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280 lines
15 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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REALISM VERSUS PLAYABILITY IN SIMULATION GAME DESIGN
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An address by Steve Jackson
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Presented to the "Joks i Tecnojocs" Conference, Barcelona, Spain
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June 19, 1991
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Copyright 1991 by Steve Jackson, all rights reserved
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The "realism vs. playability" argument is probably the oldest question
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in simulation gaming. Most games stress one at the expense of the other. Which
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is more important? Do they have to be mutually exclusive?
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DEFINING THE TERMS
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We must start by defining these two terms. This is made more complex
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by the fact that a game designer means one thing when he talks about "realism"
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and "playability," while a player may mean something entirely different.
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First, we shall look at the question from the viewpoint of the game designer.
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A designer says that a game is "realistic" when:
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First, when it is real. These are the games in which people simulate
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battle by actually shooting at each other with non-lethal weapons. Examples
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include the Survival Game, played with guns which fire paint balls; Photon,
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which uses sophisticated optical technology; and my own Killer, in which
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players use water-guns, dart guns, and similar toys. The military's
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sophisticated "war games," which use real tanks and guns but substitute laser
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sights for explosives, fit the same category.
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Second, a game designer might call a game "realistic" because it
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presents a provably accurate analog of reality. For example, if infantry can
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march 50 miles in a day over good roads, a game that depicts this is
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"realistic." We use the term "reality checks" to indicate the process of
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testing this in a game. It becomes hard to reality-check those aspects of a
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game which cannot conveniently be quantified, such as physical injury. In a
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game we might say that a man can take ``ten hits'' of damage. But you cannot
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point to a real injury and say ``There is five hits of damage. This man can
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take another five hits before he dies.''
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Third, a designer might call a game "realistic" if he feels that it
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gives an overall effect of reality, even though its subsystems may not be very
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realistic. An example is the game Axis & Allies, originally created by Nova
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but published in the mass market by Milton Bradley. This game has been hugely
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successful because it gives a good "feel," or overall impression, of the
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strategic truths of World War II, even though its movement and combat are both
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highly abstract. So in that sense it is realistic.
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And finally, a game designer might call a game "realistic" if it gives
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an overall effect which matches an appropriate sort of fiction. What he is
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saying is that it is true to its sources. In that sense, my game Toon is
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realistic with respect to cartoons, and Dungeons & Dragons is realistic with
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respect to thud-and-blunder fantasy fiction. So if you like those genres, you
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will consider those games to be realistic.
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Now, as to playability. A game designer will say that a game is
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"playable" under one of three circumstances.
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First, a game may be termed "playable" if it can be learned quickly
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and correctly. Obviously, the simpler the rules are, the easier it will be to
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learn. But it is even more important that the rules be well-explained, and
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that insofar as possible they be intuitive in nature. It might be more
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accurate to use the term "learnable" or "learner-friendly" for this type of
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playability. Some designers are now including "jump-start rules," or simple
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beginner versions, both with boardgames and with computer games.
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Second, a game may most accurately be called "playable" if it can be
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played quickly and easily, once learned, with minimum reference to the rules.
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Some rather complex games are playable in this sense, because the rules make
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so much sense that when you learn them you know them. The classic Monopoly is
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a good example here. Very few people learn Monopoly from the written rules.
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Instead, Monopoly is passed down as an oral tradition, from parents to
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children or from older brothers to younger ones. One of my own games fits this
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pattern in an embarrassing way. I have never succeeded in writing down the
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rules to Illuminati in a way that makes them easy to read. But a new player,
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sitting down with a group, will learn the game quickly. I wish I could capture
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that and put it in a box!
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Many games are like that. They are learned by oral tradition, and
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passed on almost like folklore. And this is a true meaning of the word
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"playable."
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Finally, a game designer may call a game "playable" in a very
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technical sense if its various subsystems mesh together smoothly, and its
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components are "friendly" and easy to use. Too often, we see the opposite of
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this, which I term "hostile" design. When a game has complex pieces that are
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easy to knock over, or that can be blown away by the wind, that is an example
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of hostile components. If oft-used charts are separated and buried in the
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rules, that is hostile rulebook design..
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Now we must consider the definitions which are used by the players.
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After all, they're the ones the game is meant for.
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When a player calls a game realistic, he usually means one of two
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things.
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"When I read the rules, they looked really complicated." This player
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doesn't know whether the game is actually realistic or not, but he is
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impressed (or intimidated, or both) by thick rulebooks with lots of charts.
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Note that this is a great fallacy. Many realistic games are complex, but not
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all complex games are realistic. Complexity in itself is almost never
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desirable!
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The other thing that a player may mean by "realistic" is that "While I
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was playing, nothing seemed really stupid." He is not about to carry out
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complicated tests of reality, but the game presented nothing that insulted his
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intelligence. Returning to our example of the infantry which could march 50
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miles a day along good roads: The player may not know much history. He may
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never have been in the army. So he will read that and think "That sounds about
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right." If the game said 30 miles, or 60 miles, he might still accept that.
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But if the rules said "Infantry can march only 10 miles per day along good
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roads," the player would seize on that as foolish. He would then tend to lose
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faith in the other representations made in the game.
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It is very important to note here that a player will judge realism by
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his own experience and expectations. If the player is not sophisticated or
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experienced, he may have some strange ideas about "reality," but they will be
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sincerely held. For instance, I was at a gaming convention once, and overheard
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a young player saying: "This game isn't realistic at all. My character was hit
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by just two arrows, and he almost died."
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Now, that may seem a ridiculous thing to say, but consider the source.
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That player clearly had no personal experience of battle. He had seen Western
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movies, where the hero is shot more times than St. Stephen, and keeps on
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fighting. And he had been playing fantasy games that you or I would call
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"unrealistic," in which a hero can jump off tall buildings, or be hit
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repeatedly with a battle-ax, and take only trivial harm. That player honestly
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believed that the human body is indestructible, and he was very critical of a
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game that didn't reflect his belief!
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Now, as to playability. When a player calls a game playable, he means:
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"I had fun."
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"I had fun." That's all that "playable" means to a player.
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Let's take an example of a game that most professionals would call
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"unplayable." The original edition of Dungeons & Dragons was poorly written,
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badly organized, with almost no cross-references, with contradictions and
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omissions. Nevertheless, for a lot of people, Dungeons & Dragons was playable!
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They thought they understand the rules, and they had fun.
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Second . . . There is no second meaning to a player, and this is an
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important point. "Playable" really means fun, and NOTHING BUT FUN, in the
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players' minds. If they enjoy the game, they will call it playable.
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As we see, "realism" and "playability" are highly subjective terms,
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and may mean different things to different people. It is important that the
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professional creator or critic of games understand the technical meanings
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which can be applied to these terms. But in order to create an effective
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simulation game, and to do so on purpose rather than by lucky accident, it is
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necessary to know the different and simpler interpretations that the average
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player puts on the terms.
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SETTING THE BALANCE
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It should be clear that, whatever we mean by "realism" and whatever we
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mean by "playability," both are important, and both are desirable. You can't
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have too much of either.
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However, it is generally accepted that some tradeoff will be required
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. . . that if a game is extremely realistic, its playability will suffer, and
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that if a game is very playable, there will be some loss of realism.
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Empirically, this is often true. Although there is no absolute law that says
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that realism and playability must be in conflict, the designer usually finds
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himself choosing between the two at some point. For the most effective
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presentation, the particular balance that should be chosen depends largely on
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the game's desired audience.
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Realism is more important for the older or hobbyist market. These
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customers tend toward a scholarly attitude.
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Playability is more important for the younger players, or for the mass
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market. Here, we are dealing with a shorter attention span, and often a lower
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educational level. It is wrong to say that this is a less demanding audience.
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They may not require scholarship, but they insist on being entertained.
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Indeed, they want to be entertained right now.
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Now, having chosen our desired balance how can we achieve it? There
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are any number of choices you can make when balancing realism with
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playability. Some classic ones include:
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Charts and tables of specific effects, vs. "generic" effects. A game
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may ignore the weather. Or it may have two kinds of weather: clear and cloudy.
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Or it may have a complex table of a dozen different kinds of weather, with
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modifiers to be applied depending on the season!
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Hit locations and effects. The result of damage, whether to an
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individual, a ship or tank, or a whole military organization, may be as simple
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as "dead or alive." Or they may be very complex, with degrees of injury and
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various methods for repair or recovery.
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In a military simulation, there may be complex supply rules, or the
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game may take supply for granted, assuming that no one ever runs out of
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ammunition.
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Likewise, in a military simulation, units on the map may have a ``zone
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of control'' affecting the travel of hostile units in adjacent map areas.
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These rules can be simplified or omitted entirely . . . or they can be quite
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complex. In its most developed form, a Zone of Control rule can require a
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detailed consultation with the rulebook every time a unit moves near the
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enemy, just to see whether it is allowed to proceed.
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Even the turn sequence may be simple or complex. In a simple game, one
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player takes a turn, then the other one takes a turn. So, in a military game,
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a tank could move from one protected point to another, crossing the open space
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in between, but ending the turn in a safe place. In a complex game, there may
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be layers of partial or conditional response within each turn. In such a game,
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while that tank is moving, the opponent might say "Hold on! I'm going to fire
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at you while you're in the open!"
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ACHIEVING REALISM
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The classic way to achieve realism is through research. It is easy to
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check the weight of a sword or composition of battalion. Some facts are harder
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to check. But the harder it is to be sure you're right, the less it really
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matters - if your guess is good! How do you guess right? That's a good
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question.
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Game mechanics must also echo reality. If, in real life, a certain
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cause produces a certain effect, the game mechanics should copy this as
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closely as possible.
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It is also very important to playtest for unexpected synergies. Two
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individually reasonable rules can produce a silly result when they interact.
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Finally, don't shoot too high. The more you try to simulate, the more
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you have lose if you fail. The first game I ever created, Ogre, is often seen
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as realistic because it is limited in what it tries to portray. Nobody expects
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too much of a simple system if, as simple systems go, it produces good-seeming
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results.
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ACHIEVING PLAYABILITY
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First, to make a game playable, make it friendly. The rules and
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components should be attractive, easy to read, and easy to use.
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Second, make it easy and attractive to learn the game. This has to be
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gauged by your audience; a simple hobby game will be very hard for a rank
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beginner to learn, and a simple beginner game would be scorned by the
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hobbyist. Don't worry about it - just know your market before you start, and
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don't worry if someone outside the market criticizes it. It wasn't meant for
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them.
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Finally, use logic and mnemonics. This helps makes it easy to learn,
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easy to remember, and easy to play. It will also be seen as aiding realism,
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whether it actually makes the game more "real" or not. For example, in a
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roleplaying game, it is often necessary to determine whether a character has
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successfully used a skill. Rolling directly against that skill is simpler and
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better than looking up the skill number on a chart and then rolling against
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some arbitrary odds number.
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CONCLUSION
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Now, what can we conclude from all this? Both realism and playability
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are important, but playability is more so.
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If a game is insufficiently realistic, it can still be fun. In the
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marketplace, "unrealistic" is often no more than a slap on the wrist. Dungeons
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& Dragons is terribly unrealistic, but TSR cries all the way to the bank,
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while more realistic systems languish. Some best-sellers, such as Cosmic
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Encounter and Illuminati, make no attempt whatsoever to portray real life.
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But insufficient playability is usually fatal, right from the start.
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"Unplayable" is the nastiest word a reviewer has - it's even worse than
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"overpriced." As an example, I would offer SPI's Campaign for North Africa,
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admired for its research, but probably never played. Among roleplaying games,
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there is FGU's Chivalry & Sorcery, chock full of good ideas and bad rules.
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Most copies are probably used as sourcebooks.
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So, designers: Make your games as playable as you can, and then make
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them as realistic as you can without sacrificing playability. You may be
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surprised how much realism you can still achieve, if you keep trying. And your
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game will be better for it.
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