Quote:
Originally Posted by Scribble What is it about P&P games that causes this difference? |
I suspect it is the expectation of the player.
I would expect that for most computer game players, the primary motivation is playing the game. The story behind the game, and the playing of the role, are secondary in comparison to the pushing of buttons and the working of strategies.
In a tabletop of live action game, the playing of the game is still there, but the playing of the role, and the development of the story, are likely much higher priorities. Except in some very specific circumstances, save points pretty much trash that.
In addition, your typical computer game is inflexible. If you don't get through its challenges, you are well and truly stuck. There's nothing else the program can do for you. The same is not typically true of P&P RPGs. In GNS terms - the computer game is so strongly "gamist" that the save mechanic makes sense as a feature for the player. P&P RPGS are more "narrativist", such that the mechanism would not make sense.