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There are two mainstream definitions of powergaming in different genres of online text-based role-playing games.
In text-based online environments such as MUSH, MUCK, MU*s and other role-playing (RP) games that emphasize role-play over acquiring levels or skills (as opposed to most MUDs), powergaming is for a player to presume or declare that his or her own action against another player character is successful without giving the other player character the freedom to act on his own prerogative. This may include, but is not limited to:
Player A punches Player B in the face, knocking him senseless. The above example gives Player B no chance to react. Whereas if Player A were to pose: Player A aims a swinging uppercut at Player B. - Player B would still have the freedom to pose his own reaction. In such games, in which a sense of community and rapport between players is seen as crucial and conducive to the game's overall well-being, powergaming is generally regarded as extremely offensive behavior if it is not stated in the rules as being a bannable offense, which it is in the majority of text-based role-playing games. It is often seen as synonymous with twinking and closely related to god-moding (see below). In hack and slash and PK MUDs, powergaming is a particular way of playing in which the emphasis lies on developing a player character that is as powerful as possible. This often involves an expert knowledge of the rules of the game, even (or especially) for exceptional or unlikely circumstances, and knowing how to apply the rules to get maximal results with minimal penalties (often referred to as min-maxing). Sometimes an active abuse of the rules is implied, when rules that are expected or intended to model a realistic game world (according to some well-understood definition of "realism") are applied in ways that are manifestly at odds with those expectations. For example, a Dungeons & Dragons sorcerer might take a single level of the paladin class for the attractive bonuses that come with this, even when paladins are traditionally seen as being devoted to their lifestyle, and the profession is not something you could train in briefly. It is important to note that powergaming, in this sense, almost never implies active cheating or circumvention of the rules, merely using them in ways that are technically legal but frowned upon by those who consider the intent of the game more important than its exact implementation. The term is often used disparagingly, implying that such players have little to no interest in other aspects a role-playing game may have, like cooperative problem solving or social interaction, and that their focus on their own character (to the point of ignoring anything that is not an opportunity for showing off their character's exceptional skills) makes the game less fun for other players. As an attitude, it is often associated with adolescent males and the desire to be the "best" player in some clear, quantifiable sense. In many cases the games themselves, especially computer role-playing games, have evolved in ways that make powergaming an easier or more satisfying way of playing than others. Many CRPGs were and are written for single players only, and have combat as their primary focus. Additionally, the automation of the rules and the possibility of using savegames encourages players to experimentally establish the "best" way to play. Multi-player CRPGs are not exempt from this development: Neverwinter Nights is one example of a CRPG that permits players to create many different class combinations that are seen as overly powerful and inconsistent with earlier versions of Dungeons & Dragons, while the online CRPG EverQuest is often seen as encouraging powergaming by emphasizing repetitive quests with little interaction as the primary means of character development. [ Visit the complete Wikipedia entry for Powergaming ] | Searches on eBay |
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