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*Dungeons & Dragons
Would a repeat of the large errata from the previous edition put you off of Next?
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<blockquote data-quote="Mistwell" data-source="post: 6290708" data-attributes="member: 2525"><p>I think comparing a tabletop role playing game to a video game is a horrible mistake that misses the point. It's not a video game. It's not always digitally delivered or used. Kids and adults will gather around a table, or a camp fire, or in a cabin, or a dorm room, or a basement, or a kitchen table, or the backyard, or wherever. And with just a few books and some dice and sheets of paper and pencils, will play the game together. Heck, about 1 in 5 people in the U.S. still have no regular access to broadband.</p><p></p><p>And while some will sometimes use it with a computer, sometimes they won't, and some others won't ever use it with a computer. The game must be able to cater to all those groups of people, because it's intended to function that way as a core concept of being a <strong>tabletop </strong>game and not a video game.</p><p></p><p>Just look at the sheer number of people who would be put off by the quantity of errata you guys are talking about, and you can plainly see how severely it damages the games marketability to constantly attempt to deliver streams of digital errata.</p><p></p><p>Some errata is fine - I think nobody objects to some amount of it. But a LOT of it, and you will turn off a material number of potential customers. And one way to measure what "a lot" is, is by looking at how big a package the errata will be when printed out for use by hand at the tabletop. If it's reasonably unwieldy for your average user that way, then you have too much errata.</p><p></p><p>To make sure you don't cross that line they have to start with the philosophy that constant small balance tweaks isn't desirable. Because that will go on forever - there is always another smaller tweak you could make to balance things ever so slightly better. That should not be the goal of a rationale errata approach to a table-top oriented game (though it might well be a good one for a video game). The goal is not to achieve 100% perfection with the rules - not when dwelling on that final 1% or 2% drives away 40%+ of your potential customers (while also consuming a small department of people to work on it to begin with - detecting, drafting, playtesting, and delivering that errata). A 98% perfect game is just fine for tabletop-gaming purposes.</p><p></p><p>Instead, it should be for gross errors, things which harm usability, and major balance issues. No "super fine tuning" is needed for errata. </p><p></p><p>I suspect they have learned this lesson, but we shall see.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6290708, member: 2525"] I think comparing a tabletop role playing game to a video game is a horrible mistake that misses the point. It's not a video game. It's not always digitally delivered or used. Kids and adults will gather around a table, or a camp fire, or in a cabin, or a dorm room, or a basement, or a kitchen table, or the backyard, or wherever. And with just a few books and some dice and sheets of paper and pencils, will play the game together. Heck, about 1 in 5 people in the U.S. still have no regular access to broadband. And while some will sometimes use it with a computer, sometimes they won't, and some others won't ever use it with a computer. The game must be able to cater to all those groups of people, because it's intended to function that way as a core concept of being a [B]tabletop [/B]game and not a video game. Just look at the sheer number of people who would be put off by the quantity of errata you guys are talking about, and you can plainly see how severely it damages the games marketability to constantly attempt to deliver streams of digital errata. Some errata is fine - I think nobody objects to some amount of it. But a LOT of it, and you will turn off a material number of potential customers. And one way to measure what "a lot" is, is by looking at how big a package the errata will be when printed out for use by hand at the tabletop. If it's reasonably unwieldy for your average user that way, then you have too much errata. To make sure you don't cross that line they have to start with the philosophy that constant small balance tweaks isn't desirable. Because that will go on forever - there is always another smaller tweak you could make to balance things ever so slightly better. That should not be the goal of a rationale errata approach to a table-top oriented game (though it might well be a good one for a video game). The goal is not to achieve 100% perfection with the rules - not when dwelling on that final 1% or 2% drives away 40%+ of your potential customers (while also consuming a small department of people to work on it to begin with - detecting, drafting, playtesting, and delivering that errata). A 98% perfect game is just fine for tabletop-gaming purposes. Instead, it should be for gross errors, things which harm usability, and major balance issues. No "super fine tuning" is needed for errata. I suspect they have learned this lesson, but we shall see. [/QUOTE]
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Would a repeat of the large errata from the previous edition put you off of Next?
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