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Legends and Lore - Nod To Realism
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<blockquote data-quote="howandwhy99" data-source="post: 5755278" data-attributes="member: 3192"><p>Another understanding of why realism is important for not only some players, but all players can be learned through words. Here you are reading "realistic" words you've probably seen before. But if I start going fantastical like "momberbastic" "Temhelaterpamd" or even "(sd3Ed(#9e,|d~" well. then you might start wondering "what the heck is he referring too?"</p><p></p><p>It's not that those terms cannot be given meanings or that I don't necessarily have some for them, but rather that I created these pretty much divorced from anyone else's understanding. I'd need to further define them using words you and I have a greater degree of common ground for and shared understanding of, if we are to use them together.</p><p></p><p>I think realism is an attempt to allow enough common connections with other players in the game so we can all be sharing in it together more than apart. Part of this "commune"-ication is with language, but shared understandings of non-verbal expressions matter too. Designers of game rules can deliberately attempt to more or less mimic these referents and expressions from the game pieces or seek to separate them. In a game where the pieces are held to be in one and another's imagination, it gets even more tricky.</p><p></p><p>Some games treat rules exclusively as referents to the players, some more simulation games design rules use them as referents to the characters as well as the game world and everything else in it. Those who want immersion typically go the second route. Those who prefer using them to contract with other players usually go the first. Is one design or the other the right way or best way to create games? Well, I think it's personal preference, but I'd hate to see either completely written off (so to speak).</p><p></p><p>There are also players who prefer the rules be the game in abstract form and treat both rule and referent as the same without dividing the two. For example, chess pieces and their names and how they are to be moved during play. The difference here is the rules don't need to refer to anything known to the players before playing the game. Knights aren't plate-armored lance carriers on horseback, but what the rules tell the players a "Chess Knight" is prior to play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5755278, member: 3192"] Another understanding of why realism is important for not only some players, but all players can be learned through words. Here you are reading "realistic" words you've probably seen before. But if I start going fantastical like "momberbastic" "Temhelaterpamd" or even "(sd3Ed(#9e,|d~" well. then you might start wondering "what the heck is he referring too?" It's not that those terms cannot be given meanings or that I don't necessarily have some for them, but rather that I created these pretty much divorced from anyone else's understanding. I'd need to further define them using words you and I have a greater degree of common ground for and shared understanding of, if we are to use them together. I think realism is an attempt to allow enough common connections with other players in the game so we can all be sharing in it together more than apart. Part of this "commune"-ication is with language, but shared understandings of non-verbal expressions matter too. Designers of game rules can deliberately attempt to more or less mimic these referents and expressions from the game pieces or seek to separate them. In a game where the pieces are held to be in one and another's imagination, it gets even more tricky. Some games treat rules exclusively as referents to the players, some more simulation games design rules use them as referents to the characters as well as the game world and everything else in it. Those who want immersion typically go the second route. Those who prefer using them to contract with other players usually go the first. Is one design or the other the right way or best way to create games? Well, I think it's personal preference, but I'd hate to see either completely written off (so to speak). There are also players who prefer the rules be the game in abstract form and treat both rule and referent as the same without dividing the two. For example, chess pieces and their names and how they are to be moved during play. The difference here is the rules don't need to refer to anything known to the players before playing the game. Knights aren't plate-armored lance carriers on horseback, but what the rules tell the players a "Chess Knight" is prior to play. [/QUOTE]
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