aweigh wrote: β
March 17th, 2024, 16:58Wizardry is a simulation of a dungeons & dragons adventure. An electronic simulation. It's gameplay is built around a framework of mechanical abstractions such as hit points, classes, "attacks per round", the concept of an 'encounter' in general, the concept of an armor class or any derivative of such, hell... the very concept of character attributes is a magnificent example of what I'm talking about.
We need to clarify what we mean by "an RPG is a simulation" here going foward. When I make a statement about "simulationist concerns" I am specifically referring to simulation as a game mechanic, i.e. something like 'every gold piece has weight so it adds to inventory management' or 'wearing heavy armor makes your character physically walk slower so now it takes longer to walk to the next town'.
An RPG fight is a simulation accomplished via mechanical abstraction. Sorry for repeating but yeah, we need to nail down what it is we're talking about here. I believe that my statement that RPGs are built off a framework of abstracted game mechanics is as objective as can be, it's the very definition of all of the concepts which comprise an RPG.
EDIT: Also, I've said this before but I've noticed in general that storyfaggotry is closely related to left-wing inclinations. I noticed that, without fail, every single person who advocated for in some way removing or minimizing combat in RPGs was a leftard. This is not an insult at rusty, I know he isn't a leftard, just editing this in becase I know it will annoy the storyfags reading this.
Disparaging the importance of combat in RPGs is a sure-fire sign that you're talking to a leftard. Mark my words.
I can't really follow what you're saying, but the "d&d simulators" are the games I don't like. There's no need to cargo cult the paper game mechanics when computers can do it better.
And who's talking storyfaggtory? I am very much not a storyfaggot or lorefaggot. I not "disparage" combat but I want more than just combat. I read lots of stories about real-life adventurers- there is fighting but there's also a lot of other things, including logistics. A few months ago I read Henry Stanley's book about finding Livingstone and a big part of his adventure was transporting all the bolts of cloth the africans use as money (simulationist concern about the weight of money)
I like tactical combat games a lot, like Troubleshooter and Nahuelebek, but these aren't
really rpgs. I also like first-person explorers like Skyrim, Prey, or original Deus Ex. The combat in those games isn't great, but there's so much other adventurey stuff to do in them that I enjoy that. I'm a lot more ok with abstractions in the tactical combat games than in the Skyrimlikes.
What I don't like are games that are kind of a middle ground between the two, and are mostly about picking the "right" builds. Pathfinder is the worst example, but also IWD2, Underrail. Sawyer tried to do the "every stat matters" thing in Pillows, but it was still a buildfag game.
Troubleshooter is very much a buildfag game, but I forgive that one because 1.
constant respecs are
expected and you can keep trying new things 2. the buildfagging is very easy, deep and actually fun 3. it doesn't pretend to be anything else but a combat game. 4. Metaknowledge doesn't cheapen it.
Maybe this all touches on too many interrelated but distinct concepts.