Why is "videogame" a bad word?

barsoomcore said:
The point of all video games, ultimately, is to figure out the correct sequence of buttons to push and then to be able to push them when prompted.
And here is, to me, a fundemental flaw of the argument: the defacto assumption that all video games are essentially the same, and can be compared on the same criteria. I would not use the same metric to compare Silent Hill 2 as I would Paper Mario: The Thousand Year Door or Halo 2. They are wildly different in design principle, goals and style.

Not unlike D&D.

I'm not disagreeing that videogames are limited, by any measure. I agree whole-heartedly that they are often 'on rails'....by design. I disagree that D&D is always NOT on the rails, however. Certainly, the capacity exists for it to be...but just as one DM cannot possibly satisfy every player in the world, neither can a video game (and the analogy is, essentially, that a video game is a single DM, with a preset script).

Further, many video games are not RPGs, and the comparison is ludicrious. One doesn't compare Settlers of Catan to D&D...why would you compare Katamari Damacy, Madden 2004 or Mario Pinball Land? As often as not, many video games cross genres and styles, and don't fit in neat little boxes any longer. Quick, what kind of game is Silent Hill 2? Is it an adventure, rpg, platformer? I personally consider it an interactive movie where I have some control over the progression of plot, and my actions determine the games final resolution. Not unlike a traditional pen-and-paper game.

I mean, let's be honest here: you don't have truly complete freedom in a pen-and-paper game any more than you do in a video game, more often than not. Your significant actions are still limited by the DM, and major plots still play out. If your DM isn't prepared for you to fight the BBEG for another month, didn't map out the lighthouse you want to explore or figure out the name of that NPC over there, he has to improvise...or he short-circuits your effort. A DM can afford to say, "hold on" and make something up on the spot or "sorry, guys, I'm not prepared for that" and the group can accept it. Your actions are still limited...it's just much more transparent in a video game. If you pay $50+ for a game, you expect the signifcant actions to be covered....if I can find a flashlight, I expect it to work or be anticipated throughout the game. I don't expect that I'll be able to build a house out of rocks seen lying on the ground in the background, unless the game is written around that concept. When I read the Davinci Code, I don't expect to be given detailed carpentry instructions to build a Japanese Tea House, I expect an entertaining fiction.

Now, if you're merely limiting yourself to console RPGs, then say so. However, even there, the difference is one of style and cultural preference. Console RPGs are the way they are because Japanese gamers don't enjoy video games that are TOO open. They often question what it is they're supposed to be doing. A game like Morrowind confuses the hell out of the average Japanese gamer. The fact that Morrowind does a terrible job of delivering a story is exactly what the typical Japanese RPG player dislikes. Open-ended doesn't automatically equal quality (though I'm not commenting on Morrowind specifically).

None of which makes video games better or worse, merely different. I can say without hyperbole that a game like Silent Hill 2 or System Shock 2 affected me as deeply as any RPG experience I've had in 25 years of gaming. I simply dislike the usage for some that "video game" is shorthand for "lazy, instant-gratification game". I don't accuse "The Incredibles" of being a bad movie because it's not "Lost" or "Who's afraid of Virginia Woolf?".
 

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Am I the only one who doesn't get the point? :\

For me the problems with players who are too much used to play videogames is completely different: they play D&D like they're alone at the gaming table (or worse, in competition with the other players).

Yes, online gaming must have improved the thing a little, but a RPG at the table always used to be a game about together going against challenges and divide the roles, while most of the CG are still played single-player (or against the other players), tho in recent years there have been very good attempts to open up for games where cohoperation is the point.
However, IMXP the players most traditionally addicted to CG always end up playing D&D in search for the best character combo who needs no one else to win the game, or at least to prove they're the best players. This doesn't happen in our games with RPGers who traditionally aren't interested in CG.

Otherwise, I don't think the problem lies in a CG (I suppose we're talking about CRPG here) being less complicated or less flexible than the tabletop D&D. That's just a matter of how difficult it is to make a CRPG on the actualy computer. And of course a bad DM can make D&D as flat as a mediocre CRPG. But I think if the programmers could, they'd be happy to make Baldur's Gate 3 as complicated and open as possible like a real RPG.
 

Well, as has been pointed out before, that mindset and playstyle predates most video games. I had players like that in 1981, and had some in 2001. But in 2001, they were in their 30s. I have no doubt that there are gamers who play like that. I just don't accept the causality, merely the correlation.

And I agree, if time and money were inifinite, developers would make a game as hugely open-ended as they could. Unfortunately, neither are.
 

diaglo said:
but playing RPGs like a videogame isn't the mode most people prefer.
Ya think? Lots of people just go into the dungeon/wilderness area of the week that the DM has prepared for them. (An employer/treasure map/whatever will show them the way in most cases.) They then proceeded to clear the area of monsters and traps, take any treasure they find while doing their mission.
 

Darkness said:
Ya think? Lots of people just go into the dungeon/wilderness area of the week that the DM has prepared for them. (An employer/treasure map/whatever will show them the way in most cases.) They then proceeded to clear the area of monsters and traps, take any treasure they find while doing their mission.


but do the orcs stay in their rooms guarding their pies the whole time.. without leaving to go to the bathroom, to sleep, to buy more things, or to eat?

in a videogame they would just stay there.
 

I think the monsters in many games don't have a life when the PCs aren't around. It's kinda glossed over.
They might be sleeping if the PCs meet them at night, though. Of course, monsters in Warcraft 3 sleep at night too...
 

You're all missing the point, which is that videogames are fake fun. They're not real fun at all. Oh, they may seem like fun to the people who are decieved into thinking they're enjoying themselves, but they're not, and anybody who likes any of the same things in RPGs as they do in videogames is also having fake fun. Their experience simply isn't valid.

It's possible that they're not even real people. "Pod" people, let us say, to distinguish them from real people. The existence of such dopplegangers, such enemies within, is more than a little unsettling, indeed even offensive.
 


Dr_Rictus said:
It's possible that they're not even real people. "Pod" people, let us say, to distinguish them from real people. The existence of such dopplegangers, such enemies within, is more than a little unsettling, indeed even offensive.
Alert. Alert. Poster in Thread 1894548 requires Re-Neducation. Dispatch agents. All hail the computer.
 

diaglo said:
but do the orcs stay in their rooms guarding their pies the whole time.. without leaving to go to the bathroom, to sleep, to buy more things, or to eat?

in a videogame they would just stay there.

Elder Scrolls IV will be a step closer to the right direction. NPCs don't get things to do and paths to follow, they get modes of behaviour and agendas, and continue to peruse them even if the player isn't around.

BelenUmeria said:
I do not believe that 3e will stand the test of time. In the end, this edition has followed the crunch and catered to the gamist. How many of these books will you keep as references for futures games? How many of them spark the imagination and would be something that you wanted to keep a lifetime?

I find myself thinking much the same thing. I'm in the "From the OD&D days" crowd, and as much as I enjoy the expanded options, I feel they should be character focusing options less than strictly mechanical. I'm still looking for a decently Feat and Option Friendly D20 system with no reference to miniatures or battlemats.

Something cool (by my group's definition) that still feels as neat (again, BMGD) as D20 without the pointless wargame baggage (same disclaimer).
 

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