

Noon wrote:
An imperfect machine.

Simple logic, it doesn't matter if ten million imperfect machines all analyse the same thing and come to the same conclusion, it is not a perfect understanding.


Yes, an imperfect machine, but so what? commonality of experience does not require universal perfection - it only requires "good enough".

Furthermore, if you do acknowledge the stance that science adopts, and see that it purposefully accomodates the imperfect machine, why would you then reject the output that science produces?


Back down to earth here, RPG design could do with the same embrace.


I couldn't agree more. Thats exactly why we must not retreat to nostalgic beating of our chests about the imperfectness of the machine, and instead deploy the tools we have developed.

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On 3/16/2005 at 4:58pm, Walt Freitag wrote:
RE: Plausibility, Realism and game design goals [an essay]

M. J. Young wrote: That is, we often hear people say that they used rule B instead of rule A because B was more realistic, and that realism was their one goal in all their design decisions.


I think it's necessary to split apart those two statements.

1. "We used rule B instead of rule A because B was more realistic."

2. "Realism was our one goal in all our design decisions."

The first statement is reasonable. Within the context of an individual rule decision, realism is as good a reason as any for choosing B over A.

The second statement is not reasonable, for all the reasons M. J. and Ralph have put forth.

However, the utterance of the first statement does not automatically imply the second! To intepret it as though it does is uncharitable reading.

This is what I was trying to get at with my "cool the soup" analogy earlier. Design decisions are always made in the context of other goals. The failure to explicitly state those other goals is a matter of convenience and focus on the issue at hand, not an assertion that other goals don't exist.

"Why did you use lightweight composite materials in the engine mount?"

"To reduce the car's weight."

"Then why didn't you omit the engine entirely? That would reduce the weight a lot more!"

Of course there are other goals motivating the stated goals! There always are! And of course sometimes those underlying goals might be questioned. ("Are you sure reducing the weight is important in this particular car? It's a high price luxury car, so customers likely to buy it might not care about fuel economy." ... or ... "But the composite material is so expensive, it will raise the price of the car and make it less attractive to our economy-minded buyers.") But might it be assumed that sometimes, when one automotive engineer or game designer is talking to another, that they understand these underlying issues in context, that they know what they're talking about, so that "to reduce weight" or "to increase realism" can be sufficient explanation for a design decision?

If every time realism is discussed as a goal, some underlying goal such as "playability" must be explicitly acknowledged, then why should we accept "playability" as a valid ultimate design goal either? The toddler's game of "why?" keeps going from there. Surely most designers wouldn't include a feature that would cause the game to cost $100 a copy to print, even though it improved playability. Surely most of us wouldn't advise designers to keep tweaking their games perpetually and never publish because improvements in playability are always possible. That means that in most cases there must be more fundamental goals than "playability" in effect too. Those might, among other possibilities, be dissemanability or profitability. But you probably wouldn't be willing to chop off your right arm even if doing so would make your game widespread or profitable, so those can't be ultimate goals either...

In the end, that realism isn't an all-consuming ultimate goal in game design goes without saying. Hardly any goal in any endeavor ever is an all-consuming ultimate goal. We constantly talk of intermediate-level goals in a common-sense context without implying that they're in any way "ultimate." Certainly we can err by pursuing an intermediate-level goal to the point where it becomes counterproductive to a higher-order goal (like, saving weight in a car by omitting the engine). Those errors can be pointed out and addressed when they occur.

To never speak of intermediate-level goals at all looks to me like a remedy far worse than the disease. To single out "realism" as the only intermediate-level goal that is not appropriate to mention without its higher-order goals seems more like the exercising of a pet peeve than a useful principle of discourse.

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On 3/16/2005 at 6:08pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

I'll contend with a few of your statement's Walt.

Walt Freitag wrote:
I think it's necessary to split apart those two statements.

1. "We used rule B instead of rule A because B was more realistic."

2. "Realism was our one goal in all our design decisions."

The first statement is reasonable. Within the context of an individual rule decision, realism is as good a reason as any for choosing B over A.

The second statement is not reasonable, for all the reasons M. J. and Ralph have put forth.

However, the utterance of the first statement does not automatically imply the second! To intepret it as though it does is uncharitable reading.


I don't agree with this at all. As MJ pointed out above #1 SHOULD be "Realistic enough to achieve our design goal of X" not simply that it was "more realistic" period.

If there really is an X that the "realistic enough" is being evaluated against then its important to state that goal (either up front or when asked) so that the success of rule B can be judged on its effectiveness at achieving goal X within the boundary of the desired level of "realism".

If someone asks whether rule B is a good one, or if its "realistic", its not uncharitable to ask what X is before judging. I contend that judging B solely on its merits of "realistic" without accounting for the underlying goal of X is wrong, a disservice to the designer asking for help, and of little added value.

Therefor if there IS an underlying X, then your statement #1 above ("because it was more realistic") is NOT reasonable. Its flat out wrong.

If there ISN'T an underlying X, then, in fact, statement #1 does automatically imply #2 and its not uncharitable to point that out.



Of course there are other goals motivating the stated goals! There always are! And of course sometimes those underlying goals might be questioned. ("Are you sure reducing the weight is important in this particular car? It's a high price luxury car, so customers likely to buy it might not care about fuel economy." ... or ... "But the composite material is so expensive, it will raise the price of the car and make it less attractive to our economy-minded buyers.") But might it be assumed that sometimes, when one automotive engineer or game designer is talking to another, that they understand these underlying issues in context, that they know what they're talking about, so that "to reduce weight" or "to increase realism" can be sufficient explanation for a design decision?


If you amended this to say "of course there SHOULD BE other goals motivating the stated goals" I'd be 100% in agreement. I'd also agree with the idea that "there always are" as long as that's amended to "ultimately there always are even if the party in question won't admit to them or hasn't thought deeply enough about it to identify them".

One has to look no farther than the thread which spawned this one to see an example of one person (me) repeatedly asking what those other goals are and repeatedly being told that there aren't any...that realism alone was the goal of the rules inquiry.

That's the attitude that this thread addresses and criticises. *I* know that there are other goals underlying the desire for an accurate depiction of jumping distances in the game. Goals that have to do with personal play style, or preferences, or a desire to educate others on biomechanics, or what have you. But hiding those goals under a basket while insisting "realism" is the only goal at hand is not only wrong, it can never lead to a solution.

Because if I come to the table with my underlying X hidden under a basket, and you come to the table with your underlying X hidden under a basket and we both insist that we're interested only in realism and we set about trying to make the rule "more realistic"...we can sit there and argue about it till the cows come home...make zero progress...and neither of us will wind up with a rule that the other will acknowledge is, in fact, "more realistic". Because the REAL source of our disagreement (once you get passed all of the dick waving comparisons on who knows more about physics etc) is under those baskets.

Discussing how to make a rule "more realistic" without knowing what the X under the basket is, is fundamentally stupid and a totally pointless conversation.

John Kim's argued against my points in this thread more vehemently then anyone, but ultimately he's revealed the X under his basket that's the underlying goal for him. He's not REALLY arguing about "realism as a goal". He's really argueing about RPGs as educational tools (his X, or more precisely, one of them)...realism is just a factor in pursueing that goal.


If every time realism is discussed as a goal, some underlying goal such as "playability" must be explicitly acknowledged, then why should we accept "playability" as a valid ultimate design goal either?

I believe (without going back to double check) that earlier in this thread I dismissed "playability" as a goal no better and no more useful than "realism".

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On 3/16/2005 at 6:33pm, JMendes wrote:
RE: Plausibility, Realism and game design goals [an essay]

Ahey, :)

Walt, I think you put your finger on the wound, here. :)

Walt Freitag wrote: But might it be assumed that sometimes, when one <...> game designer is talking to another, that they understand these underlying issues in context, that they know what they're talking about<...>?


Simply put, no.

To expand:

If you show me a game and ask, "is this playable", I will probably be able to make an informed decision and give you my opinion, probably based on my personal taste, but still, possibly given to extrapolation of the RPG crowd at large. I could probably point out why those that won't find it playable will object, and what those that will find it playable will like.

But if you ask me, "is this realistic", I simply won't know what to tell you.

The thing is, when the average person talks about realism, they're talking about a model, but the big thing about a model isn't realism (or "plausibility", for that matter). The big issue for a model is applicability. However, applicability is a transisitive quality, it's always applicability "to something". In other words, what are you trying to model? And then, the average person (sometimes) goes on to say, "I'm trying to model reality". What, the whole of it? That doesn't make any sense!

I'll further expand with an example at length:

The designer might say: "my game tries to accurately model gunfights". Well, fine, then. There may be a number of factors involved, one of which will probably be some sort of skill or attribute of each character. Right away, you're running into problems. A skill model very adequate to a police vs gangster firefight in an abbandoned house is probably going to fail completely when used in an infantry advance vs a fortified position war firefight.

And the designer might go: "ok, then, my game just tries to model firefights in general". Again, fine, then. So long as people have a half-decent chance of getting scared (not scarred) and/or hurt, I'd say you're in the ballpark. To which, the designer might reply: "and I want to be statistically accurate". To which I'd reply, those two aren't compatible design goals, as general statistics for general firefights are Not Available(tm).

Finally, the designer might say: "ok, this piece of system tries to accurately model urban sidearm firefights, whereas this other piece tries to accurately model automatic small arms battlefield firefights". I'd probably say, separately, each looks ok, but are you sure you want these two wildly different pieces of system in your design? And by the way, how are you going to handle sniping and being sniped at?

In other words, the original design goal of a "realistic firefight" simply holds no meaning until what the system tries to model is further specified.

Now, this isn't to say that statements like "use rule A instead of rule B because it is more realistic" don't have a point, in there. However, to be fully valid, such a statement is, IMHO, incomplete. The complete statement should be "use rule A instead of rule B, because it is more realistic in the context of what the game is trying to model".

Edit: Crossposted with Ralph, and would like to add that Ralph's "X under the basket" is quite similar to my "what are you trying to model".

Cheers,

J.

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On 3/16/2005 at 7:31pm, John Kim wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote:
John Kim wrote: If every time realism is discussed as a goal, some underlying goal such as "playability" must be explicitly acknowledged, then why should we accept "playability" as a valid ultimate design goal either?

I believe (without going back to double check) that earlier in this thread I dismissed "playability" as a goal no better and no more useful than "realism".

OK, here's my challenge. Please state a goal (preferably several) for game design which you consider to be valid. Then we can analyze how realism compares to those goals. Because as far as I can tell, realism is no different than any other goal such as theme, plausibility, genre faithfulness, and so forth. You can always look for and find underlying goals to them. A single goal pursued in a perfectionistic fashion is always impossible. And you can always say that a single word for the goal is not sufficiently specific to guide design.

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On 3/16/2005 at 9:07pm, Sean wrote:
RE: Plausibility, Realism and game design goals [an essay]

Walt asked us to compare:

1. "We used rule B instead of rule A because B was more realistic."

2. "Realism was our one goal in all our design decisions."

The first statement is reasonable. Within the context of an individual rule decision, realism is as good a reason as any for choosing B over A.

The second statement is not reasonable, for all the reasons M. J. and Ralph have put forth.

However, the utterance of the first statement does not automatically imply the second! To intepret it as though it does is uncharitable reading.


To which Ralph responded:

I don't agree with this at all. As MJ pointed out above #1 SHOULD be "Realistic enough to achieve our design goal of X" not simply that it was "more realistic" period.

If there really is an X that the "realistic enough" is being evaluated against then its important to state that goal (either up front or when asked) so that the success of rule B can be judged on its effectiveness at achieving goal X within the boundary of the desired level of "realism".

If someone asks whether rule B is a good one, or if its "realistic", its not uncharitable to ask what X is before judging. I contend that judging B solely on its merits of "realistic" without accounting for the underlying goal of X is wrong, a disservice to the designer asking for help, and of little added value.

Therefor if there IS an underlying X, then your statement #1 above ("because it was more realistic") is NOT reasonable. Its flat out wrong.

If there ISN'T an underlying X, then, in fact, statement #1 does automatically imply #2 and its not uncharitable to point that out.


I agree with Walt.

If you're a game designer or even tweaker, you may decide, on the basis of your conception of reality - which itself is to some degree or another correct or incorrect, based on how close to reality that conception is - that you prefer one rule to another solely for that reason. Is this always wrong? That seems farfetched, frankly.

At the rule-by-rule level, therefore, one can make a choice between two rules on the basis of increased realism. One can also make a choice for lesser realism. There doesn't need to be any other goal at the rule-by-rule level.

Ralph goes on to argue that if there is no such goal, #1 does imply #2. But this is an obvious fallacy. The fact that a relatively greater degree of realism was the basis for one design decision does not imply that greater realism, or realism tout court, was the 'one goal' in 'all our design decisions'. I bought a used Honda because it had the best gas mileage of any car I looked at, but it does not follow from that that I make all my life-decisions on the basis of gas mileage considerations.

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On 3/16/2005 at 10:50pm, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

I can't buy that Sean.

Lets say you do have as one of your design goals the desire to be able to play out a 10 person firefight in under 45 minutes of real time.

Now you go to a "rule by rule" evaluation.

Rule option #1 is is to account for modifiers to to-hit accuracy based on wind conditions in a manner similar to the modifiers currently in the game for lighting conditions.

Rule option #2 is to skip accounting for wind.


Now your claim is that you can make the choice on a rule by rule level solely on the basis of whether #1 or #2 is more realistic without needing to account for any other goal at that level?

I'd say that would be a world class mistake.

Clearly part of the decision as to whether to go with with #1 or #2 would have to take into account the other 45 minutes or less goal. If rule #1 is more realistic but it also takes the time for a 10 man firefight from 30 minutes to 50...then making the decision solely on the basis of realism is flat out wrong. The real issue is whether or not the rule is realistic enough given the goal of speedy game play (one of the underlying Xs).

If there is such an underlying goal than it must be taken into consideration before deciding on Rule #1 or Rule #2 and before any outside party can judge whether or not Rule #1 is a good rule.


Ralph goes on to argue that if there is no such goal, #1 does imply #2. But this is an obvious fallacy. The fact that a relatively greater degree of realism was the basis for one design decision does not imply that greater realism, or realism tout court, was the 'one goal' in 'all our design decisions'


So maybe what you're saying is that if there is an underlying goal that applies to a given rule you take it into account, but if there isn't than you can just go by realism...

Lets analyse that for a second.

You're saying that just because there's no underlying design goal behind a given rule decision doesn't automatically imply that there isn't any underlying design goal behind any decision.

Which means you're saying its possible to have design goals for the game, but then write a rule that has no bearing whatsoever on those design goals.

You're then saying that under that narrow set of circumstances 1) I have goals, 2) they don't apply to THIS particular rule...that its then ok to judge that particular rule solely on the basis of whether one option is more realistic than another?


At which I have to just stand in amazement with an eyebrow cocked.

You're talking about writing rules...that will be included into your game...that take up space in the book...that will increase the cost of the printing...that increase the time to learn the rules...that have some non zero impact on gameplay...

...and that are absolutely, totally, unrelated to any of your design goals?

WTF are you writing a dumb ass rule like that for? A rule that doesn't relate to your design goals is a rule wasted.

I mean you're essentially saying "If I have some dumb ass pointless rule in my game that has no bearing on anything I'm trying to accomplish its okay to judge that rule on how realistic it is."

To which I can only reply...no. Its just a dumb ass pointless rule that should never have made it into the final version of the game to begin with.

Which I will caveat by pointing out what I also said above. Chances are there *IS* a design goal underlying that rule, that it *ISN'T* pointless, and the designer simply hasn't thought about it enough to identify what it is.

At which point we're back to the first situation where there is an underlying goal that should be identified in order to judge the effectiveness of the rule.

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On 3/17/2005 at 1:25am, Sean wrote:
RE: Plausibility, Realism and game design goals [an essay]

I tend to agree with you from a normative standpoint, that games designed with everything aiming at a central goal will tend to be better/more interesting/whatever.

However, let's say, hypothetically, that it's all equal. You've got a clear point in the text where a rule is needed to help play, and you've come up with two possibilities. They both seem to solve the problem equally well, but one seems more realistic to you than the other.

It seems to me that that could be a criterion for making a decision. A decision that could go either way, but one that could sensibly be said to be made 'on the basis of realism alone'. Just like I picked my Honda 'on gas mileage alone', but not really, because I could have picked a scooter or something that got better mileage but wouldn't have done the work of the car.

Second, though, some people don't agree with you (and, more conflictedly, me) that there should be one single design goal. Now, for those people, they might pick based on realism here, color there, a cool mechanic in this other place. Some of these people are pro designers in the old-model industry. Gabby's swordfighting rules for Wraethuthu also come to mind. By making that comparison I suggest that, aesthetically, I'm for the most part on your side. However, you seemed to be saying that it was impossible to make a choice of type x period, and I agree with Walt that that formulation is too strong.

P.S. I was totally blown out by the opening text for R&R. Awesome stuff. I haven't had time to read the game yet, but it's a fantastic idea for a philosophically interesting game, on at least two levels (epistemological and ethical). I'm looking forward to some spare time to read the rest of it, and I hope you get it whipped into publishin' shape soon.

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On 3/17/2005 at 1:25am, Sean wrote:
RE: Plausibility, Realism and game design goals [an essay]

I tend to agree with you from a normative standpoint, that games designed with everything aiming at a central goal will tend to be better/more interesting/whatever.

However, let's say, hypothetically, that it's all equal. You've got a clear point in the text where a rule is needed to help play, and you've come up with two possibilities. They both seem to solve the problem and fit your design goals equally well, but one seems more realistic to you than the other.

It seems to me that that could be a criterion for making a decision. A decision that could go either way, but one that could sensibly be said to be made 'on the basis of realism alone'. Just like I picked my Honda 'on gas mileage alone', but not really, because I could have picked a scooter or something that got better mileage but wouldn't have done the work of the car.

Second, though, some people don't agree with you (and, more conflictedly, me) that there should be one single design goal. Now, for those people, they might pick based on realism here, color there, a cool mechanic in this other place. Some of these people are pro designers in the old-model industry. Gabby's swordfighting rules for Wraethuthu also come to mind. By making that comparison I suggest that, aesthetically, I'm for the most part on your side. However, you seemed to be saying that it was impossible to make a choice of type x period, and I agree with Walt that that formulation is too strong.

P.S. I was totally blown out by the opening text for R&R. Awesome stuff. I haven't had time to read the game yet, but it's a fantastic idea for a philosophically interesting game, on at least two levels (epistemological and ethical). I'm looking forward to some spare time to read the rest of it, and I hope you get it whipped into publishin' shape soon.

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On 3/17/2005 at 3:39am, Valamir wrote:
RE: Plausibility, Realism and game design goals [an essay]

However, let's say, hypothetically, that it's all equal. You've got a clear point in the text where a rule is needed to help play, and you've come up with two possibilities. They both seem to solve the problem equally well, but one seems more realistic to you than the other.


Sure, I've got no problem with that. In such a situation you're not failing to take into account the underlying goal.

We could chew on the notion that "seems more realistic to you" being pretty much the definition of "plausibility" that I've been using all along, but I've already said pretty much everything I can say on that topic without repeating myself any more than I have.

Thanks for the compliment on R&R. Please throw some thoughts and commentary down in the forum when you've read through.

The rules are really starting to cook together now. I've cleaned up alot of the clunk that its that pdf version. Work is really kicking me in the teeth though so the going is slow, but progress is being made.


At this point folks, I'm not sure that there's much left to say in this thread that hasn't been already. I'm not sure anybody who isn't already convinced is going to be by anything more I have to say on the subject. So I think I'm going to try and bow out and rest my case on what I've already written.

Unless anyone has some burning final thoughts this might be a good place to call the thread and look to take sub topics out to new ones.

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On 3/17/2005 at 8:28am, contracycle wrote:
RE: Plausibility, Realism and game design goals [an essay]

Valamir wrote: [
Sure, I've got no problem with that. In such a situation you're not failing to take into account the underlying goal.


Valamir, you are arguing your conclusion - the alleged existence of an "underlying" goal is your construction and not demonstrated.

The express and purposeful goal can indeed be Realism. Thats all. By itself. There is no basket and nothing under it. Sometimes a cigar is just a cigar.

I think the dichtomy you try to construct between "education" as a goal and "realism" as a goal is a false one. I'm a big adviocate of seeing games in a sort of didactictic light and so I can advance a cogent gamist argument for realistic rules because otherwise the experience of play would be worthless. In this case, realism is not a nominal goal and education an underlying one - they are just two methods of expressing the same concept.

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