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Big Ideas: Why modern beats fantasy


No matter how many times it's been reiterated, we just can't seem to leave the fantasy genre behind. It seems to be the default setting of both RPGs and MMOs, as witnessed by the fact that it's always a surprise when a new one of those comes out and it's not set in the fantasy milieu.

For my money, very few developers have used the fantasy setting to tell truly fascinating stories -- or, rather, stories that could only have been told in a fantasy setting. There are so many limitations inherent in the genre that don't offer a concomitant benefit that I don't know why we haven't moved on to doing more games in the modern urban setting instead. But let's take a look at what that genre offers us.



First, consider the general level of technology. In fantasy, there is a strict restriction in place that keeps things feeling, for lack of a better word, antiquated. No electricity, no combustible engines, no printing press. Infrequently, you might find very simple machinery using gears perhaps, or steam-driven tech, but that's pushing the convention a bit. Maybe some siege engine action, crossbows, pulleys, etc. This really limits the scope of what the game can comment on, and not just from a mechanical standpoint. The invention of the telephone alone changed the face of the planet in profound ways. Instant communication over vast distances allowed mankind to think on a global level, rendering certain aspects of cloistered, small village thinking irrelevant.

In the modern setting, the rise of complex machinery and electronic devices brings a rich skein of complexity to the proceedings. It's now possible to entertain entire stories around the adoption of new tech, and how that changes society. Sure, you could also do this based on some of the great military battles of history that depended on new tech -- like the triumph of the longbow over armored knights at Crécy in 1346 -- but that's a game with a prophesied ending. It can only end one way, and thus offers very little in the way of replayability. For better or worse, hitting things with sharp lengths of steel feels done to death.


This limitation can be gotten around by the use of magic, but that's a particular brand of deus ex machina that offers its own share of problems. Because the actual origins of magical power are almost never explained, and the execution of these abilities rarely explored in depth, it becomes nothing more than a way to have the analog of advanced technology -- like guns, for example -- in the fantasy setting without any of the enriching complexity or even ethic considerations that go along with it. All too often, the inclusion of magic in a game just seems like a cop-out.


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