Dungeoneer
First Post
I read a couple of video game design blogs, including one by the lead designer of Civlization IV, Soren Johnson. He has written a really interesting post which I think applies to tabletop games just as much as a strategy game on the PC. It's about the perennially controversial topics of realism and gamism.
There have been a lot of debates on the merits of simulationist versus gamist game design over the years. Is it better to have a game that closely models reality, or a game that is just fun and intuitive to play? But Soren suggests that you can't have one without the other. Fun games need a basis in reality for the gamer to get into them in the first place:
(As an interesting sidebar, Soren says that fantasy-based games are among the hardest to get into because they don't 'reflect reality' as much as a contemporary or historical game. So he says it's actually very important that fantasy based games use well known cliches. An interesting argument for having elves and orcs in your game if I ever heard one!)
Soren Johnson thinks that a game that is 'too simulationist' is one that requires knowledge of reality that a casual player is not going to have. In a tabletop game like D&D this might be something like detailed rules for encumbrance and movement based on what type of armor you are wearing. Casual gamers aren't likely to know or care how much full plate armor actually weighs or how far you could run while wearing it.
On the flip side, a game that is 'too gamist' would be one where the rules are so abstract that they have no obvious connection to reality. Spells that a wizard 'magically' forgets every day might be a good example of this kind of rule. This is something that is clearly done for game balancing purposes rather than to reflect any 'schema' based on the real world. A more modern example might be healing surges.
Of course these are both relative concepts. To a group of history buffs, highly detailed armor rules aren't too simulationist because they actually do have a lot of knowledge about medieval armor. Meanwhile to someone who has read the right fantasy novels, Vancian spellcasting might make sense in terms of the 'fantastic reality' they're familiar with.
But we can't lose sight of the casual gamer. For a game like D&D, there are a lot of people playing who aren't into historical reenactments and don't have a comprehensive library of fantasy literature. Arguably you shouldn't be expected to know these things to enjoy the game.
I'm curious as to how you think the various editions of D&D, both old and new, rate.
There have been a lot of debates on the merits of simulationist versus gamist game design over the years. Is it better to have a game that closely models reality, or a game that is just fun and intuitive to play? But Soren suggests that you can't have one without the other. Fun games need a basis in reality for the gamer to get into them in the first place:
You can read the rest here.Game designers also need to communicate something effectively – a set of rules and mechanics that the player must learn and master. This education process is one of the biggest challenges game developers face, and many games with fun systems have failed simply because few players get past the learning curve. Many tools exist for solving this problem – well-paced tutorials, helpful tooltips, accessible UI – but perhaps the simplest approach is to activate one of the player’s pre-existing schemas that is well matched with the game’s underlying mechanics.
...
Using schemas as a tool to give players a window into a game system raises the question of realism because the rules also need to accurately mirror the assumptions the players bring with them. If a baseball game gave the player four outs instead of three, the use of the baseball schema would not just be useless but actually counter-productive because players would be constantly mixing up the exact rules.
Thus, realism matters and is an important tool for designers. However, realism has earned a bad name among game developers. For instance, fans who nitpick over small historical details that a game gets wrong are called “rivet counters.” Indeed, Sid Meier famously said that “when fun and realism clash, fun wins.”
However, in many ways, this choice is a false one. Realism that gives the player an easier learning curve makes a game more fun, not less. The danger from an over-zealous pursuit of realism comes when the designer expects the player to bring significant outside knowledge to the game, limiting the potential audience. If a WWII game contains realistic ratings for different flavors of German panzers, that’s fine, but if the game expects the player to already know these ratings by heart, without in-game help, that’s a problem.
(As an interesting sidebar, Soren says that fantasy-based games are among the hardest to get into because they don't 'reflect reality' as much as a contemporary or historical game. So he says it's actually very important that fantasy based games use well known cliches. An interesting argument for having elves and orcs in your game if I ever heard one!)
Soren Johnson thinks that a game that is 'too simulationist' is one that requires knowledge of reality that a casual player is not going to have. In a tabletop game like D&D this might be something like detailed rules for encumbrance and movement based on what type of armor you are wearing. Casual gamers aren't likely to know or care how much full plate armor actually weighs or how far you could run while wearing it.
On the flip side, a game that is 'too gamist' would be one where the rules are so abstract that they have no obvious connection to reality. Spells that a wizard 'magically' forgets every day might be a good example of this kind of rule. This is something that is clearly done for game balancing purposes rather than to reflect any 'schema' based on the real world. A more modern example might be healing surges.
Of course these are both relative concepts. To a group of history buffs, highly detailed armor rules aren't too simulationist because they actually do have a lot of knowledge about medieval armor. Meanwhile to someone who has read the right fantasy novels, Vancian spellcasting might make sense in terms of the 'fantastic reality' they're familiar with.
But we can't lose sight of the casual gamer. For a game like D&D, there are a lot of people playing who aren't into historical reenactments and don't have a comprehensive library of fantasy literature. Arguably you shouldn't be expected to know these things to enjoy the game.
I'm curious as to how you think the various editions of D&D, both old and new, rate.
- How hard is D&D to get into for someone who isn't already deeply invested in fantasy or history?
- Does it expect them to know things they're unlikely to know?
- Or does it throw too many rules at them that don't seem to have any real-world basis?
- Which version did you start with, and what tripped you up as a rank n00b?