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Computers beat up my role player
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<blockquote data-quote="Raven Crowking" data-source="post: 3663262" data-attributes="member: 18280"><p>I personally think that the guy responsible for the term already answered this question upthread extremely well.</p><p></p><p>A role-playing game, in order to qualify as a role-playing game, requires that your decisions are responded to by a human being. A DM...or human being(s) that serve the same function, in some games, even though they are also players...is required so that the environment of the game is responsive to the desires and interests of the player(s).</p><p></p><p>In D&D, if you want to talk to the stableboy, you can, because the environment is under the control of a human being. I.e., not only are you the player playing a role, but the DM is playing many roles, including the role of the world itself (weather, environment, etc.).</p><p></p><p>In Everquest, if you want to talk to the stableboy, you can <em>if and only if programming has been done beforehand to determine that you can do so</em>.</p><p></p><p>Role-playing games react and respond <em>to you</em> in real time, creating an immersive environment (whether or not you take advantage of this quality) in which anything may be attempted, and any new ruling may be devised on an "as needed" basis to move forward the action in the manner chosen by the participants, whereas <em>you</em> react and respond to the computer simulators of role-playing games, within the limitations of interaction designed by the programmer(s). </p><p></p><p>Both may be fun, but IMHO, this is a fundamental difference.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3663262, member: 18280"] I personally think that the guy responsible for the term already answered this question upthread extremely well. A role-playing game, in order to qualify as a role-playing game, requires that your decisions are responded to by a human being. A DM...or human being(s) that serve the same function, in some games, even though they are also players...is required so that the environment of the game is responsive to the desires and interests of the player(s). In D&D, if you want to talk to the stableboy, you can, because the environment is under the control of a human being. I.e., not only are you the player playing a role, but the DM is playing many roles, including the role of the world itself (weather, environment, etc.). In Everquest, if you want to talk to the stableboy, you can [i]if and only if programming has been done beforehand to determine that you can do so[/i]. Role-playing games react and respond [i]to you[/i] in real time, creating an immersive environment (whether or not you take advantage of this quality) in which anything may be attempted, and any new ruling may be devised on an "as needed" basis to move forward the action in the manner chosen by the participants, whereas [i]you[/i] react and respond to the computer simulators of role-playing games, within the limitations of interaction designed by the programmer(s). Both may be fun, but IMHO, this is a fundamental difference. RC [/QUOTE]
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