Bradford wrote:Therefore, I would suppose we must constrain the discussion only to the role of stories in games that are simulations.
ALL videgames are simulations. A poker videogame for example is a videogame that simulates poker.
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by icycalm » 04 Feb 2009 02:42
Bradford wrote:Therefore, I would suppose we must constrain the discussion only to the role of stories in games that are simulations.
by icycalm » 04 Feb 2009 03:06
by Recap » 04 Feb 2009 03:27
Note that simulation does not have to be about something that has ALREADY occurred in reality. One can just as easily simulate things that might have occurred, or that will occur, or that could occur, or that one would LIKE to occur, etc. etc.
by icycalm » 04 Feb 2009 03:48
Recap wrote:Hum. Not sure if I agree with that (and here we are again discussing silly semantics stuff).
Recap wrote:Let me ask this -- what if the "things" can never occur in reality nor is there a representation of anything tangible? Would you call that "simulation"?
by icycalm » 04 Feb 2009 04:59
by icycalm » 04 Feb 2009 05:01
Jean Baudrillard wrote:And is there really any possibility of discovering something in cyberspace? The Internet merely simulates a free mental space… it merely offers a multiple, but conventional, space, in which the operator interacts with known elements, pre-existent sites, established codes. Nothing exists beyond these search parameters. Every question has its anticipated response. You are the automatic questioner and, at the same time, the automatic answering device of the machine. Both coder and decoder -- in fact your own terminal, your own correspondent. That is the ecstasy of communication. There is no “Other” out there and no final destination. And so the system goes on, without end and without purpose.
by Afterburn » 04 Feb 2009 06:08
Recap wrote:Let me ask this -- what if the "things" can never occur in reality nor is there a representation of anything tangible? Would you call that "simulation"?
by icycalm » 04 Feb 2009 09:30
by ganheddo » 11 Feb 2009 23:47
icycalm wrote:Or is it perhaps that all videogames are simulation, but that all simulation is not videogames? In the latter case there would be a point in having two words, since the first one would not be enough to describe all the things that fall under the jurisdiction of the second.
icycalm wrote:everything that can be depicted in a videogame, no matter how extraordinary or bizarre, could eventually occur in reality. -- Could eventually be orchestrated to occur in reality. -- In five, ten, a thousand or a million years.
icycalm wrote:However, what we must understand is that, in videogames, there are no activities. From the point of view of reality, videogames are about nothing, and nothing actually happens in them.
by Worm » 12 Feb 2009 00:43
The question "What is a simulation simulating?" is ultimately answered by its mechanics, not things like sound effects and models. For example, you could surround Tetris with all sorts of gunfire and explosions and corpses, but it will never become a simulation of warfare. Once you take games that are mechanically identical, perhaps then you can say that their respective themes make one, say, a shooting aliens simulation vs. a shooting Nazis simulation, but it would be an extremely shallow distinction, since the difference is not modeled in the game world.Ganheddo wrote:I can (inaccurately) simulate the driving of a real Ferrari by toying around with a red matchbox car, while making weird noises.
by Kuzdu » 12 Feb 2009 07:40
by To The East » 12 Feb 2009 08:35
In a videogame, nothing is actually occurring apart from the player sitting in front of a screen wiggling around a joystick. And of course a game disc is spinning, electronic signals are passing between the computer and the screen, photons from the screen strike the player's eyes, sound waves emanating from speakers arrive at his ears etc. etc. But nothing depicted ON THE SCREEN is actually happening.
by Worm » 12 Feb 2009 14:13
I think Kuzdu has already answered your question with his example of a computer program that models the spread of a contagious disease. We can think of countless examples of such simulations that are non-interactive, and are therefore not videogames.To The East wrote:Are all simulations videogames?
by Kuzdu » 12 Feb 2009 18:43
by icycalm » 12 Feb 2009 18:52
by Worm » 12 Feb 2009 19:27
Well, then, anything can be a very inaccurate simulation of anything. Because those two things have nothing in common other than that we might occasionally use the word "gun" when talking about them."...to my mind an RTS is simply a very inaccurate simulation of holding a gun..."
The distinction is not between "mechanics" and "graphics/sound/etc." but "mechanics" and "atmosphere." This is obvious when you think about the ways that graphics are tied into mechanics, such as being able to visually distinguish one object from another. Anyway, yes, they are part of the simulation, of course. What I was pointing out is that they can be very misleading. Take a contemporary racing game, one that tries to very closely simulate the performance of real-life cars. Now, you can take the first car available to the player (I don't know, some cheap Toyota) and replace the in-game model with a Ferrari model, and someone might look at the game and say, "Oh, this game simulates driving a Ferrari." But surely you can see how mistaken (and disappointed) they would be! Any useful attempt at describing or classifying the game (and what it simulates) would deal primarily with the mechanics, as with Icycalm's description of Tetris.Would it be fair to say that perhaps the graphics and audio of a game are part of its simulation, if not the only part because games can also simulate using their mechanics?
by ganheddo » 14 Feb 2009 15:31
Worm wrote:So, pushing a toy car is not just an "inaccurate" simulation of driving an automobile. It is absolutely nothing like driving an automobile. This is what I meant by "mechanically" different.
Worm wrote:I think Kuzdu has already answered your question with his example of a computer program that models the spread of a contagious disease. We can think of countless examples of such simulations that are non-interactive, and are therefore not videogames.
by icycalm » 14 Feb 2009 15:42
Ganheddo wrote:A more meaningful differentiation is how much your input influences the outcome. I mean there are these 'on-rail' games, that basically play themselves (some JRPGs) and we have stuff like Civilization, where nearely every decision impacts and influences the outcome.
by ganheddo » 18 Feb 2009 02:38
by Kuzdu » 18 Feb 2009 03:18
by icycalm » 18 Feb 2009 12:18
by icycalm » 25 Feb 2009 15:21
icycalm wrote:I understand that you may be talking about a specific genre here, but note that "mecha games" is as much a genre as "ninja games" -- i.e. not at all.
You could easily replace the mecha in Border Break with pink pandas and the game would still belong in the same genre it does.
Cacophanus wrote:You're entirely right that you could replace the mecha in Border Break though and the game would be the same (as someone did exactly that with Virtual On back in the day).
However, it's important to understand the initial rule set inspiration was from a mecha anime/manga background. As that's what the gaming functionality is trying map effectively.
by icycalm » 25 Feb 2009 15:50
A retarded, uneducated journalist wrote:Proper computer games are the ones that let you do things you can’t actually do.
I wrote:Proper computer games are the ones that let you fool yourself into thinking that you are doing things you can’t actually do.