JoeJ said:
This ignores my saying ‘i can do what i want in any moment’. Even if i can only go into one of 4 directions, i can do it anytime. That's important. Basically i talk about realtime simulation. That's present in action games, but not in visual novels, where everything - including time - is quantized.
Ah, okay--I did miss that bit.
But then... by that definition turn-based games aren't “true video-games”…
JoeJ said:
This however is a matter of personal preferences, expectations, and subjective.
Yup, and that's very fair!
I've just too often seen visual novels decried as “not real games”, and thus as something not worth keeping alongside “real games”.
JoeJ said:
While i wanted basically something else: Reality simulation. Claiming that's what games should try to be.
Interesting. Have you looked at immersive sims? Those seem to hew most closely to what you want, I think.
I will disagree that games should try to be like that. I like immersive sims--but I also like other types of game, and I wouldn't want those to cease being made.
What I want is variety in the medium: for there to be immersive sims, and turn-based RPGs, and visual novels, and, well, lots of other things!
JoeJ said:
So i'm convinced true options are possible, and richer simulations are the way to achieve them. This ranges from better physics up to better AI. There are still things in front of us… :D
Hmm… Maybe. I'm dubious, but I won't gainsay attempts to achieve it, not call it impossible!
JoeJ said:
No. I try to understand RPGs recently, but so far i fail on it. They pretend rich simulation, but it's abstractions, smoke and mirrors, games of numbers and stats. Too much pen and paper game, too less video game. That's not the stuff a reality simulation fan really wants to see ; )
Okay, then I reiterate my suggestion that you try Ultima VII. It's light on numbers, and heavy on interaction with the world.
(Indeed, I'd call it a proto-immersive-sim rather than an RPG, myself.)
(Caveat: Do also expect some jankiness, as it is an old game, and quite clunky by modern standards.)
Oberon_Command said:
But “algorithm” is a pretty well-defined term (see: https://en.wikipedia.org/wiki/Algorithm#Informal_definition), so I don't think there's much of a question to be had here.
I mean, that's an informal definition, and thus not absolute at all. So I would still say that there's space for interpretation.
Oberon_Command said:
The term I find unclear in this thread, though, is “non-algorithmic.” Does that mean that the game involves no algorithms at all? Does that mean that the game can involve algorithms, but the gameplay is sufficiently unstructured that it doesn't count as an algorithm?
That's fair, and may be a more useful avenue of argument than our arguing about the definition of the term “algorithm”!
The approach that I've been using is that a game is “non-algorithmic” if there's no pattern to its functioning--for example, if all code in it is bespoke to that moment in execution, with no repetition of an approach to any piece of functioning. As soon as there's a repeating pattern--say, a dialogue box that is reused and that pops up in a repeating fashion--there's an algorithm at play, and the game no longer counts.
I'm reminded, by the way, of the idea of “the tropeless tale”--a story that lacks any tropes (under the TV Tropes definition of the term “trope”). Not only the question of whether it's possible (dubious), but also of whether it would be desirable (likewise).