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Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Hussar" data-source="post: 5173002" data-attributes="member: 22779"><p>Taking this in perhaps a little different direction. Hopefully.</p><p></p><p>Over the past several years, we've seen games moving away from the traditional form of RPG's and games in general by granting greater and greater levels of editorial control to the players. In traditional games, and in older versions of D&D, players had little or no editorial control. Granted, editorial control was being handed over to the players in the 80's with games like the 007 RPG where you could spend ((I forget the exact term for it)) action points in order to alter a scene to make it more like a Bond movie - add in some trash cans to throw in the way of your pursuers, that sort of thing.</p><p></p><p>Could the erosion of the "turn" as a distinct unit simply be another step away from traditional game forms? Instead of "twitch gaming" being catered to, is this not simply a fairly logical step for games to take? After all, there's no particular need for RPG's to follow in the steps of wargames or board games where each player's game is relatively distinct. It's just been done that way because it's always been done that way.</p><p></p><p>Not that it's wrong to have the "turn" as a distinct unit, just that it's not a requirement.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5173002, member: 22779"] Taking this in perhaps a little different direction. Hopefully. Over the past several years, we've seen games moving away from the traditional form of RPG's and games in general by granting greater and greater levels of editorial control to the players. In traditional games, and in older versions of D&D, players had little or no editorial control. Granted, editorial control was being handed over to the players in the 80's with games like the 007 RPG where you could spend ((I forget the exact term for it)) action points in order to alter a scene to make it more like a Bond movie - add in some trash cans to throw in the way of your pursuers, that sort of thing. Could the erosion of the "turn" as a distinct unit simply be another step away from traditional game forms? Instead of "twitch gaming" being catered to, is this not simply a fairly logical step for games to take? After all, there's no particular need for RPG's to follow in the steps of wargames or board games where each player's game is relatively distinct. It's just been done that way because it's always been done that way. Not that it's wrong to have the "turn" as a distinct unit, just that it's not a requirement. [/QUOTE]
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