1) What did you hope to get out of posting what you did?
2) If people are to change the state of settings now what, precisely, do you think they should do?
3) Why should they do it?
I hope I answered that below SM, in the section in italics.
Is this going to become a theological argument Aus, where we prove lack of visible myth means there never was such a thing? Or do I get to prove a negative by showing that there is positively no opinion less valuable than one based upon personal preference in observation?
Well, I'm gonna give it a whack anyways.
I guess if Elves as character classes means games are full of myth, then that's a simulation of something vaguely mythic, but that's not my idea of myth.
At all.
Elves, as one example, are creatures adapted from myth but in many games they are little more than powered up fellas with pointed ears drinking beer in taverns waiting for the next chance to loot a ruin. But Elves killing giant rats and looting rat-stashes is no more a mythic enterprise than me drawing a picture of bunny rabbits in crayons on the ceiling of the Sistine chapel is an act of high art.
A form is not to be confused with an accomplishment, or a Pinto would be the father of the Lexus.
I don't see heroism being promoted, I see Tier paths being called Heroic, as if the word and the deed are somehow interchangeable. I don't see magic being mythic, I see it being a tactical, small-minded, pre-engineered (and sometimes not that well engineered) technical science, not a mythical catalyst for strategic change (for either the individual characters or a society) in a fantasy modeled world. It's become a mere tool, not an intrinsic expression of character.
Speaking of characters, they have adventures (there's nothing wrong with that in itself, but adventuring sure isn't mythic or motorcycling across country would be the same as killing the minotaur), not quests, seek character power, not power of character.
(
And let me be clear about something I suspect at least some of you are assuming, but I don't mean. At all. I'm not talking about your world or milieu, I don't know what goes on there. I don't know what you have created. I'm not privy to it. I'm speaking about commercially designed games and products and what they emphasize. What you or someone else does with those products is your business and could be radically reinterpreted, for instance. If you or anyone else is taking this personally, like I'm saying, You Aus, are not making enough use of myth, or heroism, or mythic magic, I can't say that. It's not my business anyway. I'm critiquing an industry and modern game design, which I feel is very weak compared to what it could be. Not in technical matters, sometimes it is far too well developed in technical matters. But in ideals, in which it is often far too under-developed. As a matter of fact I think that's one of the real problems. Designers sit down and say, "what cool power can we give X, or how will we do the math curve on level progression?" rather than saying, "what is the point of all of this, and what is really being achieved?" If their work is any indication of motivation. And what do designers want to promote, heroism in deed and behavior or hero as a word title for surviving to 30th level? I think a lot of times words are confused with action, design with deeds, form with substance. Now a person might say, I've got no interest in myth, or history, or heroism, or magic which isn't shot out at a target like over-excited cathode rays. That's fine but then again they're never gonna see my point because they have no interest in my argument. Because looting gold from giant rats in the city sewer [and everybody's gotta eat] and saving the kingdom by searching for the Grail are all just stuff you do because it gets ya the tavern Elf chick and a +3 bastard sword to boot. It's all equal as long as you go up in level, right. One achievement is as good as the next. C'est la vie.)
Now to be fair to the other side of the argument just today I got Ars Magica, and it is rather fascinating, and if the adventures in-game are similar to the game implications then I can see that being far more heavily mythic, than say many other fantasy games.
And there's nothing wrong with an adventure per se, or with just having fun. But fantasy gaming doesn't have to be just limited to cartoonish (and I don't mean mythic cartoons, like Spongebob or Thundarr) forms either, or just light entertainments.
If that's what somebody wants, fine. But I don't see a disclaimer anywhere saying, fantasy games should be all about looting and technical magic. (Though I have seen even some D&D adventures that are exceptions to the rule, just not many of them in my opinion.)
But anyways that's my opinion. Not enough myth or heroism (and heroism is different from risking your life, imaginary or real, for gold and glory, that's mercenary, not mythic - unless you think it is the same then we'll just have to agree to disagree) or real magic in games.
If you (and I'm not speaking to you personally when I say you, but you as in unspecified plural - whoever is reading this) have a different opinion that's fine, but mine is that there is too little of what is important, too much of what ain't.
Well, I didn't mean to take this long Aus, but my wife and kids keep running into my office to tell me something the puppies are doing. So I'm quitting for now and going to play with them.