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What is *worldbuilding* for?
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<blockquote data-quote="hawkeyefan" data-source="post: 7421658" data-attributes="member: 6785785"><p>Sure. The game mechanics can be designed to try and emulate the character/ability/genre in question. I think most games attempt to do that at the most basic level, but then other games take that goal and carry it further into the game's design. </p><p></p><p>In the case of Spider-Man, his supply of web fluid is never in question until there is a dramatic need for it to be so in the story. If a game is designed to replicate that moment of drama when he runs out of fluid, it's likely to play different where it's just a question of the player tracking the number of uses before the supply is exhausted. One is about the drama of the story, the other is about resource management of a game. </p><p></p><p>Back to Gandalf, D&D took the idea of a wizard and gave the class the ability to cast spells. That's one level. But Gandalf doesn't "run out" of spells in the books. We don't really know how his ability to cast spells may work, or what limits may be set upon it. I don't even know if the things he does are ever actually described as being "spells" as we tend to think of them. So D&D's spell system was not designed with Gandalf in mind, but rather took its cue from Vance's books. This is another level.</p><p></p><p>So there are limitations on the wizard class that are implemented because of the goals of the game design. And in this case, they are indeed drawn from genre, but it's a very specific instance of genre that would not likely come to mind when most people think of what a wizard might be, and how one might function in a game. If you ask the average person what is a wizard, most of them are not going to site Vance's system of memorization of spells in their reply. </p><p></p><p>All tangentially related to worldbuilding, I suppose, but I think how a game's mechanics deliver the genre or setting is a big part of the discussion.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7421658, member: 6785785"] Sure. The game mechanics can be designed to try and emulate the character/ability/genre in question. I think most games attempt to do that at the most basic level, but then other games take that goal and carry it further into the game's design. In the case of Spider-Man, his supply of web fluid is never in question until there is a dramatic need for it to be so in the story. If a game is designed to replicate that moment of drama when he runs out of fluid, it's likely to play different where it's just a question of the player tracking the number of uses before the supply is exhausted. One is about the drama of the story, the other is about resource management of a game. Back to Gandalf, D&D took the idea of a wizard and gave the class the ability to cast spells. That's one level. But Gandalf doesn't "run out" of spells in the books. We don't really know how his ability to cast spells may work, or what limits may be set upon it. I don't even know if the things he does are ever actually described as being "spells" as we tend to think of them. So D&D's spell system was not designed with Gandalf in mind, but rather took its cue from Vance's books. This is another level. So there are limitations on the wizard class that are implemented because of the goals of the game design. And in this case, they are indeed drawn from genre, but it's a very specific instance of genre that would not likely come to mind when most people think of what a wizard might be, and how one might function in a game. If you ask the average person what is a wizard, most of them are not going to site Vance's system of memorization of spells in their reply. All tangentially related to worldbuilding, I suppose, but I think how a game's mechanics deliver the genre or setting is a big part of the discussion. [/QUOTE]
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