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<blockquote data-quote="Tony Vargas" data-source="post: 7802882" data-attributes="member: 996"><p>Because <em>he</em> can figure it out. It's not a test for the intruder (actually, it is, because the PC is the effing protagonist and the logic puzzle is a challenge he's meant to overcome), it's ("realistically") a mnemonic for the wizard. </p><p>Of course, some of the logic-puzzle traps/locks really are tests - whoever trapped or locked the place up actually did want certain persons or even just sorts of persons to get in, someday. Keys can be stolen, passwords forgotten, secret mechanisms discovered - but a test of character will (literally) separate the good from the bad. </p><p></p><p> The above reason for the 'logic puzzle' is very fantasy, black/white morality, and, yes, very unrealistic in the sense that morality isn't really like that, but it's not lacking in logic or precedent in genre. In that sense it's the kind of 'realism' (verisimilitude, genre fidelity, whatever) that brings a story to life.</p><p></p><p> Realism is a holdover from the hobby's wargame origins, when historical accuracy was highly-prized. IMHO, it's part of the fuzzy line between game and simulation. Games are often /called/ simulations (Flight Simulator was a popular video game), simulations are often called games (military exercises are "War Games"). But there's an important line between game and simulation: games prioritize fun, simulations prioritize accuracy.</p><p></p><p>"Realism," as we tend to use it (or more broadly,* "Simluationism" as da Forge formalilzed it), is an appeal to trade away some of the fun of a game in return for gaining some of the accuracy of a simulation. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* I'll say that Realism is narrower than Simulationism, because realism is rooted in accuracy as measured against reality, while simluationism is purer in it's pursuit of the sacrifices that theoretically must be made to achieve realism, /for the sake of the sacrifice, itself/, even, indeed, especially, when there's no reality to measure accuracy against.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7802882, member: 996"] Because [I]he[/I] can figure it out. It's not a test for the intruder (actually, it is, because the PC is the effing protagonist and the logic puzzle is a challenge he's meant to overcome), it's ("realistically") a mnemonic for the wizard. Of course, some of the logic-puzzle traps/locks really are tests - whoever trapped or locked the place up actually did want certain persons or even just sorts of persons to get in, someday. Keys can be stolen, passwords forgotten, secret mechanisms discovered - but a test of character will (literally) separate the good from the bad. The above reason for the 'logic puzzle' is very fantasy, black/white morality, and, yes, very unrealistic in the sense that morality isn't really like that, but it's not lacking in logic or precedent in genre. In that sense it's the kind of 'realism' (verisimilitude, genre fidelity, whatever) that brings a story to life. Realism is a holdover from the hobby's wargame origins, when historical accuracy was highly-prized. IMHO, it's part of the fuzzy line between game and simulation. Games are often /called/ simulations (Flight Simulator was a popular video game), simulations are often called games (military exercises are "War Games"). But there's an important line between game and simulation: games prioritize fun, simulations prioritize accuracy. "Realism," as we tend to use it (or more broadly,* "Simluationism" as da Forge formalilzed it), is an appeal to trade away some of the fun of a game in return for gaining some of the accuracy of a simulation. * I'll say that Realism is narrower than Simulationism, because realism is rooted in accuracy as measured against reality, while simluationism is purer in it's pursuit of the sacrifices that theoretically must be made to achieve realism, /for the sake of the sacrifice, itself/, even, indeed, especially, when there's no reality to measure accuracy against. [/QUOTE]
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