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Let's Not Save The World...Again
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<blockquote data-quote="prosfilaes" data-source="post: 7718073" data-attributes="member: 40166"><p>The extremely popular Lensman series, finished at its core by the 1940s, had humans save the universe; I don't know any other setting that broad, or that high-powered with people throwing around planets. The Golden Age of comics was when Superman and the other big superheros were at their flashiest and virtually invincible, whereas the later Iron Age offered us guns and gangs.</p><p></p><p></p><p></p><p>Doyle wrote detective stories, and the genre has continued after him; heck, Sherlock Holmes stories keep getting written to this day. In the whole genre, saving the world is rare. Ed McBain's 87th Precinct only once or twice crossed the river into the neighboring state, and in thirty volumes, Eve Dallas has stopped a number of villains with different MOs, but never came close to "saving the world". </p><p></p><p></p><p></p><p>Looking at <a href="https://en.wikipedia.org/wiki/List_of_best-selling_video_games" target="_blank">https://en.wikipedia.org/wiki/List_of_best-selling_video_games</a> , there might be a tendency here, but to say "it's not enough any more" is to overstate it, and I think some of the difference is the gaming audience. Looking at the four most recent games on that list, we have two Pokemon games, Call of Duty: Ghosts (which is "save the world") and Grand Theft Auto V, which is not.</p><p></p><p>As for big-screen movies, I think there's a big part to be played by the fact that huge TVs and cheap DVDs/VoD has made the demand for theatrical releases less, so you have to show something that will give people a reason to go to the theater, something where a 50 inch TV and surround sound can't compete with what a theater offers. That is, theater is epic because TV can do non-epic just fine.</p><p></p><p>In "pacing", you're extrapolating from sources that just don't have the duration and style of an RPG. "This is how a two hour movie is set up" doesn't really say much as to how a 100-hour campaign should be set up.</p><p></p><p></p><p></p><p>Huh? I don't like playing murder-hobos; I want to play heroes. You can do that without saving the world, but thrill me by letting me do heroic things.</p><p></p><p>I assume you're talking about not every campaign ends with a world saving event. I see an argument for that case; I also see an argument on the other side, that players want to play what they want to play. Mixing it up can be nice in many ways, even with games that don't have a risk of death.</p><p></p><p>When you say "stretching back more than 40 years, we've never saved the world", that, in my mind, says that it's worked just fine for you to never have that world-saving victory, and thus for another audience a string of world-saving victories may be just fine. Maybe you should try blowing it all out, going over the top and saving everything?</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 7718073, member: 40166"] The extremely popular Lensman series, finished at its core by the 1940s, had humans save the universe; I don't know any other setting that broad, or that high-powered with people throwing around planets. The Golden Age of comics was when Superman and the other big superheros were at their flashiest and virtually invincible, whereas the later Iron Age offered us guns and gangs. Doyle wrote detective stories, and the genre has continued after him; heck, Sherlock Holmes stories keep getting written to this day. In the whole genre, saving the world is rare. Ed McBain's 87th Precinct only once or twice crossed the river into the neighboring state, and in thirty volumes, Eve Dallas has stopped a number of villains with different MOs, but never came close to "saving the world". Looking at [url]https://en.wikipedia.org/wiki/List_of_best-selling_video_games[/url] , there might be a tendency here, but to say "it's not enough any more" is to overstate it, and I think some of the difference is the gaming audience. Looking at the four most recent games on that list, we have two Pokemon games, Call of Duty: Ghosts (which is "save the world") and Grand Theft Auto V, which is not. As for big-screen movies, I think there's a big part to be played by the fact that huge TVs and cheap DVDs/VoD has made the demand for theatrical releases less, so you have to show something that will give people a reason to go to the theater, something where a 50 inch TV and surround sound can't compete with what a theater offers. That is, theater is epic because TV can do non-epic just fine. In "pacing", you're extrapolating from sources that just don't have the duration and style of an RPG. "This is how a two hour movie is set up" doesn't really say much as to how a 100-hour campaign should be set up. Huh? I don't like playing murder-hobos; I want to play heroes. You can do that without saving the world, but thrill me by letting me do heroic things. I assume you're talking about not every campaign ends with a world saving event. I see an argument for that case; I also see an argument on the other side, that players want to play what they want to play. Mixing it up can be nice in many ways, even with games that don't have a risk of death. When you say "stretching back more than 40 years, we've never saved the world", that, in my mind, says that it's worked just fine for you to never have that world-saving victory, and thus for another audience a string of world-saving victories may be just fine. Maybe you should try blowing it all out, going over the top and saving everything? [/QUOTE]
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