I made this post over on Steam, but have been locked out of discussing it because Steam puts weird limits on daily posts and I got attacked on about six fronts. Maybe I can carry on a more lengthy - and hopefully more constructive - conversation about it over here.
I see this more on Steam than over here, but at least occasionally everywhere, I see the argument made that "it's fantasy, so who cares if..." in regards to x or y concern. For instance, the degree to which cavalry can often just ignore the density of formations it charges into, or the fact that there are people who want us to reliably be able to kill 27 looters with 27 arrows before they can engage us in melee, as we did in Warband. Really, almost anytime someone argues for realism in game balance, there'll be one or two people who say "It's fantasy, stfu with your realism."
Here's where I'd like to educate folks (and possibly even myself, with regards to what TaleWorlds is trying to achieve, maybe I'm off base) on the matter of the fantasy genre versus fantasy as a general-use noun. By the latter use of the word, all video games are fantasy. Full stop. None of what we're playing is actually happening, and therefore it's a fantasy by definition.
However the media term is quite different.
In that regard, Mount and Blade isn't fantasy at all. The "pretend" part of Mount and Blade's setting, lore, and so forth categorizes it as fiction, not fantasy. In media terms, fantasy is a genre of fiction. All fantasy is fiction, but not all fiction is fantasy. Am I making sense?
More accurately, Mount and Blade classifies as realistic fiction. The places aren't real. The events aren't real. The history isn't real. Yet everything conforms to plausibility. It draws from real world history to inform its lore, and it seeks to obey the natural laws of reality. It isn't fantasy.
"But Michael," I hear some of you say. "Being able to break open the gates of a castle with melee weapons in 10 seconds is totally fantasy."
This sort of thought is exactly why it's important that we separate the two. Something like that should, perhaps, not be possible. Now obviously, concessions need to be made to prevent the game from becoming a slog. That's a game designer's job on a project like this; to decide where and when to distort reality for the sake of playability. Some things simply can't be overly realistic. We can't afford to wait months to go from one end of the map to the other. There is, after all, a difference between intentionally suspending disbelief and making something work unrealistically by accident.
However, when it comes to the core of the gameplay - the battlefield - I believe we should want the developers to strive for as much realism as possible without making the game just ridiculously difficult or stripping all the fun out of it. This is why we're playing Bannerlord and not Bladestorm or Dynasty Warriors. We're here for a believable experience. They've built us a believable setting. If we simply handwave every unrealistic implementation of a mechanic with "Oh, it's fantasy," we're doing a disservice to that wonderfully crafted setting.
I see this more on Steam than over here, but at least occasionally everywhere, I see the argument made that "it's fantasy, so who cares if..." in regards to x or y concern. For instance, the degree to which cavalry can often just ignore the density of formations it charges into, or the fact that there are people who want us to reliably be able to kill 27 looters with 27 arrows before they can engage us in melee, as we did in Warband. Really, almost anytime someone argues for realism in game balance, there'll be one or two people who say "It's fantasy, stfu with your realism."
Here's where I'd like to educate folks (and possibly even myself, with regards to what TaleWorlds is trying to achieve, maybe I'm off base) on the matter of the fantasy genre versus fantasy as a general-use noun. By the latter use of the word, all video games are fantasy. Full stop. None of what we're playing is actually happening, and therefore it's a fantasy by definition.
However the media term is quite different.
Fantasy is a genre of speculative fiction set in a fictional universe, often inspired by real world myth and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century it has expanded further into various media, including film, television, graphic novels, manga and video games.
Fantasy is distinguished from the genres of science fiction and horror by the absence of scientific or macabre themes respectively, though these genres overlap. In popular culture, the fantasy genre predominantly features settings of a medieval nature. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient myths and legends to many recent and popular works.
Most fantasy uses magic or other supernatural elements as a main plot element, theme, or setting. Magic and magical creatures are common in many of these worlds.
An identifying trait of fantasy is the author's use of narrative elements that do not have to rely on history or nature to be coherent.[1] This differs from realistic fiction in that realistic fiction has to attend to the history and natural laws of reality, where fantasy does not. In writing fantasy the author creates characters, situations, and settings that are not possible in reality.
In that regard, Mount and Blade isn't fantasy at all. The "pretend" part of Mount and Blade's setting, lore, and so forth categorizes it as fiction, not fantasy. In media terms, fantasy is a genre of fiction. All fantasy is fiction, but not all fiction is fantasy. Am I making sense?
More accurately, Mount and Blade classifies as realistic fiction. The places aren't real. The events aren't real. The history isn't real. Yet everything conforms to plausibility. It draws from real world history to inform its lore, and it seeks to obey the natural laws of reality. It isn't fantasy.
"But Michael," I hear some of you say. "Being able to break open the gates of a castle with melee weapons in 10 seconds is totally fantasy."
This sort of thought is exactly why it's important that we separate the two. Something like that should, perhaps, not be possible. Now obviously, concessions need to be made to prevent the game from becoming a slog. That's a game designer's job on a project like this; to decide where and when to distort reality for the sake of playability. Some things simply can't be overly realistic. We can't afford to wait months to go from one end of the map to the other. There is, after all, a difference between intentionally suspending disbelief and making something work unrealistically by accident.
However, when it comes to the core of the gameplay - the battlefield - I believe we should want the developers to strive for as much realism as possible without making the game just ridiculously difficult or stripping all the fun out of it. This is why we're playing Bannerlord and not Bladestorm or Dynasty Warriors. We're here for a believable experience. They've built us a believable setting. If we simply handwave every unrealistic implementation of a mechanic with "Oh, it's fantasy," we're doing a disservice to that wonderfully crafted setting.



