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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="pawsplay" data-source="post: 5460501" data-attributes="member: 15538"><p>Ok, I never said any game or style of game engine was ideal for the purpose. That is not my position. I am saying that for any given narrative purpose, there is an engine that simulates the same desired outcomes. </p><p></p><p></p><p></p><p>The Dying Earth is full of simulation elements. For instance, you recover your vitality by indulging your particular vice, reflecting the trope that in DE, when the going gets tough, the tough take a bath. Tag lines are also a simulation element; whether you intend to narrate or not, if you want the advantages of fulfulling a tag line, you will use it, imitating the action present in a Dying Earth story. That is an example of what I am talking about when simulation and storytelling converge because you are simulating a literary universe rather than a physical one.</p><p></p><p></p><p></p><p>That's a tough proposition to demonstrate. As I've said above, I would say that Dying Earth is precisely an example of rewarding someone for conforming to genre expectations. You classify it as a non-sim game. </p><p></p><p>Would you agree or disagree with this statement?:</p><p></p><p><em>Any given Narrativist/storytelling game more closely resembles a High Concept Simulation/genre-emulating game than it does a classic style game based on exploration in a probabilistic game environment.</em></p><p></p><p>If so, doesn't that suggest that narrativist games simulate? If not, what is a genre-emulating game simulating?</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5460501, member: 15538"] Ok, I never said any game or style of game engine was ideal for the purpose. That is not my position. I am saying that for any given narrative purpose, there is an engine that simulates the same desired outcomes. The Dying Earth is full of simulation elements. For instance, you recover your vitality by indulging your particular vice, reflecting the trope that in DE, when the going gets tough, the tough take a bath. Tag lines are also a simulation element; whether you intend to narrate or not, if you want the advantages of fulfulling a tag line, you will use it, imitating the action present in a Dying Earth story. That is an example of what I am talking about when simulation and storytelling converge because you are simulating a literary universe rather than a physical one. That's a tough proposition to demonstrate. As I've said above, I would say that Dying Earth is precisely an example of rewarding someone for conforming to genre expectations. You classify it as a non-sim game. Would you agree or disagree with this statement?: [i]Any given Narrativist/storytelling game more closely resembles a High Concept Simulation/genre-emulating game than it does a classic style game based on exploration in a probabilistic game environment.[/i] If so, doesn't that suggest that narrativist games simulate? If not, what is a genre-emulating game simulating? [/QUOTE]
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A reason why 4E is not as popular as it could have been
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