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<blockquote data-quote="Celebrim" data-source="post: 8853569" data-attributes="member: 4937"><p>On this question, I point to the importance back in the 1980s of games like Star Fleet Battles and Auto Duel and BattleTech and how much effort and love were poured into those games. Yet hardly any attention is given to those games anymore because the experience they were trying to create is one which is more easily created on a computer. The modern equivalent is something like Star Citizen.</p><p></p><p>Likewise, a large part of the OSR experience is I think available now on a computer. If all you want from a game is kicking down doors, killing things, and taking their stuff, we can create very compelling computer experiences of that already. The sort of games I was playing at age 12 or 13 have very little interest to me anymore because I can get that combat cycle experience better from a video game. Someone sooner or later is going to come up with a really compelling Rouge-Like that replicates the old mega-dungeon experience really really well, with all the little gritty bits of light sources and traps and searching stuff and improvising solutions out of rope and iron spikes. If Diablo's team had moved more in that direction than toward the arcade like action that has probably more market appeal, we'd already be there.</p><p></p><p>But we're still 80 years or more from having a DM that can run NPCs and generate plots and backgrounds and stuff like that come close to emulating a human DM. I'm a huge fan of the first Mass Effect game as a story telling masterpiece and I'm a huge fan of Grim Fandango as a story telling master-peice, but neither captures the RPG experience because you can't actually choose anything, and the engine can't actually adapt to your choices. It's all illusionism, and not even as good of illusionism as you can get from skilled illusionist DMs. </p><p></p><p>The role-playing part of a role-playing game is going to be the hardest to recreate.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8853569, member: 4937"] On this question, I point to the importance back in the 1980s of games like Star Fleet Battles and Auto Duel and BattleTech and how much effort and love were poured into those games. Yet hardly any attention is given to those games anymore because the experience they were trying to create is one which is more easily created on a computer. The modern equivalent is something like Star Citizen. Likewise, a large part of the OSR experience is I think available now on a computer. If all you want from a game is kicking down doors, killing things, and taking their stuff, we can create very compelling computer experiences of that already. The sort of games I was playing at age 12 or 13 have very little interest to me anymore because I can get that combat cycle experience better from a video game. Someone sooner or later is going to come up with a really compelling Rouge-Like that replicates the old mega-dungeon experience really really well, with all the little gritty bits of light sources and traps and searching stuff and improvising solutions out of rope and iron spikes. If Diablo's team had moved more in that direction than toward the arcade like action that has probably more market appeal, we'd already be there. But we're still 80 years or more from having a DM that can run NPCs and generate plots and backgrounds and stuff like that come close to emulating a human DM. I'm a huge fan of the first Mass Effect game as a story telling masterpiece and I'm a huge fan of Grim Fandango as a story telling master-peice, but neither captures the RPG experience because you can't actually choose anything, and the engine can't actually adapt to your choices. It's all illusionism, and not even as good of illusionism as you can get from skilled illusionist DMs. The role-playing part of a role-playing game is going to be the hardest to recreate. [/QUOTE]
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