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How D&D gave birth tothe modern video game industry
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<blockquote data-quote="Janx" data-source="post: 6183897" data-attributes="member: 8835"><p>I'm sorry, that doesn't follow.</p><p></p><p>Almost all of the major video game genres spawned by people who played pen and paper RPGs and D&D was the grand-daddy of RPGs which came from wargames, so even military themed video games traces back to pen and paper gaming for influence.</p><p></p><p>There's probably some exceptions, like the puzzle games (Tetris), racing games or the sports games. I can't tell you who worked on what of those and what their background was, and they are less obvious on traits they would have gotten from RPGs.</p><p></p><p>But the adventure, platformer, FPS, RPG categories are solidly based on themes and elements from D&D by virtue of the ideas in them and the people who initially invented them being KNOWN as D&D players.</p><p></p><p>Bear in mind, folks like me giving credit to D&D aren't tracing specific rules from D&D into specific games. </p><p></p><p>What really happened is that programmers have a brain that works a certain way (which is why lots of them learned karate and took up music). D&D appealed to that type of brain. As did programming, which is how they got into it. By playing D&D, it introduced them to game play concepts and ideas about representing the player's avatar (stats, levelling, first person perspective, etc) which as a programmer was easily representable by code and data structures.</p><p></p><p>This exposure to entirely different game structures (first person avatar, multi-character management, resource management, exploration, military simulation) was significantly different from any other game that "normal" people had seen. Prior to that, most people played Monopoly, card games or games with balls outside.</p><p></p><p>Once a programmer is seeing these different concepts at work on paper, they begin thinking about the data structures and code needed to automate it. That's what caused the initial shift in thinking and thus influenced game design beyond Pong, Pac Man and Space Invaders.</p><p></p><p>It's a small step for Romero and Carmack to think "it'd be cool if we could SEE the dungeon and walk around in it" to then leap to "that looks cool, but it'd be even better if we had guns and could shoot each other"</p><p></p><p>Having lived it, I can see the evolution. I've experienced the mind-shift effect first hand (been writing code for 30 years).</p></blockquote><p></p>
[QUOTE="Janx, post: 6183897, member: 8835"] I'm sorry, that doesn't follow. Almost all of the major video game genres spawned by people who played pen and paper RPGs and D&D was the grand-daddy of RPGs which came from wargames, so even military themed video games traces back to pen and paper gaming for influence. There's probably some exceptions, like the puzzle games (Tetris), racing games or the sports games. I can't tell you who worked on what of those and what their background was, and they are less obvious on traits they would have gotten from RPGs. But the adventure, platformer, FPS, RPG categories are solidly based on themes and elements from D&D by virtue of the ideas in them and the people who initially invented them being KNOWN as D&D players. Bear in mind, folks like me giving credit to D&D aren't tracing specific rules from D&D into specific games. What really happened is that programmers have a brain that works a certain way (which is why lots of them learned karate and took up music). D&D appealed to that type of brain. As did programming, which is how they got into it. By playing D&D, it introduced them to game play concepts and ideas about representing the player's avatar (stats, levelling, first person perspective, etc) which as a programmer was easily representable by code and data structures. This exposure to entirely different game structures (first person avatar, multi-character management, resource management, exploration, military simulation) was significantly different from any other game that "normal" people had seen. Prior to that, most people played Monopoly, card games or games with balls outside. Once a programmer is seeing these different concepts at work on paper, they begin thinking about the data structures and code needed to automate it. That's what caused the initial shift in thinking and thus influenced game design beyond Pong, Pac Man and Space Invaders. It's a small step for Romero and Carmack to think "it'd be cool if we could SEE the dungeon and walk around in it" to then leap to "that looks cool, but it'd be even better if we had guns and could shoot each other" Having lived it, I can see the evolution. I've experienced the mind-shift effect first hand (been writing code for 30 years). [/QUOTE]
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