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What were the design goals of 2nd edition?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4683132" data-attributes="member: 710"><p>There are no perfect games, since there are always competing goals.</p><p>These competing goals create an optimization polygon (the simplest example is usually a triangle*) in which you can put your design. </p><p>Designs can be successful at satisfying specific goals, but they can't satisfy them all.</p><p></p><p>This means there are two ways to "judge" a design: </p><p>1) Does it achieve its intended goals? </p><p>2) Does it achieve goals you agree with?</p><p></p><p>The latter is of course a subjective judgment.</p><p></p><p></p><p>*) goals might be: </p><p>- Playability (how fast can you resolve any given interaction by the rules)</p><p>- Simulation (of a particular world/setting)</p><p>- Challenging play (for the player, e.g. how much of his brain power does he need to make a good decision?) <span style="font-size: 9px">Need a better word</span></p><p></p><p>An example for conflicts:</p><p>- Simulation conflicts with Challenge play - if the game world says that Jedi are way above any mundane hero, it doesn't take much brain power for a player to figure out he needs to play a Jedi. There is no challenge here. </p><p>- Playability conflicts with Challenge. If everything is resolved very fast, this includes the time to make decisions. If decisions are that easy, you're not really challenged.</p><p>- Playability conflicts with Simulation. A combat system that simulates injuries precisely will take longer to resolve.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4683132, member: 710"] There are no perfect games, since there are always competing goals. These competing goals create an optimization polygon (the simplest example is usually a triangle*) in which you can put your design. Designs can be successful at satisfying specific goals, but they can't satisfy them all. This means there are two ways to "judge" a design: 1) Does it achieve its intended goals? 2) Does it achieve goals you agree with? The latter is of course a subjective judgment. *) goals might be: - Playability (how fast can you resolve any given interaction by the rules) - Simulation (of a particular world/setting) - Challenging play (for the player, e.g. how much of his brain power does he need to make a good decision?) [size=1]Need a better word[/size] An example for conflicts: - Simulation conflicts with Challenge play - if the game world says that Jedi are way above any mundane hero, it doesn't take much brain power for a player to figure out he needs to play a Jedi. There is no challenge here. - Playability conflicts with Challenge. If everything is resolved very fast, this includes the time to make decisions. If decisions are that easy, you're not really challenged. - Playability conflicts with Simulation. A combat system that simulates injuries precisely will take longer to resolve. [/QUOTE]
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What were the design goals of 2nd edition?
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