Doug McCrae
Legend
I notice that every defender of the use of the term has a different definition. Often wildly different. And yet many seem to believe that the meaning is obvious. This thread alone demonstrates that it isn't.
That definition seems a bit archaic, especially now that arcades are going extinct. I mostly see the term "videogame" apply to console games for systems like the Nintendo Wii or Playstation, "arcade game" for games you find in arcades, and "computer game" for games played on personal computers. Of course, there is a lot of overlap since games are ported between these systems all of the time, but certainly you can't say that my definition is an unreasonable one...Hawken said:I think your definition of videogames is different from mine. To me, videogames are the big stand-up quarter-hogs, while presumably to you, videogames are what you play on PS3, X-Box or whatever. (To me, those games are just "games" or "Xbox games" or "Playstation games", they're not really "videogames" to me). And in my context, I stand by my comments on the video-gamey-ness of 4e.
I tried to cover fighting games like Street Fighter when I said mentioned that "it is not true, at least for games that can easily be compared to D&D". Fighting games can no more be easily compared mechanically to D&D than real-world combat and martial arts can. Comparing a fighting game to D&D is a lot more like comparing D&D to a Hong Kong action movie than it is comparing D&D to Final Fantasy. They are incredibly different beasts.Not true at all. Fighting games, just to cite an example. Being able to throw a Fireball like Ken or Ryu from Street Fighter is a "special ability" that they can do at will, while something like Ryu's Super Fireball is more of an "encounter" power that they can typically do maybe one or two times in a match. Same with Scorpion's teleport or spear attack or Liu Kang's flying kick. They are at will "powers" that they get in addition to their basic attacks. Ryu doesn't run out of Dragon Punches much in the same way a 4e Fighter doesn't run out of Reaping Strikes.
It is a way of analyzing it. If you want to talk about anything concrete regarding the two, it is the only way. If you take computations into account, you can directly compare equations and processes. Since D&D rules are nothing more than a collection of equations and processes with a bit of flavor sprinkled on top, it is important to make some examination within that context.Game computations by a computer have nothing to do with how 4e is like a video game.
That is what I said. Force the opponent to make a will save (attack vs. will defense now) or suffer the Marked condition. I don't see what you were trying to correct...I didn't say anything about forcing a will save to activate a mark. Just like you don't force a reflex save to activate a fireball. Activate a fireball, target gets his reflex. Same with how it should be for a mark; activate your mark, make it against the target's Will save for it to affect the target.
I claim differently. Even one more roll doubles the amount of time requires to process the results. Humans are not computers, we require a certain amount of time to process calculate even simple comparisons (is 15 high than the AC?), and even if you roll the dice at the same time, the calculations are different and need to be done separately. For humans, there is a huge difference between needing to make a calculation and not needing to, unlike with computers.And don't say it takes more time. That's a load of bull! You can roll 2 d20s at the same time you can roll one of them! Designate which one is for the Mark and match that attack roll against the targets Will defense. Problem solved, time game is slowed down = 0 seconds.
Did I ever dispute that? Of course D&D require a group of friends to win. It always has, and it always will so long as it remains a tabletop RPG.Yet you just did. That argument is not based on that premise either. Don't put words in my mouth. Needing friends to win is one of the concepts of 4e. It is designed, and even explicitly written, that it is build around a team of 4-5 people working together. That means that the classes, races, skills, monsters, encounters, treasures, all of that, are built around having a group of 4-5 people.
Vague use of the term "red herring" aside... I was just trying to make the point that your ideas of "needing a team of set roles to win" that you claim is a "videogamey" influence on D&D just as equally applies to being a "sport" influence on D&D. You don't go into a game of basketball without people who can shoot, people who can pass, and people who can defend. This is a much closer parallel to D&D's Roles than almost anything you will see in videogames, and is certainly closer than anything you will see in arcade games in particular. It just doesn't work well as a "videogamey" influence when there are clearer alternative sources of the supposed influence. I mean, they even explained the Leader role using the basketball point guard as an analogy on the D&D website!Also, we're not talking about baseball here and then switching to one man video games, that's just a red herring.
You do realize that your example is a bit biased, right? You are comparing two characters who are recolors of each other. Those two were designed to be mirror images of each other, and both play pretty differently than other characters in that series.No, its not simplistic, its rather profound and more importantly, accurate.
However, since you brought it up, lets use two popular fighting game icons; Scorpion and Sub Zero. Both are ninjas, both are cool. Both have an energy power (fire or ice). Both have a stunning power (harpoon to the chest/face or freezing ice blast). Both have "escapes" (teleport away from incoming attacks to Donkey Punch the enemy or create ice clone to intercept attack while flipping away). And a few other theme-related powers each. One doesn't really have an edge or a difference over the other except in how their powers are executed. You play based on whether you want to freeze someone or chuck a spear into someone's chest and drag their reeling carcass over for an uppercut from hell.
Any two characters in 4e are pretty much like that. They will both have X number of at will and encounter powers and other than that, basically the same saving throws, bab, same number of feats and same basic attacks. The only difference is in how its packaged.
The entire point of that movie is that "being super" was about heroism and how a person lives their life with what they have been given. The villain who made that statement completely failed to be "super" even with all of his gadgets and technological powers. Rewatch the movie and wait for when the villain tries to act like a hero in front of a crowd, and watch how flawed his idea of 'super" was.The things is, whether you realize it or not, it is true. In the context of that cartoon, if everyone had super powers (whether they came from technology, mutation or some other "gift"), who would really be "super"?
There is a lot of stuff thrown together here, too much to really pull apart easily, though I think there is a "two characters using the exact same powers will be similar!" in there...Now apply the same to 4e. If everyone gets at will and encounter powers, no one is really special anymore and now everything is a power in 4e. You can call what a wizard does a spell, but since it no longer requires "casting", meaning no chance of disruption, and there are no components involved anymore (except in rituals), then its more of a super power. Same thing with Fighters. If every Fighter can Cleave or Reaping Strike, he no more or less special than the next Fighter doing the same thing, since they'll all have about the same AC, same hp, armor and weapons. There's very little room for variation and then you've still got them effectively forced into the same role regardless of who else is in their group.
Earlier you said "I don't think there were really any problems until 3.0 and then 3.5 when "balance" became an issue/goal". Since you said this in the middle of a discussion about the videogame influence on D&D, my assumption that you were saying videogames were the cause of this change is perfectly reasonable.I never said anything to that effect. Again, don't put words into my mouth and assume that your opinions about what I say are my own.
...And my statements either make my claim or they support/defend/explain my claims. And for every quote you can get to support your point, just as many can be found to negate it.
No, my opinions don't "disprove" your assertions, but it means you haven't "proven" them yourself. Since the basic idea of a debate is that you are trying change people's opinions, you can't just ignore opinions other than your own if you want to continue the debate.And if you don't think it has much to do with roleplaying, fine. That's your opinion. But your opinion doesn't disprove my assertions.
Please point to where this mechanic exists in Final Fantasy games (or at least the first ten), or the Dragon Quest games, or any other non-tactical videogame RPG, for that matter. It doesn't.Actually, they do. Maybe not where the player controls the number of spaces, or which spaces exactly, but the computer executing the game does.
This argument applies equally well to saying it makes D&D more like a tabletop wargame. In addition, I remind you again that a lot of videogames don't make tactical movement all that important. Even in a lot of action games, the only important factor is your rough relative position to the enemy. Ultimately, they only really care whether you are dodging and shooting back or not; they care about twitch movement rather than tactical movement. In first person shooters, for example, it is incredibly easy to lose your bearings and forget where you are standing in the room while fighting, and an FPS that punishes you for getting lost like that is one that is flawed. Stupid Metroid Prime hiding the phazon pits while you are looking up at enemies above you...And the point of that statement was that when the game started becoming more tangible, less imaginative, more rules-intensive, that's when it became more video-gamey. AoOs were just the catalyst, but when you start having to worry about precisely where your character moves (unless it was something the DM absolutely needed to know for like a trap or something) and track that, then it became more like a video game.
Then would you please clarify what you really meant?Again, you're assuming I feel that way. Don't. Everyone knows what happens when you assume....
Hawken said:Oh my frickin god!
I thought my posts were long and excessive, but yours are too long for me to even get into. I am not touching that...not that I can't or couldn't argue but just because I seriously don't want to bother with it. I got suckered into arguing with you (though my own choice, not saying you did it, Twin) and I just don't need to. Not what this post is about anyway.
I got seriously off-topic.
I don't even need to defend my points. The OP asked people what "video-gamey" means, and all of us have offered examples of what we mean when we use the term (presumably in reference to 4e). Whether you disagree with my points or not. I've explained my ideas of video-gamey to the OP and going any further by clarifying my clarifications is pointless. I've made my point. Whether you agree or not is irrelevant, but it was expressed clearly enough to be understood.
OP said:General - What on earth does "video-gamey" mean?
You keep using that word. I do not think it means what you think it means.
Seriously - video games are a HUGE and diverse collection. How is calling something "video-gamey" supposed to mean anything? You might as well just be calling it "thingy" for all the specificity it entails.
-blarg
No, actually, quite!Actually, not quite]
First you presume to tell me what I decide, now you presume to speak for the OP? You're pretty full of yourself, fella!He was asking for a definition of Video-gamey. Not "What does this mean to you"? Because, in the end, subjective definitions are pointless.
If you had followed that advice, you wouldn't have written that post.In other words, if you have the choice between using vague, obscuratory, provocative language, or clear, unambiguous language, ALWAYS choose the latter.
Nobody among my friends from my university times smoke. 2 of them also never drink alcohol.Hawken said:Actually, every gamer I know personally is not taking up 4e and are sticking with 3.5 for the foreseeable future. Most of them don't even consider 4e to be actual D&D. Legally, it may be. Physically, it may have the name, but to many I know, the "spirit" of the game (that intangible quality that all of us may know but none can accurately and completely describe) is absent in 4e.
All its an example of is me making a statement that none of my friends that play D&D are switching over to 4e. Nothing more, nothing less. Some people in some online games I play in are curious about it, but no one I know of is hopping on that bandwagon.Or is this just an example of self-selecting sampling?