To me, "video-gamey" implies something that's in the opposite direction from "literary". Here's three examples:
(1) Hit points that fluctuate up and down quickly without long-term ramifications. Literary characters frequently have to spend a long time convalescing if they receive a significant wound. Early AD&D had very low natural healing rates, week-long rests after 0 hit points, bad after-effects from raises, etc. As healing proliferates -- more magic and healing surges, full healing in 1 night in 4E -- that's more like a videogame.
(2) Flashy abilities used more frequently. In literature, it's rare for a "special ability" to be used more than one, two, or three times in a single story. Videogames often have flashy effects used routinely, over and over again, as part of the regular action. As D&D evolves to have more spell slots, more magic items, and now at-will special abilities for all in 4E, that's more like a videogame.
(3) Emphasis on visuals instead of descriptions. Early editions of D&D more generally were played without miniatures and had extremely short, sketchy suggestions for miniature usage -- the primary action was in-character and descriptive, like literature. As the game evolves to more clearly require a map and miniatures, more rules for play with minis, and more reliance on the spectacle of miniatures as part of the business, that visual reliance feels more videogamey.
(1) Hit points that fluctuate up and down quickly without long-term ramifications. Literary characters frequently have to spend a long time convalescing if they receive a significant wound. Early AD&D had very low natural healing rates, week-long rests after 0 hit points, bad after-effects from raises, etc. As healing proliferates -- more magic and healing surges, full healing in 1 night in 4E -- that's more like a videogame.
(2) Flashy abilities used more frequently. In literature, it's rare for a "special ability" to be used more than one, two, or three times in a single story. Videogames often have flashy effects used routinely, over and over again, as part of the regular action. As D&D evolves to have more spell slots, more magic items, and now at-will special abilities for all in 4E, that's more like a videogame.
(3) Emphasis on visuals instead of descriptions. Early editions of D&D more generally were played without miniatures and had extremely short, sketchy suggestions for miniature usage -- the primary action was in-character and descriptive, like literature. As the game evolves to more clearly require a map and miniatures, more rules for play with minis, and more reliance on the spectacle of miniatures as part of the business, that visual reliance feels more videogamey.
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