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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7596666" data-attributes="member: 82106"><p>It may seem like that if you are sure what you mean when you say something, but I'm not at all sure what is meant when I read something. Max in particular seems to just assume that there is this default set of assumptions that everyone knows to be true, and we have no idea what those actually ARE. So he says something is 'more realistic', but then refuses to define that and acts like we are daft when we don't understand.</p><p></p><p>In other words I introduced the term 'authenticity' to represent my understanding of something which, in the terms I have been describing, is different from 'realism'. Since the other side merely seemed to define realism as something like "you know it when you see it" or something, I can't really know if it actually corresponds to my definition of 'authenticity'. </p><p></p><p>I do consider the two things different. Realism in my mind is a measure of how close outcomes and processes are to modeling real things in the real world. A necessary component of that is that the results are analogous to the results of 'similar experiments' in the real world. That is, the range of outcomes of sword fights between human opponents in a realistic combat system would correlate with those which would be produced by real world sword fights. 'More Realistic' in this terminology means "this correlation is better." I did also consider some other aspects of realism, which had to do with the effects of outcomes, as well as the general 'structure' of the game world, though I found those to be much more speculative, since they cannot easily be measured.</p><p></p><p>Authenticity, in my mind, is more a measure of how things 'feel' within the game experience. Does a particular outcome have an appearance of being logically, dramatically, and physically appropriate, given genre conventions and other assumptions about the game world which differentiates it from the real world. There probably isn't a very good objective measure for this, it is a subjective quality of an episode of game play, and probably won't even be identical for all participants in that episode.</p><p></p><p></p><p></p><p>Sure, there are plenty of different aspects of play which can be looked at.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7596666, member: 82106"] It may seem like that if you are sure what you mean when you say something, but I'm not at all sure what is meant when I read something. Max in particular seems to just assume that there is this default set of assumptions that everyone knows to be true, and we have no idea what those actually ARE. So he says something is 'more realistic', but then refuses to define that and acts like we are daft when we don't understand. In other words I introduced the term 'authenticity' to represent my understanding of something which, in the terms I have been describing, is different from 'realism'. Since the other side merely seemed to define realism as something like "you know it when you see it" or something, I can't really know if it actually corresponds to my definition of 'authenticity'. I do consider the two things different. Realism in my mind is a measure of how close outcomes and processes are to modeling real things in the real world. A necessary component of that is that the results are analogous to the results of 'similar experiments' in the real world. That is, the range of outcomes of sword fights between human opponents in a realistic combat system would correlate with those which would be produced by real world sword fights. 'More Realistic' in this terminology means "this correlation is better." I did also consider some other aspects of realism, which had to do with the effects of outcomes, as well as the general 'structure' of the game world, though I found those to be much more speculative, since they cannot easily be measured. Authenticity, in my mind, is more a measure of how things 'feel' within the game experience. Does a particular outcome have an appearance of being logically, dramatically, and physically appropriate, given genre conventions and other assumptions about the game world which differentiates it from the real world. There probably isn't a very good objective measure for this, it is a subjective quality of an episode of game play, and probably won't even be identical for all participants in that episode. Sure, there are plenty of different aspects of play which can be looked at. [/QUOTE]
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