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Specifically talking about the formative years as a scholar and professor of linguistics when he was creating the tales that would become the basis of the Silmarillion. Tolkein lamented the idea of England not having a mythology to identify with the same way, for example, Germanic peoples would with their Norse sagas or Romantic peoples with their legends. This is what he aimed to accomplish for his country.
Specifically talking about the formative years as a scholar and professor of linguistics when he was creating the tales that would become the basis of the Silmarillion. Tolkein lamented the idea of England not having a mythology to identify with the same way, for example, Germanic peoples would with their Norse sagas or Romantic peoples with their legends. This is what he aimed to accomplish for his country.
Ok, thank you. I knew he treated his works as a mythology of sorts but i didn't knew or forgot that he was making it specifically with English people in mind.
Wrong. You can be nostalgic about the past even if you didn't experience it personally. Nostalgia usually refers to personal past, yes. It can however be also used to describe one feelings towards imagined past. At least so claim several sources on the internet.
See here for example:
Nostalgia is sentimentality for the past, typically for a particular period or place with positive associations, but sometimes also for the past in general, ‘the good old days of yore’.
I would say that's more a desire for "escapism" then it is the "longing for a past experience" - it can be argued the distinction is small, but I disagree
Generally speaking we portuguese have a good instinct on these matters of "nostalgia"
And speaking of which, there's a good Tolkien quote on the relation of "escapism" and "fantasy":
Fantasy is escapist, and that is its glory. If a soldier is imprisioned by the enemy, don't we consider it his duty to escape?. . . If we value the freedom of mind and soul, if we're partisans of liberty, then it's our plain duty to escape, and to take as many people with us as we can
Don’t read SCP stuff unless you’re into Redditor capeshit style SciFi suspense. It had potential when it was first starting but it’s not very good nowadays.
Tolkien is not the fantasy, only the beginning of the decline of the fantasy.
Elves, from the Irish mythology are mean, if not evil, creatures.
After Tolkien, of course, most of the retards writers coming after him made the elves happy fellows protecting nature against humans and orcs.
In before someone turns the orcs into the good fellows protecting their culture (cannibalism, pillage and rape) against the mean dwarves and humans...
Tolkien is not the fantasy, only the beginning of the decline of the fantasy.
Elves, from the Irish mythology are mean, if not evil, creatures.
After Tolkiien, of course, most of the retards writers coming after him made the elves happy fellows protecting nature against humans and orcs.
In before someone turns the orcs into the good fellows protecting their culture (cannibalism, pillage and rape) against the mean dwarves and humans...
As specified in the original Dungeons & Dragons booklets, each player creates a player-character with the role of fighting-man, magic-user, or cleric (or possibly elf, dwarf, or hobbit halfling). Gary Gygax unfortunately then decided to adopt the term "Role-Playing Game", for describing D&D to people from the wargaming community, although the term "role-playing" already had an existence in psychology (and a separate existence in sexual matters) that had nothing to do with D&D. Sadly, a number of people can't seem to grasp the concept that a game genre might be defined by mechanics that are not explicitly described in the genre's name; I suppose these boors also insist that the adventure game genre includes any game with an adventure in it, that the fighting game genre includes any game with fighting in it, or that shoot-'em-ups, shooting games, and shooters are all one genre. Although character-related aspects do form one pillar of RPG mechanics, they are only one of three fundamental aspects, matched by combat and exploration, and even there the term "role-playing" in itself fails to capture the character progression aspect (or even necessarily the character customization, equipment, and inventory elements).
Valid points, although the main argument in whats are the other 2 pillars and these pillars require to stand-out among other games. A combination unique to it that can encompass many variation as possible both past & future without losing consistency, its identification traits which leads to confusion.
One should replace exploration with "settings" or "world settings" for that would encompass/include by default exploration and multitude of it(more variation/forms in game), both external and internal, outer & inner. The external should be self explanatory, be it new views or scenery. The internal are the under surface exploration & discovery that include ethics, culture, viewpoints, the mind,dilemma's that are not portrayed/tackled in other games and would be not significant in them.
The most striking example in the Computerized RPG is in Planescape Torment,
how by learning that the Planes(the settings/world in which the game takes place) are created and maintained by thought which can lead to the player character to undo himself by words alone, dialogue choice thus defeating the game.
highlighting the fact that is a none combat way to win the game that valid/believable/logical in the game's world.
One can conclude its no coincidence that the games "Arcanum of Steamwork and Magica",Neverwinter Nights 2 Mask of the Betrayer (MotB) and Fallout (1997) include such internal exploration and are among the pinnacle/top of CRPG's.
Combat would not be one of it three fundamental aspects, for other games involve it much more often or would crumble without it. For example in the fighting genre the moment the round start, combat which involves fighting, is a step distance if not a strike distance away from beginning of the game to its end. How many Roleplaying games start in the heat of battle compared to that genre? Similar can be applied to FPS and to a less degree to it but more than RPG's, the Strategy/Tactics genre.
Based on these who played D&D and other table top,many of them found out that excess combat was the least efficient way to play these game, they bugged the game flow down thus the combat aspect was actually minimized. If it was a fundamental aspect/pillar/core, the game should have crumbled without it, would have became boring yet it was combat that added to boredom. A review by Scorpia on an Ultima game, support this statement; combat was the initial attraction but it was not what made players stay and keep coming to playing.
A fundamental aspect to replace combat should be multi-player, it has to include another human player. While most games throughout history are naturally multi-player, technology allowed its to be an exception(an indirect one, for games & their challenges are still made by other human), that how the games were designed. In RPG's the players are both the actors and the audience, and another human would be required for measure of impact that computer are incapable to react & adapt to, they are based and require imagination be it as simply to covert numbers/math into in-game actions/results/image.
Or even a better aspect(if a multi-player should go without saying) a multi-role, the roles are many and their is a possibility for a player to swap/change between them if the events in the game allow it, make sense. Such as when a villain become a hero or vice versa or when a paladin become a fallen paladin and even when the adventurer simply retire, becomes a spy or starts a family or becomes a ruler and so on. Not limited to making alliances, turning foe to friend and vice versa. All are type of roles and what better way to for a genre claim it has fundamental/core/basic that to have more of it both in variation and dynamics for the player to encounter, explore, experience and consider?
The argument that the fundamental aspects of RPG:characters, roles and settings and the interaction between the 3 are more accurate/valid/lasting compared to characters, combat and exploration.
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the term "role-playing" in itself fails to capture the character progression aspect (or even necessarily the character customization, equipment, and inventory elements)
The term "role-playing" may not, but "role-playing-game" seems does, since having a character in a game without a certain outcome as if written in stone, would naturally lead to include/contain it just as between 0 and 1 allows to exist infinite variation of numbers be it 0.2352 or 0.6571029.. and so on.
The role of a swordsmen is characterized by the use of the sword. The role of the king is characterized by crown & scepter. In both example the tools which are equipment mark the character and help in identifying its role and its function. There are also the environment(the throne room) and relativity to other roles in context of society to consider.
Some roles would not even be possible without them, try to imagine a builder without a hammer, what worthwhile material thing could he build? Human-like roles would inherently have equipment and rank which serve as a form of progression, climbing the social ladder.
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Reminder to readers that the adventure genre was termed after the 1st of its type "Adventure" while the genre better describe puzzle's. Its akin to when Blizzards Diablo came to be and subsequent games of its kin were described Diablo-clone(that game is like Diablo).
One also has to factor/consider the meaning of the word and how often danger were provided compared to other computer games. Do note that earlier adventure games had death instance such as in one of Lary Suit where crossing a street gets the PC run over by a vehicle.
Gary Gygax unfortunately then decided to adopt the term "Role-Playing Game", for describing D&D to people from the wargaming community, although the term "role-playing" already had an existence in psychology (and a separate existence in sexual matters) that had nothing to do with D&D
Perhaps its been found out that a category that describe the most of the game(or its most unique aspects) have already existed and thus adopted, for it was more accurate and even highlighted aspect that were not existed in wargaming.
Do note based on the info that been came across D&D was co-founded, and one of the co-founder, perhaps to the dismay of some, engaged in plays that mimicked/imitated a royal court, period & lifestyle of kings, queens and knights as in living them daily.
I wasn't talking about elves, humans, periods or anything of the sort.
Like Mythology was a account of the real world, the fantasy genre is an account of our world from a mythological perspective that is often viewed from the past. And even if you don't agree with this, is undeniable that mythology is the source of the genre itself, that's why they share so many traits. And is not possible to separate them.
Needless is to say that you're completely wrong in everything about Tolkien.
Tolkien is not the fantasy, only the beginning of the decline of the fantasy.
Elves, from the Irish mythology are mean, if not evil, creatures.
After Tolkiien, of course, most of the retards writers coming after him made the elves happy fellows protecting nature against humans and orcs.
In before someone turns the orcs into the good fellows protecting their culture (cannibalism, pillage and rape) against the mean dwarves and humans...
There isn't much worthy material to base on, iirc. Just some short fragment in the Prose Edda. And the Edda itself is already a vision of Nordic mythology partially through the lenses of Christian one. He mostly had to make them himself borrowing only the general idea afaik.
Edit: In addition the elves first appear in Tolkien's works in Hobbit. And they aren't beings of light from some heaven-like dimension or anything like that there. They are actually quite mean and petty. In fact they don't even seem similar to high elves from other works, especially not the ones in Lord of the Rings who are all benevolent. Which suggests some other source than the mentioned prose Edda.
So one day, I think this was back before I realized what a cancer RPG Net was, someone asked for a recommendation for an RPG that has character customization but no gender option. I was confused, and I asked for some clarification, and I said, "Are you sure? Because character customization without gender selection sounds like the opposite of what you want." Dude said he was sure that was what he wanted--character customization with no gender option.
The gentleman gets what the gentleman wants, I guess. In the original Fable, you play a dude, no option to change gender, but you can change his hair and stuff at the barber shop. In Kingdom Come Deliverance you play Henry, no gender options, but you can change his hair and whatnot at the bathhouse. Those were the only two games I could think of.
That's not what this guy wanted. He wanted to play an RPG where you can customize your androgynous humanoid avatar with gay cross-dressing stuff without specifying whether they/them is male or female.
The earliest fantasy works are mythology, not children's fairy tales.
If we still lived in a time where children were expected to read the classics in school this wouldn't even be a question. And we'd have fewer wheelchair trans-tieflings.
Making shit up because you don't like the limitations of science is no different from using witchcraft and wizardry in your stories. If you want to call your work science fiction, you have to either work within the theoretical bounds of current theories (hard sci-fi), or extend plausible scientific hypotheses (soft sci-fi). Even Mary Shelley was willing to do that much. Anything else is just LARPing in the vain hope that some of the prestige from science will rub off on you.
There's nothing wrong with writing a fantasy story. Being afraid to call your work a part of the fantasy genre is childish in the extreme. It reeks of same kind of pretension as a video game designer chasing desperately after Hollywood acclaim using twenty minute, unskippable cinematics.
"When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." -- C.S. Lewis
Making shit up because you don't like the limitations of science is no different from using witchcraft and wizardry in your stories. If you want to call your work science fiction, you have to either work within the theoretical bounds of current theories (hard sci-fi), or extend plausible scientific hypotheses (soft sci-fi). Even Mary Shelley was willing to do that much. Anything else is just LARPing in the vain hope that some of the prestige from science will rub off on you.
There's nothing wrong with writing a fantasy story. Being afraid to call your work a part of the fantasy genre is childish in the extreme. It reeks of same kind of pretension as a video game designer chasing desperately after Hollywood acclaim using twenty minute, unskippable cinematics.
"When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." -- C.S. Lewis
Except FTL travel is theorized to possibly exist, and until we have definitive proof that it cannot exist, it is simply improbable. You seem to have this (very incorrect) idea that FTL is completely impossible.
Things like the Scharnhorst effect are "FTL" for the purposes we're discussing.
If you have a formal proof of why FTL travel is impossible, you should consider submitting it to a journal!
Except FTL travel is theorized to possibly exist, and until we have definitive proof that it cannot exist, it is simply improbable. You seem to have this (very incorrect) idea that FTL is completely impossible.
Things like the Scharnhorst effect are "FTL" for the purposes we're discussing.
FTL travel is not theorized to exist. You are conflating the colloquial sense of "theory" (i.e. a hypothesis) with the scientific sense of "theory" (i.e. shown to be true using scientific reasoning).
Except FTL travel is theorized to possibly exist, and until we have definitive proof that it cannot exist, it is simply improbable. You seem to have this (very incorrect) idea that FTL is completely impossible.
Things like the Scharnhorst effect are "FTL" for the purposes we're discussing.
FTL travel is not theorized to exist. You are conflating the colloquial sense of "theory" (i.e. a hypothesis) with the scientific sense of "theory" (i.e. shown to be true using scientific reasoning).
You are the one conflating those, you implied a connotation I did not.
The idea that FTL travel exists is an open question, unlike say, a human's ability to magically create food from the aether.
If you cannot understand the difference between these two I can't help you, sorry.
You are the one conflating those, you implied a connotation I did not.
The idea that FTL travel exists is an open question, unlike say, a human's ability to magically create food from the aether.
If you cannot understand the difference between these two I can't help you, sorry.