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*The setting* as the focus of "simulationist" play
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<blockquote data-quote="loverdrive" data-source="post: 9086312" data-attributes="member: 7027139"><p>[SPOILER="I'm not entirely sure how related this is, but I feel like it is"]</p><p>I've recently had a conversation with a friend about FPS games, where I realized the chief reason why I don't like military shooters: guns suck ass. They are mind-numbingly <em>boring</em>, which is unsurprising, given how being as boring as possible is their entire raison d'être. They are designed in a real world to accomplish a real world goal: kill people with the least amount of effort possible.</p><p></p><p>Mikhail Kalashnikov didn't sit in his design bureau thinking "hm, how can I make a weapon that requires more aiming to achieve the same result, so our soldiers can flex their superior skill that only teachings of Marx and Lenin can foster in people?" Of f###ing course he didn't.</p><p></p><p>And when guns in your game look like the ones in real world, you are now trapped: you just <em>can't</em> make them fun, no amount of tweaking and tuning and tinkering can possible give an assault rifle a fraction of sheer raw <em>coolness</em> that a rocket launcher that you can jump and juggle people with has. Quake rocket launcher isn't real, that's why it wasn't designed to solve a real world problem with maximum efficiency. It was designed to be fun to use and <em>fun to fight against</em>.</p><p></p><p>But if you already gave up design for aesthetic, you are now stuck with all the repercussions that you now can only accept.</p><p></p><p>The point is, games are fun because they are <em>games</em>, deliberately constrained to enable, well, gameplay. Not all solutions are valid, regardless of whether they would "work" or not, and some solutions are not valid precisely <em>because </em>they work. The constraints, the tools, the everything doesn't have to make a slightest sliver of "sense".</p><p></p><p>To try to make inherently nonsensical make sense is to utterly demolish the game and to be left with nothing but ruins. And while, yeah, I've spent most of my teenage years crawling around ruins of abandoned soviet bunkers, there's only so much of them you can look at until you just <em>know</em> what will be in the next.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9086312, member: 7027139"] [SPOILER="I'm not entirely sure how related this is, but I feel like it is"] I've recently had a conversation with a friend about FPS games, where I realized the chief reason why I don't like military shooters: guns suck ass. They are mind-numbingly [I]boring[/I], which is unsurprising, given how being as boring as possible is their entire raison d'être. They are designed in a real world to accomplish a real world goal: kill people with the least amount of effort possible. Mikhail Kalashnikov didn't sit in his design bureau thinking "hm, how can I make a weapon that requires more aiming to achieve the same result, so our soldiers can flex their superior skill that only teachings of Marx and Lenin can foster in people?" Of f###ing course he didn't. And when guns in your game look like the ones in real world, you are now trapped: you just [I]can't[/I] make them fun, no amount of tweaking and tuning and tinkering can possible give an assault rifle a fraction of sheer raw [I]coolness[/I] that a rocket launcher that you can jump and juggle people with has. Quake rocket launcher isn't real, that's why it wasn't designed to solve a real world problem with maximum efficiency. It was designed to be fun to use and [I]fun to fight against[/I]. But if you already gave up design for aesthetic, you are now stuck with all the repercussions that you now can only accept. The point is, games are fun because they are [I]games[/I], deliberately constrained to enable, well, gameplay. Not all solutions are valid, regardless of whether they would "work" or not, and some solutions are not valid precisely [I]because [/I]they work. The constraints, the tools, the everything doesn't have to make a slightest sliver of "sense". To try to make inherently nonsensical make sense is to utterly demolish the game and to be left with nothing but ruins. And while, yeah, I've spent most of my teenage years crawling around ruins of abandoned soviet bunkers, there's only so much of them you can look at until you just [I]know[/I] what will be in the next. [/SPOILER] [/QUOTE]
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