Simulation

Simulation

Simulation is an important aspect of much (but not all) of roleplaying game design. That is to say, the rules of the game are simulating something. In some cases it's reality, but in others it's comic books, a specific novel, a genre's tropes, or even a very particular way of looking at life. The idea here is that at some point, a player can say "this feels right." (As opposed to "this feels real," which can be something different entirely.)

A pitfall a lot of designers fall into is the difference between simulation and justification. Justification is when you create an interesting game rule (interesting because it's fun, simple, or just flashy) and then try to argue that the rule you're enamored of is also realistic or fitting in some way. You can usually tell the difference if someone starts saying things like, "well, if you think about it..." or "actually, it makes sense because..."

Good simulation doesn't need a lot of explanation. It just feels right. Some simulation, however, is based on uncommon knowledge. If you're creating a game that attempts a fairly rigorous simulation of ancient Rome and you want to express the difference between a gladius (a short bladed sword) and a dagger (a long bladed knife), the distinctions are going to be lost on most non-scholars or weapons experts. The typical player won't possess the background to know how it should feel. And more importantly, he probably doesn't care. The trick then, is to make sure that it just doesn't feel wrong. Even if all your research says that a dagger should be ten times as deadly as a gladius, that's probably not going to feel right to anyone playing the game. (And of course, it's most likely actually wrong, but that's not the point.) If you just make the better weapon somewhat better in an interesting way, however, scholars and non-scholars alike will probably be satisfied. 

In other words, simulation should be there to make the people who care about it happy, and it shouldn't get in the way of the rest of the people. Forcing simulation on those that don't want it is as bad an idea as denying it to those who are invested in it. But there's a problem with even this approach. A half-hearted attempt at simulation can end up making everyone unhappy. It can be cumbersome to those that don't care and unsatisfying for those that do.

So it's a tricky business.

About the only true rule of thumb you have is that whatever level of simulation you choose, you should stay consistent throughout the design. A hyperrealistic wound/damage system with all sorts of penalties for torn tendons and whatnot coupled with a very fast-and-loose attack resolution system that ignores protective coverings and the target's ability to dodge out of the way isn't going to ring true to anyone.
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Published on March 26, 2012 17:46
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