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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Hussar" data-source="post: 9704406" data-attributes="member: 22779"><p>Let's stick with the notion of First Person Shooters (FPS) games for am moment.</p><p></p><p>Now, the mechanics of the game will determine how the attacks in the game work. Each enemy will have a "hit box" where the player has to aim at in order to damage the enemy. The player's character also has a hit box that the baddies have to hit in order to damage the PC. Fair enough.</p><p></p><p>Now, here's where the simulation can be tweaked to different genres. In something like ARMA, where realism is the primary goal, the hit box will be the same for everyone - player and NPC alike - and will to the best of the ability of the simulation, simulate a human body (or vehicle or whatever). That's the goal of that game.</p><p></p><p>Now, switch over to something like Doom. This is a heroic fantasy game in the vein of 80's action movies. The hero single handedly mows down hundreds, or even thousands, of enemies. So, we add things like aim assist. The PC might have a higher chance of hitting (either by making the baddie's hit box bigger or by tweaking the path of bullets) baddies and the baddies have a lower chance of hitting by making the PC's hit box smaller. The graphics of the game add this in by having the baddies miss more often and the good guy hits more often. If it's done right, you can't really even tell that it's happening.</p><p></p><p>In all cases though, the simulation is defining the narrative. What the player does mirrors exactly what the character does. Genre is simulated by tweaking the parameters of the simulation. Health packs or other power ups might be added to the game to allow continued play. So on and so forth. </p><p></p><p>Sorry, this got a bit long winded, so, I'll try to sum up my point here. D&D is not a FPS. The mechanics are not diegetic. The mechanics don't actually define or inform the narrative in the game in any way. Your attack does not tell anyone at the table any information other than you have reduced the enemy by X HP. Even the loss of HP does not inform any actual narrative until all HP are lost and the baddy dies. Even THEN, how the baddy died is not informed, at all, by the mechanics.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9704406, member: 22779"] Let's stick with the notion of First Person Shooters (FPS) games for am moment. Now, the mechanics of the game will determine how the attacks in the game work. Each enemy will have a "hit box" where the player has to aim at in order to damage the enemy. The player's character also has a hit box that the baddies have to hit in order to damage the PC. Fair enough. Now, here's where the simulation can be tweaked to different genres. In something like ARMA, where realism is the primary goal, the hit box will be the same for everyone - player and NPC alike - and will to the best of the ability of the simulation, simulate a human body (or vehicle or whatever). That's the goal of that game. Now, switch over to something like Doom. This is a heroic fantasy game in the vein of 80's action movies. The hero single handedly mows down hundreds, or even thousands, of enemies. So, we add things like aim assist. The PC might have a higher chance of hitting (either by making the baddie's hit box bigger or by tweaking the path of bullets) baddies and the baddies have a lower chance of hitting by making the PC's hit box smaller. The graphics of the game add this in by having the baddies miss more often and the good guy hits more often. If it's done right, you can't really even tell that it's happening. In all cases though, the simulation is defining the narrative. What the player does mirrors exactly what the character does. Genre is simulated by tweaking the parameters of the simulation. Health packs or other power ups might be added to the game to allow continued play. So on and so forth. Sorry, this got a bit long winded, so, I'll try to sum up my point here. D&D is not a FPS. The mechanics are not diegetic. The mechanics don't actually define or inform the narrative in the game in any way. Your attack does not tell anyone at the table any information other than you have reduced the enemy by X HP. Even the loss of HP does not inform any actual narrative until all HP are lost and the baddy dies. Even THEN, how the baddy died is not informed, at all, by the mechanics. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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