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<blockquote data-quote="Jack7" data-source="post: 4624942" data-attributes="member: 54707"><p>To a large extent FL, yes.</p><p>Especially in the real world in which dangers can be metal, psychological, spiritual, political, business and financial, etc. The Saint is at least as big a hero as the military hero (and if a peaceful martyr, that is a martyr who dies for others rather than kills others, maybe more so), the philanthropist as the fireman or cop. A good father and mother are heroic, the man who risks his life for others is heroic.</p><p></p><p>In a game world dangers are often more immediate and physical because so much that occurs in real life is compressed into very simplistic terms and events. So heroism in-game is usually more directly and less subtly expressed. In this context I am speaking about mythical and game heroism though, which is far less a matter of reality than idealism. Or let me put it this way, in real life heroism is often chronic and grinding, expressed day by day, in our obligations and sacrifices to others and for others. It is therefore often cumulative. (Though there are moments in real life where we risk out lives, and I have. Those moments are exciting, and when you live through them very pleasing and dramatic, and make for good stories and fond memories, but are no more "valuable" in the long run than day to day obligations such as taking care of your daughter, or buying new clothes for a burned out neighbor.) In a game, movie, video game, etc. however it (heroism) is often acute, expressed in the heroic charge, the fierce and lethal encounter. Game heroism is a metaphor for real life heroism compressed into a single moment of terrible action.</p><p></p><p></p><p></p><p>I agree. History and myth should both be integrated. History because of it's cultural and physical relevance (my milieu is set in Constantinople) and myth and religion because of it's psychological and spiritual relevance. It's not either/or. But we're all invested in the past to some degree, even if we don't realize it. Without a past there is no present.</p><p></p><p></p><p></p><p>We agree here as well. A game cannot be a novel. Or a myth, or any other medium than itself. A novel for instance is static. A game (at least an RPG) is dynamic. And has more than one "author." A game however can easily and often does and often should incorporate elements drawn from other sources, such as books, films, stories, myths, religion, and so forth. Sometimes you can incorporate too much from such sources, sometimes too little. I'm saying far too little of something really important lately, and far too much of stuff not so important lately. And that doesn't have anything to do with edition per se, it is more modern design philosophy and elements. Ah crap, I was gonna say something else but my wife interrupted me and I forgot it. That's all about that I guess.</p><p></p><p></p><p></p><p>I am not telling people, and never have, what their games must be. I am saying I do not like the loss of myth as a motivational factor on game and adventure and milieu development. I do not understand why people cannot understand the difference between a demand and a critique. That which is not criticized is that which does not improve and progress.</p><p></p><p></p><p></p><p>You too Shark. Even when you disagree you are never disagreeable. I'm not so sure you shouldn't be named the Dolphin instead.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4624942, member: 54707"] To a large extent FL, yes. Especially in the real world in which dangers can be metal, psychological, spiritual, political, business and financial, etc. The Saint is at least as big a hero as the military hero (and if a peaceful martyr, that is a martyr who dies for others rather than kills others, maybe more so), the philanthropist as the fireman or cop. A good father and mother are heroic, the man who risks his life for others is heroic. In a game world dangers are often more immediate and physical because so much that occurs in real life is compressed into very simplistic terms and events. So heroism in-game is usually more directly and less subtly expressed. In this context I am speaking about mythical and game heroism though, which is far less a matter of reality than idealism. Or let me put it this way, in real life heroism is often chronic and grinding, expressed day by day, in our obligations and sacrifices to others and for others. It is therefore often cumulative. (Though there are moments in real life where we risk out lives, and I have. Those moments are exciting, and when you live through them very pleasing and dramatic, and make for good stories and fond memories, but are no more "valuable" in the long run than day to day obligations such as taking care of your daughter, or buying new clothes for a burned out neighbor.) In a game, movie, video game, etc. however it (heroism) is often acute, expressed in the heroic charge, the fierce and lethal encounter. Game heroism is a metaphor for real life heroism compressed into a single moment of terrible action. I agree. History and myth should both be integrated. History because of it's cultural and physical relevance (my milieu is set in Constantinople) and myth and religion because of it's psychological and spiritual relevance. It's not either/or. But we're all invested in the past to some degree, even if we don't realize it. Without a past there is no present. We agree here as well. A game cannot be a novel. Or a myth, or any other medium than itself. A novel for instance is static. A game (at least an RPG) is dynamic. And has more than one "author." A game however can easily and often does and often should incorporate elements drawn from other sources, such as books, films, stories, myths, religion, and so forth. Sometimes you can incorporate too much from such sources, sometimes too little. I'm saying far too little of something really important lately, and far too much of stuff not so important lately. And that doesn't have anything to do with edition per se, it is more modern design philosophy and elements. Ah crap, I was gonna say something else but my wife interrupted me and I forgot it. That's all about that I guess. I am not telling people, and never have, what their games must be. I am saying I do not like the loss of myth as a motivational factor on game and adventure and milieu development. I do not understand why people cannot understand the difference between a demand and a critique. That which is not criticized is that which does not improve and progress. You too Shark. Even when you disagree you are never disagreeable. I'm not so sure you shouldn't be named the Dolphin instead. [/QUOTE]
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