Otherwise, the playthrough would be significantly harder.) For this blog post, I am confining “realism” to character motivations. (The Super Mario Bros franchise, while by no means a realistic game, requires a realistic rule - gravity. Games can be at once realistic and not realistic, incorporating similar natural laws as Earth yet having entirely different creatures, customs, and countries. In retrospect, I worded this quite ambiguously. (147) Should a game want to achieve greater realism, which elements should be based on multiple variables?” Even so, Tale-Spin tends to oversimplify characters’ motives whether George answers you is based not on mood, social skills, or opinion, but solely on kindness. “No simulation will ever perfectly mirror human behavior (Wardrip-Fruin). For the remainder of this blog post, I’ll provide my own thoughts on the questions I posed, beginning with this: I also asked a series of questions, some of which we didn’t discuss. Noah Wardrip-Fruin, responsible for our reading the week of my presentation, illustrated the game’s fallibility through the tale produced by another scholar - the hunger of Arthur the Bear, whose optimism (decided through the player) gets him deceived (decided through the RNG) by George the Bird, culminating in zero food. To summarize - the player inputs which characters they would like they receive the characters, along with settings to start the simulation, they pick which character to focus on and which problem they want to “solve.” From there, whether the user attains their goal depends on a combination of personal choices (i.e., whether they believe a character they must persuade is telling the truth), luck (i.e., whether said character is, in fact, deceptive), and game performance (i.e., dodging glitches that trap your character in a loop). My presentation focused on Tale-Spin, a game that has become a blueprint chiefly because it was bad.
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