Well, it’s been a tough week for productivity. Along with site updates and product updates I haven’t had a whole lot of time to dig deeply into Modern. I have been able to include some new skills and some additional system mechanics as well.

I have had some long talks with co-founder Willie Santana to verify some of my research. Most may not know, but Willie Santana is a former soldier with the U.S. Army. His experience in the field and combat operations provides a unique insite into the mechanics of some of the more involved equipment that we will be seeing in modern. It is interesting to note, that in my experience with modern or cyber-punk rpg’s that the elements incorperated were largely developed for game mechanics rather then real life applications.

Some of us in the industry understand why this is. Games are developed to simulate a result from combat, not to be a simulation of combat. This means that combat will occur with an abstract system that vaguely resembles reality, rather then be an exact simulation. But is this okay? It seems to me that with just a little more work on our part as developers we can find a way to achieve both goals. I mean, sure it seems logical that body armor would deflect damage, or reduce it. But simply put, this isn’t true. A shot to a vest will definately have an impact on the wearer. Although a small arms pistol will?almost never penetrate a flak jacket, it will knock the wind out of the combatant. No mortal damage, but a significant effect nontheless.

So again comes the issue of ballance versus realism. Is there a happy medium? Yes there is. We just have to do the work. I don’t believe that developing a mechanic that works for the game but does not respect the truth isgood for anyone. If anything, it seriously undermines the ability of those who actually do experience these situations. Rules will tend to play to a perceived ignorance of the player who, on the majority, has never been in a firefight. Yet, those who have may find the representation silly at the very least, maybe even insulting. I don’t think we want to represent a Hollywood or game version of what really happens. We should strive for realism, knowing will not reach it but come close. Then, when those characters we play achieve that Hollywood result we can have a greater satisfaction in our story telling.

This brings up the subject of Realism versus Hollywood Real. This is an interesting subject I hope to approach in a later entry. For now, this is as far as I can go. The end result is that Modern will?be developed with consideration and respect for those who actually are involved in real world life and death situations, especially in regards to combat. I like to think I am honoring those who fight, protect and die for us.

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