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Are "Pretty" Dungeons Better?
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<blockquote data-quote="howandwhy99" data-source="post: 5681688" data-attributes="member: 3192"><p>I think that better depends upon the objective of the game. If you're playing Pac Man, the design of the board space matters as to how difficult it is to maneuver around and get all the pellets before the ghosts get you. If you are playing Win, Lose, or Draw the drawings are all about communicating within the games limited means of expressing to your fellow players the answer they are attempt to guess. </p><p></p><p>Neither of those is really about aesthetic beauty, but if the objective of your game is to create aesthetic beauty, then a pretty dungeon is prettier than an ugly one. Architectural verisimilitude is typically used in simulation games where the rules stand for an underlying physics. In these cases the architectural aspects are whether or not the dungeon follows the rules as designed. Whether those rules are similar or not to our own world is subjective, but the verisimilitude allows a coherence of comprehensibility within its own.</p><p></p><p>So yeah, it's pretty much about the objective of the game and what the player are looking for from it.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5681688, member: 3192"] I think that better depends upon the objective of the game. If you're playing Pac Man, the design of the board space matters as to how difficult it is to maneuver around and get all the pellets before the ghosts get you. If you are playing Win, Lose, or Draw the drawings are all about communicating within the games limited means of expressing to your fellow players the answer they are attempt to guess. Neither of those is really about aesthetic beauty, but if the objective of your game is to create aesthetic beauty, then a pretty dungeon is prettier than an ugly one. Architectural verisimilitude is typically used in simulation games where the rules stand for an underlying physics. In these cases the architectural aspects are whether or not the dungeon follows the rules as designed. Whether those rules are similar or not to our own world is subjective, but the verisimilitude allows a coherence of comprehensibility within its own. So yeah, it's pretty much about the objective of the game and what the player are looking for from it. [/QUOTE]
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