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Decrying the Excessive Emulation of Reality In Games

An editorial at GameSetWatch makes the case that game developers' relentless drive to make games more real has led to missed opportunities for creating unique fictional universes that are perhaps more interesting than our own. Quoting: "Remember when the norm for a video game was a blue hedgehog that ran fast and collected rings and emeralds? Or a plumber that took mushrooms to become large, and grabbed a flower to throw fireballs? In reality they do none of those things, but in the name of a game, they make sense, inspire wonder, and create a new universe. ... We’ve seen time and time again that the closer you try to emulate reality, the more the 'game' aspects begin to stick out. Invisible walls in Final Fantasy, or grenades spawning at your feet when you go the wrong way in Call of Duty: Modern Warfare 2 are examples of kicking the player out of that illusion of reality, and letting them know that yes, this is a game, and yes, the rules are designed to keep you in the space of this world, not the real world. In reality, as a soldier I could disobey my orders and go exploring around the other side. I could be cowardly and turn back to base. Games shouldn’t have to plan for every eventuality, of course, but it’s not so hard to create universes that are compelling but where the unusual, or even simple backtracking, is not so unfeasible."

36 of 187 comments (clear)

  1. yes, but by roman_mir · · Score: 5, Insightful

    Yes, but creating an alternative appealing universe experience takes imagination, ingenuity, creativity, sometimes requires radical approach to ideas and expects thinking outside of the box.

    Doing any of that increases the risk that the outcome will not be popular enough and will not succeed in terms of sales, this is serious business and money we are talking about here, what do you think this is, a game?

    1. Re:yes, but by pinkushun · · Score: 2, Interesting

      In that same vein, imagination, ingenuity and creativity builds with practice, and exposing ourselves to those venues of thought. If we don't, we become robotic consumers sucking on whatever 'the market' says is the shit, leaving all the creative niceties to those higher beings. No way, everybody can, and should be creative! Too bad the two most universal human traits are fear, and laziness.

    2. Re:yes, but by pandrijeczko · · Score: 4, Interesting

      The issue with computer gaming today is that it needs a business model that sits halfway between commercial games companies and those who contribute to game-related projects freely.

      The game companies are only interested in quick high-volumes sales within the first couple of weeks of a games launch...

      Game programmers who write mods and levels often start off with great ideas but so few mods get fully finished, due mainly to under-estimation of the free time and resource that will ultimately be needed to complete the project...

      The compromise would be for games companies to be more supportive of mod programmers and allow them to sell their mods at low cost whilst taking a cut themselves - maybe even sell third-party mods on their web sites. Hopefully, the remuneration that the games programmers would receive would be encouragement to complete more projects.

      Of course, it will never happen in the real world because greedy games companies will see this as extending the shelf-life of games and won't want gamers buying mods instead of new games...

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      Gentoo Linux - another day, another USE flag.
    3. Re:yes, but by biryokumaru · · Score: 2, Interesting

      need more and better RPG elements in games imo

      This is a rising trend, though. More and more games are coming out with different types of "leveling systems." Borderlands is a prime example of this misplacement of RPG elements. If you've played it, you know that what you put your points into is fairly arbitrary, and has little to no bearing on how effective your character is.

      This is the problem. We all wanted an RPG FPS like Deus Ex, but no company wanted to put the time or effort into making the RPG element meaningful. Now we have a ton of crummy games with watered down RPG junk in them, like Borderlands. Even Fallout 3 was a major let down in that arena.

      In D&D, when you gain a level, you become more specialized. By level 7 or 8, you are already set down a very specific course. WoW manages this specialization effect fairly nicely as well. This is what people want with RPG, not whatever the crap Borderlands has.

      I'm just saying, it's important to be exact in your wording. No one wants another big let down like Borderlands, or even Fallout 3. We want specialization, not just vague RPG elements thrown in.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    4. Re:yes, but by Fluffeh · · Score: 2, Insightful

      Go earn $50M and fund your own game, see how much you value abstract notions of "creativity" then.

      Well, I see the trolls are hungry tonight...

      Not every game HAS to have super high detailed 3D graphics, a physics system plucked from the altars in heaven and a big shiny display in your local games store. There are a LOT of good games created that are VERY playable, that are VERY enjoyable that are free online or played on a subscription basis.

      Why don't you look around at some of the entertainment that isn't on display at your local game store and actually try it? There are VERY few games that are made with insanely high budgets, just as there are very few films made with massive budgets - that doesn't mean that there aren't a LOT of other fantastic movies out there and it certainly doesn't mean that there aren't a lot of amazing games just waiting for you to play.

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    5. Re:yes, but by pinkushun · · Score: 4, Informative

      World of Goo is one such game, elegantly simple and more addictive than sugar candies!

    6. Re:yes, but by KDR_11k · · Score: 2, Interesting

      Doing what everyone else is doing isn't exactly low on risk because you're going up against very strong competition and for most companies that competition will beat them (e.g. releasing your FPS alongside a Modern Warfare game). Very few companies are capable of beating that competition and even then there's the risk that you did something in the process wrong and your big expensive (because you cannot go against that competition on a limited budget) game flops. Doing what nobody else is doing is actually less risky because there is no competition so you can afford to scale back on many expenses you needed to compete and a flop is much easier to absorb. You also don't need to get as close to perfect as you do in a competitive market because your product stands without competition, there are many more things it has that the competition doesn't and if those turn out successful you will get a gigantic sales boost, possibly eclipsing most of the competitive markets in revenue and since you did it at a much lower budget your profits will be significantly bigger.

      This is called the Blue Ocean Strategy, there are some business books on it. For a successful example you can look at the Nintendo DS, when that went up against the PSP it had weaker graphics (less expense on R&D) but it turned out to be the winner because it had a touchscreen that the PSP didn't and because that allowed it to gain system sellers that the PSP could not support (Nintendogs, Brain Training, both of which are also examples of Blue Ocean games as they went into a fairly uncontested market and dominated it despite being fairly cheaply developed). Going neck to neck with the PSP by making a Game Boy with better graphics may have turned out differently but the DS won by offering so much more than the PSP did.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:yes, but by SimonGhent · · Score: 3, Funny

      If I had $50M I would buy a rocket ship and go to the moon and Mars and take a bunch of Victoria's Secret models with me.

      Lord British might have something to say about that.

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      simon
    8. Re:yes, but by commodore64_love · · Score: 4, Interesting

      >>>Not every game HAS to have super high detailed 3D graphics, a physics system plucked from the altars

      Yes you would think that, but it's not how the average buyer (read: kid, teen, or young adult) thinks. As example I didn't know what to buy my nephews for Christmas, so I just bought a pile of new Xbox and X360 games, and let them pick the 4 games they liked best. I was surprised when they picked the X360 game "Pinata" (or whatever it's called) instead of the Xbox Splinter Cell 2 game. So I asked why they chose the kiddie party game rather than the military game (which is their favorite genre).

      "Because Xbox games have poor graphics."

      Yep. Already judging games on looks, not fun, and this is why you can't create some 2D or 2.5D game - it will be automatically judged as crap. Personally I would have picked the Splinter Cell game (since I thought the Pinata game was dull), but then I've learned to judge things based upon the personality (fun, challenge, et cetera) not the T&A (polygon or pixel counts).

      Aside -

      This is why I like Nintendo games, and get a little annoyed when I hear people say "Nintendo consoles are crap". Okay so their consoles are not impressive hardware, but Nintendo still uses their imagination to create fun games. Ditto Sega. FOR ME the less real a game is, the more I enjoy it, because it feels like I've entered another world. Simulations of reality are nice, but how many times can I watch a body blowup and splatter blood all over the place? I think I'm sick of that genre. (Plus it really isn't realistic that you can get shot a dozen times and still be moving. I'd like to see a real FPS where one shot and you're done.)

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    9. Re:yes, but by Pharmboy · · Score: 4, Insightful

      Team Fortress Classic, Day of Defeat, and as someone pointed out, Counter Strike were originally done on the old HL engine.

      The newer Source engine was designed specifically for that, AND to produce lower cost games that might not be as polished as full titles, but worth the lower price (The Ship, Garry's Mod) as well as create interesting free games that are pure mods. Steam has been doing it, AND created a digital delivery system that has effective enough DRM that isn't as draconian as other systems. They get the majority of my gaming dollars because I can install on multiple computers (but play on one at a time), they autoinstall, they are a great value (hello, Orange Box?), and they *do* protect game makers ability to make a profit while still providing a reasonable price to the consumer.

      To me, Gabe has found a perfect balance between consumer and provider, and provides lots of free trials, lets you *give* extra games you get when you buy a package that has a game that you already own, etc. Plus I never install a CD to play, never worry about losing or scratching the CD, and they have great sales, from 10% to 75% off on a regular basis. Steam deserves to succeed, and I hope they continue to do so, because they treat the customer just as good as they do the creator of game content. It isn't perfect, but it is evolving, and doing so in a good way.

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      Tequila: It's not just for breakfast anymore!
    10. Re:yes, but by mcgrew · · Score: 2, Interesting

      The issue with computer gaming today is that it needs a business model

      I disagree, what it needs is a complete and utter lack of a business model. It needs people who aren't making games to sell, but making games to play. We need the gaming equivalent of a bar band, whose musicians are talented and creative but have a daytime job to pay the bills, who do it because they love music. We need people who want a game you can't buy.

      We need the equivalent of Star Wreck: In the Pirkinning. That was one funny movie! And it had no business model, just a bunch of people who wanted to make a movie.

      The commercial aspects of computer games is what got me to stop buying them.

    11. Re:yes, but by Pentium100 · · Score: 2, Interesting

      Interesting, I really liked Borderlands, liked it enough to finish it alone, then finish it with a friend in coop. Probably has something to do with guns that set enemies on fire and my characters ability to make that fire hurt more...

    12. Re:yes, but by nine-times · · Score: 2, Interesting

      Steam does a lot of things right, and Valve in general. In fact, Team Fortress 2 is a very good example of how "good graphics" and "realistic graphics" aren't necessarily the same thing. I don't think I've ever felt a game has earned my money so much as Portal has, Steam is basically DRM done right (as right as DRM can be done), and now they're bringing it all to OSX. I love these guys.

      Not to go too off topic, but here's a good interview with Gabe Newell where he talks about his approach to development, steam, piracy, and some other stuff. I really like when he says, "When you look at our top ten issues on our list at any given point in time, piracy is almost never something that's on that list." He then goes on to explain his view that piracy is mostly the result of bad service. I think this man has his priorities straight.

  2. Desert Bus by Anonymous Coward · · Score: 2, Funny

    The perfect model of this concept is the game Desert Bus (http://en.wikipedia.org/wiki/Desert_Bus#Desert_Bus). The wikipedia article doesn't focus on it much, but my impression was that the point of this game was to illustrate how realism and fun are not always aligned.

    1. Re:Desert Bus by Anonymous Coward · · Score: 2, Funny

      Bullshit.

  3. From the opinion-piece-pulled-out-of-ass dept. by BenevolentP · · Score: 5, Insightful

    Uhm, what? The article summary starts with "too realistic" then suddenly turns to "not realistic enough" in terms of open-world gameplay. I dont really get the point, if there is one.

    Im pretty happy not every game is a sandbox game, which mostly try to do everything but do everything mediocre (GTA, Oblivion etc).

    BTW, nothing in doom kept me from staying cowardly in the first room of e1m1, not moving, shivering.

    All with real world consequences if i choose so (boredom and starvation).

    1. Re:From the opinion-piece-pulled-out-of-ass dept. by SharpFang · · Score: 3, Insightful

      The problem is suspension of belief in "not realistic" allows for much more liberties about player's freedom than in "too realistic". If you know falling through the bottom of the level kills you in Mario, you're okay with it. Don't cross the bottom line of the screen, fine. If you make an awesome swing on grappling hook in Nexuiz and the invisible "bottom of the world" kills you mid-swing, you get angry.

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    2. Re:From the opinion-piece-pulled-out-of-ass dept. by zacronos · · Score: 4, Insightful

      I see it as a little like the idea of an uncanny valley for games. If it's fictional enough, we don't care about whether it accurately matches reality -- it's more of an abstract game with a veneer of reality over it (i.e. we don't care that a mushroom really shouldn't make someone double in height, because underneath we know the mushroom is just an arbitrary visual label for a certain abstract powerup). On the other hand, once it passes a certain threshold of realism such that the mechanics seem to be intended to resemble reality rather than being abstract and arbitrary, then the fact that it isn't totally realistic bothers us -- it's a game that resembles reality in many important ways, but which falls short of what we expect reality to allow in many other important ways.

      Being able to move forward but not back doesn't really bother us in Super Mario Brothers, but not being able to retreat in Call of Duty: Modern Warfare 2 seems like an extremely artificial restriction in the context of a (somewhat) realistic game. (Disclaimer, I've never played CoD:MW2, I'm just inferring from the summary.)

  4. Re:Play ARMA2 instead by grumbel · · Score: 4, Insightful

    Exactly. The thing to realize is that almost no game these days tries to emulate reality, instead they all emulate what one could call movie-reality or hyper-reality or whatever, i.e. that kind of reality where cars explode when you shot a few bullets and interesting things only happen when the game designer tells them to.

    Games that actually try to emulate real reality, i.e. simulations, basically just get better for it, as a large part of emulating reality is the removal of artificial restrictions. Take flightsims for example or Operation Flashpoint/ARMA, those games don't have invisible walls, you can literally go into any direction for an hour and not see an end. What makes those games great is that all the interesting stuff that happens, happens due to the game mechanics, not duo to fake scripting events.

    That said, I don't mind the Mario64 or Katamari style game, quite the opposite, but the thing that makes those games so great isn't just that its a colorful comic world, but also that they, just like a hard core sim, lack the artificial scripting madness that has invested so many of todays games, instead the games provide you with some core gameplay mechanics and everything that follows is basically a result of those. Its the player that plays those games and not the game designer that is playing the player.

  5. MW2 realism is a joke... by HopefulIntern · · Score: 4, Insightful

    Personally, when I play a game like an FPS, I want realism. By that I mean good graphics, physics, sound, etc. Others argue that "graphics dont make a game good" etc. I agree that good graphics alone don't make a game good, but to me, they are an essential part. Playing Sonic the Hedgehog is different than an FPS. Nothing is meant to be real, so realism isn't an issue. But when I want realistic online warfare, I want just that, realism.

    Silly me, I actually got MW2 thinking it would be a realistic tactical shooter. I was deeply disappointed (especially since MW1 touched on it quite nicely). Dual-wielding sawn-off shotguns, firing grenades at a conflict area having only your team mates survive and the structures intact, submachineguns accurate to over a mile....It is more like a Die Hard film (where I am a bad guy..). And i got the game for PC, so I can't even trade it in.

    I love playing Bad Company 2. Although I struggle with it, I find it much more enjoyable. Graphics are decent (but not dazzling, I admit) but the sound is incredible; gunfire changes pitch/tone when heard from further away, the crack and hiss of a sniper shot that just missed your head...I actually get startled, my blood pumps, adrenaline rushes! The game is not without its faults, I have used a high powered sniper rifle and hit an opponent three times without going down (though this may be related to lag). Still, for those after realism, a much better game.

  6. exception... (closest?) by Anonymous Coward · · Score: 2, Interesting

    Deus Ex

    1. Re:exception... (closest?) by Tapewolf · · Score: 4, Interesting
      It's probably better than most, but if you've ever climbed out of the Catacombs Entrance area in Paris, you'll probably have discovered that the large tower you were airdropped onto has a trap at the bottom to make you explode, most likely to try and prevent the player surviving if they jumped off. Similarly, forget about exploring the ravine in the Vandenberg base (see also the "Vandenberg effect" on youtube).

      Frankly I tend to play medieval fantasy type games more because you have more of an excuse ("It's magic!"), but having said that I do kind of wish that DE's "Realistic" setting had gone for something more like "If you're shot, it will kill you". As opposed to... well, if you know what you're doing, you can blow yourself up just before the mission ends and start the next one as just a head with no limbs or body.

  7. I HATE invisible walls by SharpFang · · Score: 3, Interesting

    There are few more immersion-shattering elements.

    So I plan: "This will be the right sniping spot. I will have them all right on the plate, and covered on their escape route too. The approach is covered, and the location provides decent cover behind these rocks. This should be easy then." Then - bump - invisible wall, border of the world. And I'm stuck with hopeless frontal attack which I barely survive.

    Recently, I began playing Planeshift and learned how to find the perfect spots for mining. Unfortunately some of them are just past the invisible wall, leaving only crumbles for the poor in the open area.

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  8. Old discussion by vlokje · · Score: 3, Insightful

    REALLY old discussion.. Similar comments could be read in game magazines when the Amiga was the hottest thing around (late 1980s). People new to gaming tend to prefer realism while long time gamers consider playability more important. Personally I still remember paradroid on the 64 and the amount of time I spend with it. Realism? Not really. Absorbing gameplay? Definitely.

  9. Is it my line now? by Windwraith · · Score: 2, Interesting

    As game maker, I completely agree.
    Gamisms are a good thing while reality is usually a burden. Of course it has its place in simulators, and mild levels of realism can be interesting (for example in robots, which I like to articulate in intricate forms), but videogames...they allow us to throw wild levels of nonsense and make them work. Gamisms allow our character to take a fireball to the face or defying death with credits, blessings or potions. It's convenient unless you aim to do a faithful simulation of reality.
    But I think there aren't as many "fantastic" worlds because they require more imagination at work. Structuring a realistic city and putting it into the game is easier than inventing a different sort of world. You can use your mental image of a city, and the workforce will have less trouble adapting to that idea. In 2D it was easier to do because it was all drawn and required less detail and interaction.

    The title is a reference to a game that used complete surreality as a plot device.

    1. Re:Is it my line now? by TheThiefMaster · · Score: 4, Insightful

      I don't get people sometimes.

      Take the game I worked on a little while back: "Vin Diesel: Wheelman". It wasn't a realistic game, it was a game designed like an action driving movie. Driving at impossible speed through a city, impossible jumps, impossible side-swipes, impossible cornering, cars exploding from being shot by a pistol, jumping out of a moving car, into another moving car, the works.

      And it gets points deducted in reviews for not being realistic enough. I can understand if they didn't like it, but at least complain about something it was trying to be.

    2. Re:Is it my line now? by bigstrat2003 · · Score: 2, Insightful

      I agree that it's a matter of opinion, my point to my friend (and I suppose, in my post above as well) is that if we consider "realism" the goal (as my friend does), we miss the mark. We need to consider "fun" the goal, and then decide how best to accomplish it, which may or may not be realism.

      Realism can indeed lead to fun for many people, but what I find is that a lot of people will confuse realism as the goal, rather than a means to the goal. When you restrict your thinking in that way, you close off whole classes of games which are fun precisely because they're unrealistic. Sure, they won't appeal to all gamers who crave realism, but they will probably appeal to many.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  10. Re:Play ARMA2 instead by somersault · · Score: 2, Interesting

    Yep, I hate when games restrict your environment. Operation Flashpoint possibly still ranks as my favourite game experience ever. I started playing Just Cause 2 yesterday and it's amazing too, you can go anywhere, and while you can't do all the same things you can do in say GTA: San Andreas, you have some even cooler stuff like a grappling hook and an infinite amount of paragliders, which you can use together as a very unique mode of transport.. there are a lot of realistic elements to the game, but it is combined well with unrealistic elements like that to make it more fun.

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    which is totally what she said
  11. Two Stories... by shoemakc · · Score: 3, Informative

    ...posted two stories after the headline "Haptic Gaming Vest Simulates Punches, Shots, Stabbing". That's just funny. -Chris

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    --an unbreakable toy is useful for breaking other toys--
  12. Abstraction and Epiphenomena by Beorytis · · Score: 2, Interesting

    ...they, just like a hard core sim, lack the artificial scripting madness that has invested so many of todays games, instead the games provide you with some core gameplay mechanics and everything that follows is basically a result of those.

    You're on to something. At risk of seeming old, I was always fond of the abstract or nearly-abstract games of the early 1980s— Qix or Tempest. Even in games like the original Centipede or Pac-man which purported to represent something vaguely physical, a lot of the excitement and interest was epiphenomenal to the game mechanics and was unknown at the time of design. Game businesses probably don't pursue such things so heavily because of the difficulty in predicting the level of interest.

  13. Kids love the lack of reality... by BlackBloq · · Score: 3, Insightful

    I was chatting with my kid and his friends (11-13) about video games. I was saying how I hated games where you have to shoot someone more than once/twice (I only play hardcore (reality mode) on Modern Warfare 2). I was specifically making fun of Halo and no skill gamers. One kid piped up "why would I want to have it all real! Real is no fun!". Kids play with a big smile and want the fantastic, myself I play with a serious scowl and try real hard to outdo my last games performance. In other words I don't play at games, I try hard at games. Real effort is better rooted in reality unless playing to addictions like gear collectors. We play to hone what we are as a species, like a kitten chasing a floating leaf to hone hunting skills. The gear collectors are driven not by fun but hours of collecting (See work!). PVP reminds me of kids because of the way it plays out in some arenas with taunting and all the silly talking however... I've seen adults freak the f out over PVP games because of how much work/hours they put into character development. To sum up, you can change where we play (in game environment) but not what we are (hunter gatherers).

    1. Re:Kids love the lack of reality... by bigstrat2003 · · Score: 3, Insightful

      The kid is exactly right. I can go outside to get reality, what I want in a game is just enough realism to help my suspension of disbelief, but no more. If I found the reality fun, I'd be doing that, so I would never want a perfect emulation of reality in my game. I refused to play hardcore mode in CoD 4, because it simply sucked all the fun out of the game when you would instantly die and have no way of knowing where you got shot from.

      Oh, and for the record, it isn't "kids" that want a lack of realism. I'm 25, so while I couldn't be called old, I'm certainly not a kid any more either. In fact, until your post, I would've guessed that it was only kids that wanted such "realism" (quote marks used because even "realistic games" usually aren't realistic, including MW1 and 2), but that apparently isn't true either. I suppose it's foolish to try to draw age boundaries, people like what they like.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  14. Re:Play ARMA2 instead by Chrisq · · Score: 2, Funny

    Exactly. The thing to realize is that almost no game these days tries to emulate reality, instead they all emulate what one could call movie-reality or hyper-reality or whatever.

    Hey, I've just designed a new race game that does emulate reality. When you crash a 10lb lump hammer is fired at your chest from the console to emulate hitting the steering column.

  15. Bioware and Rockstar by joeszilagyi · · Score: 2, Insightful

    For all the griping about RPG elements missing from games and immersion and realism, not a single word about Bioware that I can see and only a passing reference to Rockstar's Grand Theft Auto Series. Really?

    GTA4: Liberty City is insanely big, open world, no invisible borders, and fairly realistic physics, except that you--and to a lesser degree other characters--can take a slightly higher beating than in real life and survive. This is the closest you can get to "real", until Red Dead Redemption comes out.

    Bioware, Mass Effect 1/2: gold standard for RPGs. Runner up: Dragon Age. Your actions shape the story outcome, responses, and so on. Leveling shapes the nature and tone of your character in play and combat.

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    Dude, where's my packet?
  16. "Start Over" is unrealistic by tepples · · Score: 2, Insightful

    But when I want realistic online warfare, I want just that, realism.

    Like having to learn to walk? Or being killed in one hit and never being able to play again? Or being injured and ending up in a hospital for weeks or months, also unable to play? Technically, even "Start Over" is unrealistic.

  17. Acceptable breaks from reality by tepples · · Score: 2, Interesting

    So the debate isn't realism vs. non-realism; it's what falls into acceptable breaks from reality.