Something was going wrong and my efforts ended up taking up space over at anyway. So I thought I’d draw some pictures!
#2 Anika’s Odyssey, an adventure game in the classic style
#3 Most roleplay games
I’m aiming for the impact of having #2 and #3 being identical and almost entirely identical to #1.
Though I have to spoil that impact and say that in Anika’s Odyssey, there are hints towards a pre determined solution. In #3, there is no pre determined solution. There is no correct answer. Or to be exact, no person has pre determined a correct answer. Which means there is no correct answer.
It’s hard to describe this. It’s like horoscopes – people take the ‘right answer’ from them, that they want to see. You’ve probably heard the old example of a classroom of teenagers who are handed their ‘personal’ horrorscope. They can’t look at each others. They are then asked how well it describes them. The majority say it describes them really well.
They all have copies of the exact same text.
They all drew from it what they wanted to draw from it.
Same goes here. A player will see the answer they want to see, in regards to whether someone gets high ground.
The problem in roleplay culture at large, is that they don’t see that they do this. It’s not a problem in itself, it’s actually kind of fun to ‘see’ an answer (like pretending wrestling is real is fun, or ‘reading’ tarot cards is fun). It’s only a problem if you can’t see that your inventing answers. It’s only a problem when you think you refer to the imagined space to determine if someone has high ground, rather than simply inventing the result.
This goes against the desire of most sim players, I imagine. Because they want the integrity of some kind of internal truth to their imagined worlds, and they are refering to that ‘truth’ that they ‘see’. For it to simply be self invention utterly is makes it completely flimsy and loses the ‘truth’ that made it so compelling.