JDJblatherings
First Post
Read a book my folks gave me recently: "A Theory of Fun for Game Design" by Ralph Koster.
The book is an enjoyable look at game theory from a video/computer game designer. There are a number of insights on games in general (regardless of media) and a number of points that apply to RPGs so very much.
from page 136:
"Games, however, are always formal. The historical trend in games has shown that when a new genre of game is invented, it follows a trajectory where increasing complexity is added to it, until eventually the games on the market are so complex and advanced newcomers can't get unto them- the barrier of entry is too high. You could call this the jargon factor because it is common to all formal systems. Priesthoods develop terms enter common usage, and soon only the educated few can hack it."
... hmmm, sound familiar?
The book is an enjoyable look at game theory from a video/computer game designer. There are a number of insights on games in general (regardless of media) and a number of points that apply to RPGs so very much.
from page 136:
"Games, however, are always formal. The historical trend in games has shown that when a new genre of game is invented, it follows a trajectory where increasing complexity is added to it, until eventually the games on the market are so complex and advanced newcomers can't get unto them- the barrier of entry is too high. You could call this the jargon factor because it is common to all formal systems. Priesthoods develop terms enter common usage, and soon only the educated few can hack it."
... hmmm, sound familiar?