More on the dangers of realism
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Fairness:The benefits of realism are immersion and common-sense mechanics:No one wants to watch an action movie in which the hero goes up against 3 armed opponents and is lucky to inflict a single casualty before being killed. Media manipulates the acumen and luck of all parties involved to portray something fantastical; in this case realism would make the game too difficult, or, assuming the player can possibly win by taking realistic courses of action, too boring.Complexity:
In Counter-Strike, we could realistically expect the Counter-Terrorists to have better munitions in more ample supply than the average Terrorist squad, as well as considerably more manpower, especially on hostage maps where the CTs have presumably had plenty of time to gather their forces and form a plan of attack. In this case, realism gets in the way of a fun competitive game by stacking the odds severely against the terrorists; after all, the goal of terrorists is to sow terror and avoid direct confrontation in order to make up for their inferior strength, and as such are almost by definition weaker than the CTs.Imagine a game like Trauma Center with about 30 antibiotics and dozens of types of forceps. There's a reason that doctors spend years in school learning how to treat the human body, and as a result any game based on medicine needs to be simplified in order for a layperson to play it at all.
The same goes for flight; which is more popular, Star Fox (a.k.a. Lylat Wars outside U.S.) or all flight simulators combined? I don't even need to check the sales charts; my money's on McCloud. The reason is that the complexity of a realistic aircraft requires a person spend a great deal of time learning in order to get off the ground, let alone engage in heart-pumping combat.
Immersion:What to take away from this is that there are easily-understandable reasons behind why realism can be a bad thing - despite these aspects usually being acknowledged but glossed-over in much game design commentary - and that realism can help to make game rules intuitive for the player, making realism about more than immersion.Immersion is the holy grail of gaming. The reason realism is so touted, along with high-resolution 3D graphics and surround sound, is immersion. Immersion is the only thing which a mass-market game can always use more of, regardless of its nature or its genre, and so the push for realism that follows is understandable; The issue arises when more realism adds less immersion than it does unfairness and complexity.Common Sense:
In some rare cases, realism can reduce immersion. In a medieval game, speech from even the English would be quite difficult to make heads or tails of. Going back to counter-strike, the guns are all left-handed, even though they are used, by default, in the player's right hand. The only reason for this seems to be to show off the gun's realistic machinations, such as bullet-casing ejection - things that would go unseen if the gun were right-handed or held properly in the left hand.This point seems to be lost on many developers, and so was the inspiration for this article: realism is important to common sense. When a player first picks up a game, e is using all of eir knowledge, common sense, and perceptions to put the game into a logical context. Without this context, the game seems to make no sense, and is no fun.
Let's use Counter-Strike one last time. Let's say that for an assault rifle, the gun fails to fire every so often. Imagine two different expressions of this failure:They both operate on exactly the same gameplay principles, yet the former makes little sense while the latter is perfectly understandable. When a player plays the game for the first time under the "confetti" presentation, the random failures of the gun will not make sense to the player. The player will become increasingly confused and frustrated as e attempts to explain the cause of the failures which are getting em killed so often. Unless other players in the game explain the gun's operation to the player, e will quit forever.
- The gun makes a kazoo sound and fires confetti for a few seconds.
- The gun jams and the cartridge is forcefully ejected by the player's avatar.
On the other hand, with the "jammed gun" presentation, there may be some confusion as to what causes a mechanical malfunction in the gun, but there is no confusion as to why the gun is not firing; guns do not fire confetti, they become jammed. In this case a player is far more likely to be more understanding of the situation, and is immediately closer to being fully acclimatized with the nuances of the game that need to be understood for effective and fun play.
Possible examples abound. For one, imagine a flight simulator that responds to a certain failure by instantly pointing the aircraft at the ground and teleporting it within 50 feet of the earth's surface. Even in a game emphasizing arcade-style play, such a response would only be perceived as a bug.
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I get the impression that the idea of a nerd who plays video games and has no social skills was fairly accurate in the days of ye olde gameing when compared to a sample of similar non-gamers. If those that have laid the groundwork for the culture don't get along with non-gamers, a desire for soldarity follows. Suddenly that T-shirt with the controller input for a hadoken greatly resembles the rainbow accessory for homosexuals. They're both subtle but unmistakeable declarations on the respective identities of each wearer: "Yeah, I'm one of you, and there's nothing wrong with us. I won't call you a [nerd/queer] or make a crack at how you [don't know the names of atheletes/are attracted to your own sex]; strike up a conversation."2. Gamers are competetive.
Given that the concept of being a gamer is becoming more and more familiar to the public at large, and not many people find moral issues with games in general, this is becoming a continually less-compelling hypothesis as time goes on, but the the concept of "gamer" is growing, so we need to move further down the list to build a complete answer.
If you play games enough to wear a T-shirt with hylian text, you like winning, even if it's against an AI or just an environment. The shirt becomes a statement of acumen: "I know what this means and you don't, because I'm more 1337 h4x0r than you." The wearer of such a shirt eats up the confused stares of non-gamers. The in-joke or esoteric reference is not specific to gamers, but as far as presumably-mainstream entertainment, it is; books aren't popular enough with the young people who love to be hip and in-the-know, while movies are too popular for any joke to be very "in".1. Gamers are viewed as a clearly-defined marketing segment.
This might single-handedly explain the T-shirts, but not all the people who call themselves gamers, nor the gamer "lifestyle", which seems to amount to - aside from playing games - cursory habits, like drinking Bawls or Mountain Dew instead of Red Bull.
This is my pet theory. Let's say you want to market something, and your target audience is less than 30, not specifically female, and - this is critical - may or may not be a party animal who likes to drink plenty of acohol and use products with "X-treme" in the name. How do you identify with and appeal to this wide, vague group? They may be 15 or 25, male or female, dull and plain or wild and always trying new things, or responsible and polite or edgy and in-your face. What can this group, from a general perspective, have in common?So, there you have it. If you ask me, no one is actually a "gamer" per se; it's an illusory group implied-at by marketers to sell things to a demographic. There's no sin in this type of marketing; it does indeed give people the correct impression as to who would want or need the product, and so I can't pin the blame on them.
Games, of course. Lots and lots of these people play games, while relatively few people outside this demographic play games. Tell them they're "gamers", and sell them "gamer" products, and they'll buy them. They'll buy them because the product is for gamers.
It's not really for gamers of course; it's for the demographic which just happens to also often play games. A high-performance network card might be desirable for someone who opens his computer to vast numbers of unconventional connections, for some information-age utility. But these people are gamers, so they sell you a gamer card. It reeks of young male rebellion, but manages to duck out of actually putting "X-treme" on the label.
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