My god Sarvis, you're taking your own sig far too literally on this one!! (8-bit theatre rules!!)
I think that you have PnP and a human DM on the brain in this discussion, where you possibly could encompass very obscure 'options' (although I would have thought the DM would get a bit annoyed after a while as well as the other players if you just became a baker), wheras VD is thinking more along the lines of computer based RPG's where the options has to be finite and I think he's correct that the situation & setting. These options are then more/less availible or preferable depending on the character role you're playing i.e. your input.
All computer based RPG's present the facade of a world as a gamespace, and sometimes the more options you have the easier that facade is to see through since there was not enough time to enable the world to react correctly to your actions & decisions (al la Morrowind)
Obviously it can go the other way too, with a game being too restrictive and the ultimate reduction ends up where you have no player choice in the character, since there is no point because it wouldn't make any difference to the gameworld/play. Like a FPS.
Personally I regard Deus Ex as the best implemented facade of a world and choice given the rudimentary dev tools they used. Have you ever taken a look at the maps in UnrealEd? It's really ever so simple, the mechanisms used, but the game really does make you feel like you have choice. Especially when dicussing how you got through a situation online - it's great to discover that loads of people did things in different ways.
H.
I think that you have PnP and a human DM on the brain in this discussion, where you possibly could encompass very obscure 'options' (although I would have thought the DM would get a bit annoyed after a while as well as the other players if you just became a baker), wheras VD is thinking more along the lines of computer based RPG's where the options has to be finite and I think he's correct that the situation & setting. These options are then more/less availible or preferable depending on the character role you're playing i.e. your input.
All computer based RPG's present the facade of a world as a gamespace, and sometimes the more options you have the easier that facade is to see through since there was not enough time to enable the world to react correctly to your actions & decisions (al la Morrowind)
Obviously it can go the other way too, with a game being too restrictive and the ultimate reduction ends up where you have no player choice in the character, since there is no point because it wouldn't make any difference to the gameworld/play. Like a FPS.
Personally I regard Deus Ex as the best implemented facade of a world and choice given the rudimentary dev tools they used. Have you ever taken a look at the maps in UnrealEd? It's really ever so simple, the mechanisms used, but the game really does make you feel like you have choice. Especially when dicussing how you got through a situation online - it's great to discover that loads of people did things in different ways.
H.