Ourph said:
I would argue that there are still plenty of console and PC games that require the "A then B then C then D" type of play where you have to jump a chasm, open a door, fight a monster, find a key, fight another monster, use the key, etc. all in that order as a requirement of the game. There's nothing wrong with that. I like those kind of games (Ratchet & Clank is one of my all-time favorites), but D&D is a different beast and if you play D&D like Ratchet & Clank or Super Mario Brothers or whatever, then you are being self-limiting, which is the point I was making above.
But that's like comparing D&D to Pong. It's humorous, but it's neither timely nor accurate as a broad statement, anymore.
Ourph said:
"Like a video game" equates to "limited" in my mind. It doesn't have anything to do with simple or simple-mindedness. You are limited in your actions/strategies/tactics to those actions/strategies/tactics that the processor has been programmed to process. Some video games are more robust than others, but the point remains that RPGs with a live DM theoretically offer infinite options and there's no computer or console game that can achieve the same thing (yet?). I think I have an adequately firm grasp of both the nature of video games and RPGs as well as extensive experience with players who get trapped in the habit of treating the latter like the former. The phrase "trapped in a video game mentality" isn't intended as an insult, it's merely diagnostic. Knowing the root of a player's dissatisfaction with the gaming experience is the first step in overcoming it and often it involves being told explicitly something that the player already thought he knew (but was in the habit of ignoring); i.e. the game is not being run by a computer, but by a person, so stop trying to guess what I'll "let you do" and start thinking about what you "want to do".
As the first post in this thread demonstrated, though, tabletop RPGs can turn into "limited" activities. And video games no longer simply follow the A then B then C then D formula.
It would be nice if all tabletop RPGs posssessed an infinite range of options, but in most cases, that simply isn't true. It can adapt and mold, sure. If a good GM is in charge.
But see, good game designers exist in the video game world, too. I've seen some incredible work on the mods for NWN, and custom maps and adventures even for first person shooters.
You're giving short shrift to video game designers who can be every bit as creative and original as RPG designers.
One actual example I've seen in a tabletop situation with a "video game mentality" was a group of people who played WoW, and came to a live tabletop RPG. Most of them had never played D&D.
They often required a quest giver, or someone to explain to them what was going on, the narrative behind things and what they needed to do.
The DM recognized this, and gave someone like that for many of their early quests: a figure like Gandalf or Elrond, or the druid Allanon in the The Elfstones of Shannara. A mentor figure.
That's an example of a true situation where a DM friend of mine faced a "video game mentality." And it wasn't that hard to overcome.
And it was more a habit of how they were accustomed to experiencing narrative in a fantasy setting than simply being "limited" in their thinking or creativity.
ruleslawyer said:
I don't want to open this can of worms, but I will say that I'm highly skeptical of this claim. The human imagination is pretty much limitless; I can introduce all sorts of random elements and plot twists on the fly that simply aren't possible for a programming team to have anticipated and added in advance. How do I know this? Because the programming team isn't sitting there adjusting things in real time, and doesn't have the technical capability to add an infinite variety of investments. If that were the case, things might be different. Not to say that video games aren't achieving significant complexity, but to my mind, there's a fundamental difference. It just isn't about punishing PCs for pushing random buttons in dungeons!
What you seem to be forgetting, is that the human imagination is also responsible for video games.
Programming teams for WoW are cranking out new adventures all the time that make a lot of 1st Edition AD&D modules look silly, by comparison. Are all of them grand Shakespearean tragedies? Of course not. Neither are most D&D games, and thank God for that!
There are, in fact, people adjusting things in some MMORPGs in real time. These are games that are running 24/7/365.
There are significant, tangible benefits and perks that a face-to-face game can offer that most video games do not.
But being creative is not one of those advantages.