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Games People Play: Looking at the Gaming Aspects of D&D
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<blockquote data-quote="Pedantic" data-source="post: 8988311" data-attributes="member: 6690965"><p>You're mistaking a particular gameplay loop for cheating here. You are supposed to reload and try again when you die in most digital games. Some of them make that loop shorter or longer (Souls-likes vs. Rogue-likes pick different reset points to try challenges again), but it's the actual point that you will fail, come away with knowledge and try again benefitting from that knowledge.</p><p></p><p>Bullet hell games are a great example; it's sometimes possible to "sight-read" a boss but generally several tries are necessary to learn the possible patterns and to master the inputs necessary to cope with them. The gameplay loop is retrying the same encounter, memorizing various elements of it, and plotting/executing reactions to them.</p><p></p><p>I agree that isn't generally the gameplay loop in a TTRPG. Instead of a precisely repeated situation, you generally go through a series of analogous encounters/situations. That also occurs in digital games, particularly RPGs, but isn't generally exclusive there. You learn say, how sword inputs work against enemies that don't have many actions, and those skill transfer later against enemies that have a variety of attacks, and use the block mechanics. The gameplay loop involves a combination of retrying specific challenges, and generalizing knowledge from similar challenges, while a TTRPG generally exclusively involves the latter.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8988311, member: 6690965"] You're mistaking a particular gameplay loop for cheating here. You are supposed to reload and try again when you die in most digital games. Some of them make that loop shorter or longer (Souls-likes vs. Rogue-likes pick different reset points to try challenges again), but it's the actual point that you will fail, come away with knowledge and try again benefitting from that knowledge. Bullet hell games are a great example; it's sometimes possible to "sight-read" a boss but generally several tries are necessary to learn the possible patterns and to master the inputs necessary to cope with them. The gameplay loop is retrying the same encounter, memorizing various elements of it, and plotting/executing reactions to them. I agree that isn't generally the gameplay loop in a TTRPG. Instead of a precisely repeated situation, you generally go through a series of analogous encounters/situations. That also occurs in digital games, particularly RPGs, but isn't generally exclusive there. You learn say, how sword inputs work against enemies that don't have many actions, and those skill transfer later against enemies that have a variety of attacks, and use the block mechanics. The gameplay loop involves a combination of retrying specific challenges, and generalizing knowledge from similar challenges, while a TTRPG generally exclusively involves the latter. [/QUOTE]
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