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<blockquote data-quote="Campbell" data-source="post: 6322721" data-attributes="member: 16586"><p>One of the more interesting things about the role playing hobby to me is that most tabletop RPGs are designed and developed by creative professionals with strong language skills that lack somewhat in mathematical rigor, but played by a significant number of professionals with strong analytic backgrounds. There are a few factors that I feel encourage this:</p><p></p><ul> <li data-xf-list-type="ul">RPG designers are also responsible for communicating and writing the material based on their designs.</li> <li data-xf-list-type="ul">If you have a penchant for process analysis and a head for math the wage gap for choosing to pursue a career in game design is quite a bit higher than it is for most creative professionals. This is changing as design and communication skills become more valued in the work place.</li> <li data-xf-list-type="ul">The standard for mechanical rigor in tabletop RPGs is especially low. Most games in the hobby do not stand up to strong analysis. See: Flat character creation costs vs. exponential character improvement costs in many popular games. </li> <li data-xf-list-type="ul">There is a cultural bias against holding designers to account for lack of rigor. GMs are often told to manipulate events to bring games back in line. See: advice in many popular games that chasetise power gamers and optimizers.</li> <li data-xf-list-type="ul">Many gamers do not like rules transparency.</li> <li data-xf-list-type="ul">Low budgets across the industry make comprehensive testing difficult. Also, even games which are tested do so in an environment that involves GMs futzing with rules. Testing is also all too often seen as something that happens after games are developed and designed mostly in full rather than seen as something that is integral across the lifespan of a project.</li> <li data-xf-list-type="ul">Lack of disciplined project management leads to games being released well before they are ready. This is almost accepted as a norm.'</li> <li data-xf-list-type="ul">Too much armchair analysis and theorycrafting rather than drilling down and seeing how systems and processes really interact with each other.</li> </ul><p></p><p>This isn't really a 3e thing. It's a tabletop RPG thing. It also used to be quite common in the early days of MMOs. Blizzard smartened up and started hiring some of the math whizzes that analyzed their game, but they can afford that. Most RPG publishing companies, even WotC cannot.</p></blockquote><p></p>
[QUOTE="Campbell, post: 6322721, member: 16586"] One of the more interesting things about the role playing hobby to me is that most tabletop RPGs are designed and developed by creative professionals with strong language skills that lack somewhat in mathematical rigor, but played by a significant number of professionals with strong analytic backgrounds. There are a few factors that I feel encourage this: [LIST] [*]RPG designers are also responsible for communicating and writing the material based on their designs. [*]If you have a penchant for process analysis and a head for math the wage gap for choosing to pursue a career in game design is quite a bit higher than it is for most creative professionals. This is changing as design and communication skills become more valued in the work place. [*]The standard for mechanical rigor in tabletop RPGs is especially low. Most games in the hobby do not stand up to strong analysis. See: Flat character creation costs vs. exponential character improvement costs in many popular games. [*]There is a cultural bias against holding designers to account for lack of rigor. GMs are often told to manipulate events to bring games back in line. See: advice in many popular games that chasetise power gamers and optimizers. [*]Many gamers do not like rules transparency. [*]Low budgets across the industry make comprehensive testing difficult. Also, even games which are tested do so in an environment that involves GMs futzing with rules. Testing is also all too often seen as something that happens after games are developed and designed mostly in full rather than seen as something that is integral across the lifespan of a project. [*]Lack of disciplined project management leads to games being released well before they are ready. This is almost accepted as a norm.' [*]Too much armchair analysis and theorycrafting rather than drilling down and seeing how systems and processes really interact with each other. [/LIST] This isn't really a 3e thing. It's a tabletop RPG thing. It also used to be quite common in the early days of MMOs. Blizzard smartened up and started hiring some of the math whizzes that analyzed their game, but they can afford that. Most RPG publishing companies, even WotC cannot. [/QUOTE]
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