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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="Indaarys" data-source="post: 9342044" data-attributes="member: 7040941"><p>Pretty sure they just think Rolemaster is boring (it kind of is). A game can just be boring to someone, but for those for whom it isn't, the stories it can generate are not. </p><p></p><p>Its like when I talk about DayZ. Plenty of people find it boring and its unflatteringly called a jogging simulator. But as someone whose very in tune with what makes DayZ absolutely amazing, that same aspect is a plus and vital to exactly why its so great. </p><p></p><p>The meditative lull you can slip into after hours of running around Chernarus is exactly what makes the few moments of action turn into moments of sheer, genuine, <em>terror</em>, in a way that basically none of its derivatives never understood how to replicate. </p><p></p><p>There's practically no other experience out there where the prospect of being beaten to death with a can of beans, absurd as it is, is something thats paired with feelings of visceral terror. Those kinds of stories don't come as a result of any attempt to force in "interesting fiction", but they do require people actually play the game as intended and embrace it for what it is. </p><p></p><p>And if that still ends up boring so be it, but that doesn't really put the want for interesting stories at odds with emergent narratives. All games tell emergent narratives, inherently, by virtue of being games. Its not something you can actually eliminate.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9342044, member: 7040941"] Pretty sure they just think Rolemaster is boring (it kind of is). A game can just be boring to someone, but for those for whom it isn't, the stories it can generate are not. Its like when I talk about DayZ. Plenty of people find it boring and its unflatteringly called a jogging simulator. But as someone whose very in tune with what makes DayZ absolutely amazing, that same aspect is a plus and vital to exactly why its so great. The meditative lull you can slip into after hours of running around Chernarus is exactly what makes the few moments of action turn into moments of sheer, genuine, [I]terror[/I], in a way that basically none of its derivatives never understood how to replicate. There's practically no other experience out there where the prospect of being beaten to death with a can of beans, absurd as it is, is something thats paired with feelings of visceral terror. Those kinds of stories don't come as a result of any attempt to force in "interesting fiction", but they do require people actually play the game as intended and embrace it for what it is. And if that still ends up boring so be it, but that doesn't really put the want for interesting stories at odds with emergent narratives. All games tell emergent narratives, inherently, by virtue of being games. Its not something you can actually eliminate. [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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