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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 4306537" data-attributes="member: 6533"><p>This is being obtuse. An MMORPG and a Novel are organized exactly the same way in terms of continuity - spatially. MMORPGs have an additional temporal organization that actually makes them superior - when you go back to the park there will be at least a little while before the boss respawns, when you go back to the shire chapters of the novel there's no difference whatsoever.</p><p></p><p>If you are as a player are going back to the park that's no different from you as a reader going back to the beginning of the chapter.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>You're proving my point here. The fact that you have a non-collaborative state for CRPGs indicates there must have been a collaborative state in the first place.</p><p></p><p></p><p></p><p>This is extraordinarily pie in the sky and simply not true. By the same token a human player in a CRPG can recover from any error by simply not repeating it. This is a common solution in both mediums.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Again, this argument is obtuse:</p><p></p><p>A.) No one is arguing they are the same or that they aren't differences in tolerance (AFAIK), but you are arguing they aren't the same genre. Making an argument that there are differences in tolerance while acknowledging that they still have similar limitations doesn't seem to help your point unless you can prove some element of content significance.</p><p></p><p>B.) There's no general resolution for this in TRPGs, either. The player either leaves the game and makes another character, which is fair and common to both genres. Or the GM or DM or Rules assigns a damage value and hopes that's enough to satisfy the player.</p><p></p><p>C.) This example generally ignores the question of how well this fits within immersion. No protagonist character in a MilSF story is going to shoot himself in the head. Given your acknowledgment that Immersion and Storytelling are key all you've proven is that TRPGs are the inferior RPG product since they are better able to tolerate horrible story tellers.</p><p></p><p>D.) This argument also ignores the general question of scope within the genre. If you are playing a TRPG where the rules/GM make no allowances for shooting yourself in the head, put the character on rails, or limit the character to actions that that the immersive context describe as significant - all of which are things we all acknowledge CRPGs do but you claim are evidence that they are not RPGs - are you then somehow not playing in an RPG by virtue of the fact that you and your group are <em>not</em> playing an RPG according to the scope of the freedom principle allowed by <u>Pawsplay's Iron Law of PRGs</u>?</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 4306537, member: 6533"] This is being obtuse. An MMORPG and a Novel are organized exactly the same way in terms of continuity - spatially. MMORPGs have an additional temporal organization that actually makes them superior - when you go back to the park there will be at least a little while before the boss respawns, when you go back to the shire chapters of the novel there's no difference whatsoever. If you are as a player are going back to the park that's no different from you as a reader going back to the beginning of the chapter. You're proving my point here. The fact that you have a non-collaborative state for CRPGs indicates there must have been a collaborative state in the first place. This is extraordinarily pie in the sky and simply not true. By the same token a human player in a CRPG can recover from any error by simply not repeating it. This is a common solution in both mediums. Again, this argument is obtuse: A.) No one is arguing they are the same or that they aren't differences in tolerance (AFAIK), but you are arguing they aren't the same genre. Making an argument that there are differences in tolerance while acknowledging that they still have similar limitations doesn't seem to help your point unless you can prove some element of content significance. B.) There's no general resolution for this in TRPGs, either. The player either leaves the game and makes another character, which is fair and common to both genres. Or the GM or DM or Rules assigns a damage value and hopes that's enough to satisfy the player. C.) This example generally ignores the question of how well this fits within immersion. No protagonist character in a MilSF story is going to shoot himself in the head. Given your acknowledgment that Immersion and Storytelling are key all you've proven is that TRPGs are the inferior RPG product since they are better able to tolerate horrible story tellers. D.) This argument also ignores the general question of scope within the genre. If you are playing a TRPG where the rules/GM make no allowances for shooting yourself in the head, put the character on rails, or limit the character to actions that that the immersive context describe as significant - all of which are things we all acknowledge CRPGs do but you claim are evidence that they are not RPGs - are you then somehow not playing in an RPG by virtue of the fact that you and your group are [I]not[/I] playing an RPG according to the scope of the freedom principle allowed by [U]Pawsplay's Iron Law of PRGs[/U]? [/QUOTE]
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