BeauNiddle
First Post
I sometimes pick up lingo and thoughts from designer articles and blogs, and I guess I should try to explain why.
As a kid one of the things I loved to do was design boardgames. I know I had about 20 of them in a closet somewhere, no clue where they are now. One of the things that you pick up designing games, no matter how old, how educated, or how clever you are is that there are certain underlying things that make some game mechanisms successful, others risky or swingy and some others downright boring.
The problems with discussing those things with others is that I lack terminology. I often feel that I have spotted something in a game that is good, bad or very swingy, but it is hard to explain why. One example of such a thing is the problem with summoning spells and animating the dead in D&D games. Really fun and creative mechanisms, that can give flavour and memorable moments. The problem is just that they need to be contained as they are just too good otherwise and can make one character into a whole party. This is stuff me and my friends talked about back in 2nd edition, 3rd made things better, but the problem was still there. Familiars and companions could also be problems, but not as big.
We never used the phrase "economy of actions", because we had never heard of it. When I saw it used it was something I picked up at once, because it helped describe common problems in games. And when people use the same terminology it just gets easier to talk about stuff. Kind of what language is all about, isn't it? So if people pick up phrases that developers and designers use, it can be because they want to make sure that others understand what they mean.
I agree with this a lot - it's all down to the terminology.
I've had gaming sessions that didn't work, something was just that little bit off that at the end you sat there going 'why did I waste 6 hours of my life'. The problem is I haven't had the words to explain what I was feeling nor the knowledge to work out the root cause.
When I read some of the designers comments / blogs / articles I suddenly get clarity and realise what it was that bothered me all those sessions ago. It should also be noted sometimes I think they are waffling about things that can't really effect the game but they've been right enough that I'm willing to give them the benefit of the doubt.