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	<title>Comments on: Unrealistic = Bad?</title>
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	<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Devon Lambert</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132555</link>
		<dc:creator>Devon Lambert</dc:creator>
		<pubDate>Tue, 06 Jan 2009 07:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132555</guid>
		<description>To be honest, I think that those who hate this style of game play have not indulged in a good ole fashioned game of Final Fantasy 2 (4 in Japan, but 2 here in the states).

You see, if you bust up enough demons and you play the right cards, your main character can become the perfect combination, or atleast my favorite of any character class, the paladin. 

I mean what better class is there that can bust you up with a sword and then hurt you, if you&#039;re undead that is, with some gained magic skills. Perfect example of the XP system in all it&#039;s glory.</description>
		<content:encoded><![CDATA[<p>To be honest, I think that those who hate this style of game play have not indulged in a good ole fashioned game of Final Fantasy 2 (4 in Japan, but 2 here in the states).</p>
<p>You see, if you bust up enough demons and you play the right cards, your main character can become the perfect combination, or atleast my favorite of any character class, the paladin. </p>
<p>I mean what better class is there that can bust you up with a sword and then hurt you, if you&#8217;re undead that is, with some gained magic skills. Perfect example of the XP system in all it&#8217;s glory.</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132554</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Tue, 06 Jan 2009 03:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132554</guid>
		<description>I try to make the stuff in my games realistic (to the game world) or make sense in most cases so it doesn&#039;t destroy the illusion of make people think &quot;huh, that&#039;s just dumb&quot;, plus the closer it is to reality the more familiar they are with it and don&#039;t need to learn some wacky new game &quot;law&quot;.  However, there are certainly times when it&#039;s clearly good fun or just funny to move away from realistic...</description>
		<content:encoded><![CDATA[<p>I try to make the stuff in my games realistic (to the game world) or make sense in most cases so it doesn&#8217;t destroy the illusion of make people think &#8220;huh, that&#8217;s just dumb&#8221;, plus the closer it is to reality the more familiar they are with it and don&#8217;t need to learn some wacky new game &#8220;law&#8221;.  However, there are certainly times when it&#8217;s clearly good fun or just funny to move away from realistic&#8230;</p>
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		<title>By: Steven Egan</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132552</link>
		<dc:creator>Steven Egan</dc:creator>
		<pubDate>Mon, 05 Jan 2009 21:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132552</guid>
		<description>I would say that in the experience example, there should be some connection. Fore instance fighting monsters in a fire place with a sword has several places where it would be reasonable to improve. Learning fire magic when you are facing lots of fire creatures and magic makes sense. Becoming a better swordsman makes sense for using your sword a lot. Improving your prowess against fire element monsters and/or attacks works.

It seems to me that the real problem is when it makes the player think it is a game, when they aren&#039;t intended to be reminded. As you stated Juuso, there are some games that just don&#039;t do well with “kill monsters with sword, learn fireball spell”.</description>
		<content:encoded><![CDATA[<p>I would say that in the experience example, there should be some connection. Fore instance fighting monsters in a fire place with a sword has several places where it would be reasonable to improve. Learning fire magic when you are facing lots of fire creatures and magic makes sense. Becoming a better swordsman makes sense for using your sword a lot. Improving your prowess against fire element monsters and/or attacks works.</p>
<p>It seems to me that the real problem is when it makes the player think it is a game, when they aren&#8217;t intended to be reminded. As you stated Juuso, there are some games that just don&#8217;t do well with “kill monsters with sword, learn fireball spell”.</p>
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		<title>By: Marcin Seredynski</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132551</link>
		<dc:creator>Marcin Seredynski</dc:creator>
		<pubDate>Mon, 05 Jan 2009 21:07:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132551</guid>
		<description>It depends, on the players for which the game is made; If by employing unrealistic character development rules the game is more enjoyable, then the answer should be pretty simple - this will fit well to people who play games casually or people who expect to become &quot;ubers&quot; in a short time. If the players seek more immersion and realism (or you have a reason for slowing down their characters&#039; advancement), then a more complex character development system can be used.

Classic systems with a set of &quot;attributes&quot; (like: strength, dexterity, intelligence) and &quot;skills&quot; (like: swords, crossbows, fire magic) is simple and enjoyable at the same time. The attributes guarantee that specialization will be beneficial (e.g.: archers won&#039;t need high strength, but they will benefit greatly from their dexterity), and general development will be still possible (nothing is stopping an archer trained in fire magic from casting a fireball or two, and wizards will be still able to use bow and arrow).

As a rule of the thumb - the experience system should be realistic enough to be challenging, flexible enough to provide rewards for specialization and allow general development, and it should be simple enough to stay fun - nothing spoils it like a constant need to grind for experience points.</description>
		<content:encoded><![CDATA[<p>It depends, on the players for which the game is made; If by employing unrealistic character development rules the game is more enjoyable, then the answer should be pretty simple &#8211; this will fit well to people who play games casually or people who expect to become &#8220;ubers&#8221; in a short time. If the players seek more immersion and realism (or you have a reason for slowing down their characters&#8217; advancement), then a more complex character development system can be used.</p>
<p>Classic systems with a set of &#8220;attributes&#8221; (like: strength, dexterity, intelligence) and &#8220;skills&#8221; (like: swords, crossbows, fire magic) is simple and enjoyable at the same time. The attributes guarantee that specialization will be beneficial (e.g.: archers won&#8217;t need high strength, but they will benefit greatly from their dexterity), and general development will be still possible (nothing is stopping an archer trained in fire magic from casting a fireball or two, and wizards will be still able to use bow and arrow).</p>
<p>As a rule of the thumb &#8211; the experience system should be realistic enough to be challenging, flexible enough to provide rewards for specialization and allow general development, and it should be simple enough to stay fun &#8211; nothing spoils it like a constant need to grind for experience points.</p>
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		<title>By: Sargon</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132549</link>
		<dc:creator>Sargon</dc:creator>
		<pubDate>Mon, 05 Jan 2009 19:07:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132549</guid>
		<description>Well, there is the james bond realism.
James bond movies have, what I call, a low probability realism.
If you see what happens in a james bond movie, you know it can&#039;t really happen in real life. No guy have so much luck, and such perfect reflexes that he can pull out all the things james bond do.
But... everything that happens in a james bond movie got at least a slight chance that it could have happened in the real world.
There is no something of 0 probability to happen, like jumping 5 meters in the air with no explaination.
So as long as games have systems that have slight probability of realism. Then it is realistic enough to be immersive.
Like in a james bond movie.</description>
		<content:encoded><![CDATA[<p>Well, there is the james bond realism.<br />
James bond movies have, what I call, a low probability realism.<br />
If you see what happens in a james bond movie, you know it can&#8217;t really happen in real life. No guy have so much luck, and such perfect reflexes that he can pull out all the things james bond do.<br />
But&#8230; everything that happens in a james bond movie got at least a slight chance that it could have happened in the real world.<br />
There is no something of 0 probability to happen, like jumping 5 meters in the air with no explaination.<br />
So as long as games have systems that have slight probability of realism. Then it is realistic enough to be immersive.<br />
Like in a james bond movie.</p>
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		<title>By: Juuso Hietalahti</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132548</link>
		<dc:creator>Juuso Hietalahti</dc:creator>
		<pubDate>Mon, 05 Jan 2009 19:06:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132548</guid>
		<description>:D

RPG = Role playing game. Not sure if there&#039;s really a single *real RPG* video game made yet...</description>
		<content:encoded><![CDATA[<p>:D</p>
<p>RPG = Role playing game. Not sure if there&#8217;s really a single *real RPG* video game made yet&#8230;</p>
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		<title>By: Josh</title>
		<link>http://www.gameproducer.net/2009/01/05/unrealistic-bad/comment-page-1/#comment-132547</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Mon, 05 Jan 2009 19:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2135#comment-132547</guid>
		<description>What&#039;s an RPG?  I like killing demons with a chainsaw.</description>
		<content:encoded><![CDATA[<p>What&#8217;s an RPG?  I like killing demons with a chainsaw.</p>
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