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<blockquote data-quote="pawsplay" data-source="post: 5408040" data-attributes="member: 15538"><p>I semi-formalize that as the central Problem of Simulation. I think it's a pothole for Forgey theory and some of its relatives, but more importantly, it's a practical concern for designers, whether that designer is a game publisher or any GM behind the screen. My favorite thought problem is this one: Is it truly possible to kill James Bond in a James Bond 007 game? </p><p></p><p>I don't have a good and final answer. I'm not sure there is one. But given the characteristics of RPGs, I think allowing James Bond to die is the stronger approach. However, if your preference is that he does not, it doesn't matter that you are choosing the less strong approach in terms of what an RPG can give you. I think the promise of RPGs is that, while in a comic, the Batman and Joker may duel, in an RPG, it's possible for the Joker to win. That adds a force to the story that tends to be less present in passively experienced media. It's possible to psychologically ascertain the likely resolution of a story told poetically, but there is no real certainty once dice and system get involve.</p><p></p><p>In a way, sandbox v. linear games are different approaches to harvest that seed. The sandbox situates itself on the promise of actual freedom. The linear game draws its power from the authenticity of emotions in uncertain situations. </p><p></p><p>So, Batman v. Joker sandbox. Now in a linear scenario, inspired by the graphical storytelling source, you really have a question of how and when Batman will defeat the Joker. Things like Robin dying or going crazy are functions of the writer's intentions to explore Batman's psyche. In a sandbox scenario, all this is upended. Will Batman defeat the Joker? Will he remain engaged in the battle? Robin could die and be replaced by a cyborg alien sidekick. Gotham could have half its population killed by nerve gas and Bruce Wayne could become a feudal overlord struggling to impose order on a shattered city. Batman could get boxed in and killed.... maybe Robin and Gordon have to take over. So, linear game, possibility of failure exists, and traditionally, the game is weighted in the favor of victory. In a sandbox game, those parameters are devalued. There is no failure, except on a concextual basis, stuff just happens; Batman may experience failure, or Batman's player may experience failure, but if the result is engaging emotionally and logically, the game itself is successful. What else is going on in Gotham, besides Batman facing off against ever-weirder mobsters? </p><p></p><p>I think especially when you are attempting genre emulation, hybrids are more common than sandboxes (possibly more psychologically challenged than is wanted for meat and potatoes emulation) or very linear games (popular enough, but in some sense, redundant with the original non-RPG medium).</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5408040, member: 15538"] I semi-formalize that as the central Problem of Simulation. I think it's a pothole for Forgey theory and some of its relatives, but more importantly, it's a practical concern for designers, whether that designer is a game publisher or any GM behind the screen. My favorite thought problem is this one: Is it truly possible to kill James Bond in a James Bond 007 game? I don't have a good and final answer. I'm not sure there is one. But given the characteristics of RPGs, I think allowing James Bond to die is the stronger approach. However, if your preference is that he does not, it doesn't matter that you are choosing the less strong approach in terms of what an RPG can give you. I think the promise of RPGs is that, while in a comic, the Batman and Joker may duel, in an RPG, it's possible for the Joker to win. That adds a force to the story that tends to be less present in passively experienced media. It's possible to psychologically ascertain the likely resolution of a story told poetically, but there is no real certainty once dice and system get involve. In a way, sandbox v. linear games are different approaches to harvest that seed. The sandbox situates itself on the promise of actual freedom. The linear game draws its power from the authenticity of emotions in uncertain situations. So, Batman v. Joker sandbox. Now in a linear scenario, inspired by the graphical storytelling source, you really have a question of how and when Batman will defeat the Joker. Things like Robin dying or going crazy are functions of the writer's intentions to explore Batman's psyche. In a sandbox scenario, all this is upended. Will Batman defeat the Joker? Will he remain engaged in the battle? Robin could die and be replaced by a cyborg alien sidekick. Gotham could have half its population killed by nerve gas and Bruce Wayne could become a feudal overlord struggling to impose order on a shattered city. Batman could get boxed in and killed.... maybe Robin and Gordon have to take over. So, linear game, possibility of failure exists, and traditionally, the game is weighted in the favor of victory. In a sandbox game, those parameters are devalued. There is no failure, except on a concextual basis, stuff just happens; Batman may experience failure, or Batman's player may experience failure, but if the result is engaging emotionally and logically, the game itself is successful. What else is going on in Gotham, besides Batman facing off against ever-weirder mobsters? I think especially when you are attempting genre emulation, hybrids are more common than sandboxes (possibly more psychologically challenged than is wanted for meat and potatoes emulation) or very linear games (popular enough, but in some sense, redundant with the original non-RPG medium). [/QUOTE]
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