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Does/Should D&D Have the Player's Game Experience as a goal?
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<blockquote data-quote="Composer99" data-source="post: 9235852" data-attributes="member: 7030042"><p>I think that ultimately every game is about the player experience, because each game's different player experience is going to draw different players; likewise any given player will play different games at different times because they are going to be seeking out a different play experience, just like sometimes when I have a spare 45 minutes I'll play through a single expedition in Darkest Dungeon and other times I'll play through a few rounds of Tetris.</p><p></p><p>These of course closely tie in to people's gameplay preferences - one's preferences at any given time determine the games one seeks out to play, because they determine the play experience being sought at any given time. E.g. when I want to play Darkest Dungeon, I'm looking for a different gameplay experience than when I play or run D&D 5e or when I play in my weekly D&D 4e game, because I'm satisfying different preferences.</p><p></p><p>By my reckoning, "a cooperative story-telling activity" as described in the OP <em>just is</em> a specific kind of gameplay experience that might or might not appeal to certain players, and that players might or might not seek out on a regular or occasional basis according to their tastes.</p><p></p><p>For instance, classic dungeon-crawling play is different from fantasy-world-process-sim play is different from DM-driven-heroic-adventure play is different from player-character-oriented-heroic-adventure play is different from player-oriented-slice-of-life-with-a-dash-of-adventure play is different from dungeon-of-the-week play - each playstyle (which I think fairly summarises the core ways in which D&D has been and continues to be played) delivers a different gameplay experience and caters to different gameplay preferences.</p><p></p><p>This doesn't mean you have to <em>consciously, deliberately</em> design games with a player experience in mind - I don't think anyone's gone out of their way to design chess over the centuries with any particular consideration of play experience, for instance. It just means that different games, however they've been designed, <em>will necessarily and inevitably</em> create different play experiences. E.g. while chess may not have been <em>designed</em> with the intent to deliver a specific play experience, it <em>delivers</em> a specific play experience nevertheless.</p><p></p><p><strong>Edit to add:</strong> So, to answer the question in the thread title, should D&D have gameplay experience as a goal? I think it might be better to say that D&D should have as its goal the ability to enable DMs to deliver gameplay experiences that fall within the remit of those the game has traditionally offered or that players have sought out while playing it. (Keeping in mind that 5e by default enables more heroic styles of play and requires a bit of finagling to support other styles.) So a qualified yes, I suppose.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9235852, member: 7030042"] I think that ultimately every game is about the player experience, because each game's different player experience is going to draw different players; likewise any given player will play different games at different times because they are going to be seeking out a different play experience, just like sometimes when I have a spare 45 minutes I'll play through a single expedition in Darkest Dungeon and other times I'll play through a few rounds of Tetris. These of course closely tie in to people's gameplay preferences - one's preferences at any given time determine the games one seeks out to play, because they determine the play experience being sought at any given time. E.g. when I want to play Darkest Dungeon, I'm looking for a different gameplay experience than when I play or run D&D 5e or when I play in my weekly D&D 4e game, because I'm satisfying different preferences. By my reckoning, "a cooperative story-telling activity" as described in the OP [I]just is[/I] a specific kind of gameplay experience that might or might not appeal to certain players, and that players might or might not seek out on a regular or occasional basis according to their tastes. For instance, classic dungeon-crawling play is different from fantasy-world-process-sim play is different from DM-driven-heroic-adventure play is different from player-character-oriented-heroic-adventure play is different from player-oriented-slice-of-life-with-a-dash-of-adventure play is different from dungeon-of-the-week play - each playstyle (which I think fairly summarises the core ways in which D&D has been and continues to be played) delivers a different gameplay experience and caters to different gameplay preferences. This doesn't mean you have to [I]consciously, deliberately[/I] design games with a player experience in mind - I don't think anyone's gone out of their way to design chess over the centuries with any particular consideration of play experience, for instance. It just means that different games, however they've been designed, [I]will necessarily and inevitably[/I] create different play experiences. E.g. while chess may not have been [I]designed[/I] with the intent to deliver a specific play experience, it [I]delivers[/I] a specific play experience nevertheless. [B]Edit to add:[/B] So, to answer the question in the thread title, should D&D have gameplay experience as a goal? I think it might be better to say that D&D should have as its goal the ability to enable DMs to deliver gameplay experiences that fall within the remit of those the game has traditionally offered or that players have sought out while playing it. (Keeping in mind that 5e by default enables more heroic styles of play and requires a bit of finagling to support other styles.) So a qualified yes, I suppose. [/QUOTE]
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