Thank you for writing a thought-provoking, informative, and nostalgia-tripping article! I've got a few comments and arguments (for the sake of discussion), if you don't mind.
If I recall correctly, my very first computer gaming experience was with a game called "Dungeons and Dragons" on the TRS-80 (Model 1 Level II), circa 1979-80. It was pretty much a straight text adventure, but it added the D&D conventions of character class, attributes (strength, dexterity, contritution, etc.), and even random encounters. Believe it or not, this system came closer to an authentic D&D experience than any other D&D-inspired game I've ever played since.
Think about it: in this text-adventure-inspired gaming system, the room is described to the player, and the player chooses what to do given the area and circumstances described to him/her, whether it's a choice to move, interact with an object, fight a monster, or talk with non-player characters. That's pretty much D&D in a nutshell, and I'm surprised, given the sheer power of today's computers, that someone hasn't pursued this D&D angle to the Nth degree, rather than the current "roam around a map with a bunch of nondescript character icons" system that seems to be in vogue. And before you all jump down my throat, I'm currently playing "Dungeon Siege" heavily, so I didn't mean that comment as a criticism of current CRPG's. :-)
Matt Barton wrote:
Of course, once a kid gets to a certain age, playing "make believe" seems too juvenile or irrational to engage in (at least openly), so all of these impulses are repressed--at least until D&D comes onto the scene. Suddenly, playing "make believe" is back, and players can enjoy the activity without being accused of being immature or schizo
I don't know what most people's D&D experiences were, but in mine, you were definitely accused of "bieng immature or schizo" by the non-D&D-initiated! I remember when a popular girl saw me reading a D&D "Monster Manual" on the schoolbus, and she said to me "you live in a fantasy world!" I was really embarrased.. :-) That's just one of many anecdotes. By the way, I played D&D heavily in high school, primarily as a "Dungeon Master," and had the best D&D campaign going, according to my players/friends.
Matt Barton wrote:
Sadly, when enough "concerned" citizens realized that so many young people were having so much fun playing this new game, they began insinuating and then outright accusing players of engaging in a "Satanic ritual" or, at the very least, dangerously influenced by hidden subliminal content (.........) The fact that so many people are still willing to buy into this rubbish is far more fearful than any demonic foe encountered in a D&D session! Ironically enough, many of the friends I played D&D with were far more devout Christians than anyone else I knew. Even the ones who weren't religious tended to live more morally upright and ethical lives than most other folks--another reason, no doubt, for religious hypocrites to despise them.
Alright, here's were I delve into controversy. In my experience, I saw several things that might bear out the cause for concern amongst parents, Christian or otherwise, in pen-paper-dice D&D (not the computer RPG's, which I consider harmless). No, I never saw a satanic ritual performed, and my D&D-playing friends and I came through the D&D experience unscathed (as far as I can tell), but I have no doubt that playing D&D can alter the viewpoints (religious, moral, etc.) or behavior of CERTAIN INDIVIDUALS (not everyone). I noticed this even as a D&D-playing teenager, and could flood this article with anecdotes on the subject.
Playing "real" D&D can be quite immersive, especially when one considers the time players spend "in character." A typical D&D campaign is played regularly in several-hour sessions, and such campaigns can go on for months, weeks, or even years! Can playing a powerful, respected fantasy character in a role-playing game for such a length of time and immersion really not have the potential to cross over into one's "real" personality?
I think it's possiblle that playing lots of D&D, just like watching lots of TV or listening to political talk radio for 15-hours a week, can significantly alter one's personality or moral/religious viewpoint. Ironically, this is why I don't think computer games, RPG or otherwise, are as "dangerous" as these other pasttimes. The immersion/thought-provoking factor is just not there in computer games (in general). I never believe I am Mario, Galen the Sorcerer, or Rambo in a computer game. I'm simply interacting with a finite game interface and not actually becoming someone else.
All this being said, I think playing D&D or computer games is much better for kids (or even adults) than the typical getting drunk, doing drugs, or committing other delinquent behavior. And no matter how elaborate computer RPGs get, they will never replace the thrill of rolling those cool D&D dice! ;-)
Thank you for writing a thought-provoking, informative, and nostalgia-tripping article! I've got a few comments and arguments (for the sake of discussion), if you don't mind.
If I recall correctly, my very first computer gaming experience was with a game called "Dungeons and Dragons" on the TRS-80 (Model 1 Level II), circa 1979-80. It was pretty much a straight text adventure, but it added the D&D conventions of character class, attributes (strength, dexterity, contritution, etc.), and even random encounters. Believe it or not, this system came closer to an authentic D&D experience than any other D&D-inspired game I've ever played since.
Think about it: in this text-adventure-inspired gaming system, the room is described to the player, and the player chooses what to do given the area and circumstances described to him/her, whether it's a choice to move, interact with an object, fight a monster, or talk with non-player characters. That's pretty much D&D in a nutshell, and I'm surprised, given the sheer power of today's computers, that someone hasn't pursued this D&D angle to the Nth degree, rather than the current "roam around a map with a bunch of nondescript character icons" system that seems to be in vogue. And before you all jump down my throat, I'm currently playing "Dungeon Siege" heavily, so I didn't mean that comment as a criticism of current CRPG's. :-)
Of course, once a kid gets to a certain age, playing "make believe" seems too juvenile or irrational to engage in (at least openly), so all of these impulses are repressed--at least until D&D comes onto the scene. Suddenly, playing "make believe" is back, and players can enjoy the activity without being accused of being immature or schizo
I don't know what most people's D&D experiences were, but in mine, you were definitely accused of "bieng immature or schizo" by the non-D&D-initiated! I remember when a popular girl saw me reading a D&D "Monster Manual" on the schoolbus, and she said to me "you live in a fantasy world!" I was really embarrased.. :-) That's just one of many anecdotes. By the way, I played D&D heavily in high school, primarily as a "Dungeon Master," and had the best D&D campaign going, according to my players/friends.
Sadly, when enough "concerned" citizens realized that so many young people were having so much fun playing this new game, they began insinuating and then outright accusing players of engaging in a "Satanic ritual" or, at the very least, dangerously influenced by hidden subliminal content (.........) The fact that so many people are still willing to buy into this rubbish is far more fearful than any demonic foe encountered in a D&D session! Ironically enough, many of the friends I played D&D with were far more devout Christians than anyone else I knew. Even the ones who weren't religious tended to live more morally upright and ethical lives than most other folks--another reason, no doubt, for religious hypocrites to despise them.
Alright, here's were I delve into controversy. In my experience, I saw several things that might bear out the cause for concern amongst parents, Christian or otherwise, in pen-paper-dice D&D (not the computer RPG's, which I consider harmless). No, I never saw a satanic ritual performed, and my D&D-playing friends and I came through the D&D experience unscathed (as far as I can tell), but I have no doubt that playing D&D can alter the viewpoints (religious, moral, etc.) or behavior of CERTAIN INDIVIDUALS (not everyone). I noticed this even as a D&D-playing teenager, and could flood this article with anecdotes on the subject.
Playing "real" D&D can be quite immersive, especially when one considers the time players spend "in character." A typical D&D campaign is played regularly in several-hour sessions, and such campaigns can go on for months, weeks, or even years! Can playing a powerful, respected fantasy character in a role-playing game for such a length of time and immersion really not have the potential to cross over into one's "real" personality?
I think it's possiblle that playing lots of D&D, just like watching lots of TV or listening to political talk radio for 15-hours a week, can significantly alter one's personality or moral/religious viewpoint. Ironically, this is why I don't think computer games, RPG or otherwise, are as "dangerous" as these other pasttimes. The immersion/thought-provoking factor is just not there in computer games (in general). I never believe I am Mario, Galen the Sorcerer, or Rambo in a computer game. I'm simply interacting with a finite game interface and not actually becoming someone else.
All this being said, I think playing D&D or computer games is much better for kids (or even adults) than the typical getting drunk, doing drugs, or committing other delinquent behavior. And no matter how elaborate computer RPGs get, they will never replace the thrill of rolling those cool D&D dice! ;-)
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