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An Alternate Reality Game (ARG) for RPG players
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<blockquote data-quote="howandwhy99" data-source="post: 5624914" data-attributes="member: 3192"><p>This is what I call a reality puzzle game. The point is to master the underlying pattern of the puzzle. It's how I run my OD&D game and is basically how almost every videogame that simulates reality is designed too. It's not puzzles like Myst, but rather the entire environment as a puzzle like Portal or Portal 2. Yeah, this includes most any MMO or CRPG. </p><p></p><p>What I do is tell the players the scope of the game is defined by the role they choose, this is the social role of roleplay simulation, the class. Then I create a cooperative simulation game based upon mathematical precepts found in sim games like wargames and use those as my script for answering the players attempted actions. </p><p></p><p>Any time someone expresses an effort too broad I drill down to the vocabulary defined by the coded pattern. Any time that expression is outside the code I learn how the player defines it in simple words (all of which I attempt to cover beforehand) and add that to the game. </p><p></p><p>It's a cooperative sim game hidden behind a screen with a "say Yes" programming model via language, text or oral, and realist artwork. The latter based upon points, lines, colors, and whatnot. </p><p></p><p>Gotta go, but could answer questions later tonight.</p><p></p><p>EDIT: Yeah, not sure if rep is for collaboration on game design, collaborative games where collaboration is a rule, or cooperative games where cooperation is an option during play. But thanks.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5624914, member: 3192"] This is what I call a reality puzzle game. The point is to master the underlying pattern of the puzzle. It's how I run my OD&D game and is basically how almost every videogame that simulates reality is designed too. It's not puzzles like Myst, but rather the entire environment as a puzzle like Portal or Portal 2. Yeah, this includes most any MMO or CRPG. What I do is tell the players the scope of the game is defined by the role they choose, this is the social role of roleplay simulation, the class. Then I create a cooperative simulation game based upon mathematical precepts found in sim games like wargames and use those as my script for answering the players attempted actions. Any time someone expresses an effort too broad I drill down to the vocabulary defined by the coded pattern. Any time that expression is outside the code I learn how the player defines it in simple words (all of which I attempt to cover beforehand) and add that to the game. It's a cooperative sim game hidden behind a screen with a "say Yes" programming model via language, text or oral, and realist artwork. The latter based upon points, lines, colors, and whatnot. Gotta go, but could answer questions later tonight. EDIT: Yeah, not sure if rep is for collaboration on game design, collaborative games where collaboration is a rule, or cooperative games where cooperation is an option during play. But thanks. [/QUOTE]
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