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September 28th, 2013, 09:03
Originally Posted by Sacred_Path View Post
Realism is what makes a game fun and motivates you to keep on playing.

Examples:

- you get better with experience, not worse
Listing that feature in a thread dedicated to realism is weird because video games have constantly been drifting from reality on that point.

When designing a game, reality is convenient because it's been studied by others who provide models, functional models. So instead of starting from zero, a designer starts with some already working models.

Though, on the matter of experience, while early games were inspired from models based on reality, it slowly drifted away.

In reality, growing more experienced simply means growing more experienced. A person builds up more experience by going through more and more experiences. There is no certainty though that the person will grow better: a person can draw the wrong conclusions from her experiences, or the experience might diminish him.

At start, RPGs applied that. Growing more experienced was no certainty of growing better. The odds of growing worse were included when a player levelled up.

Then the video games industry turned to psychology to try to attract and addict more and more customers. And it was concluded that providing a secured environment to the player was the best thing to do to get people sink hours and hours in video gaming. And buy thousands of video games in the doing.

The secured environment provides a player with an adamant causality between effort and reward.
In reality, there is no adamant causality between effort and reward. Depending on who you are, depending on where you live, you receive more or less for the same effort. PC talks would like to picture the situation as directly causal between effort and reward but in reality, it is not. Some must push more to get less.

In certain video games, drifting from reality, a player is secured: there is no question that after that level of effort, the player will get that reward. It is the recipe of many mmorpgs. The players are ensured they will grow more powerful after pushing that much hours. The quest for power is secured.

MMORPG players tend to think in terms in yields: when they spend that many hours, they can hope to move up to that level, growing more powerful in the process.

An adamant causality between effort and reward does not exist for skill based games. Playing a full week does not mean growing better. You grow more experienced but in no way, it ensures you have grown better.

Again, at start, RPGs got their inspiration from reality, they included models that represented better the relationship between effort and reward.

Then the urge of selling more games came in and psychology was used. The addiction to power was characterized and it leads to the very unreal current situation.

Nothing should prevent the quest for power: no hard cap, no soft cap. Players should be guaranteed that they will get rewarded for the effort they put in.

It is so far away from reality that actually, it might be comfortable to associate the way it works in video games with the way it works in reality.

Since it works that way in video games, it must work the same in reality. Rebuilding reality from a model that is everything but real.
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