Bedrockgames
I post in the voice of Christopher Walken
I do fantasize running Lost Caverns of Tsojconth at a convention one day....
My fantasy is to one day pronounce "Tsojconth" correctly.
I do fantasize running Lost Caverns of Tsojconth at a convention one day....
Where are you seeing this? Who is saying this? IME, people who claim "X has moved on" are seeking to remove all things X prior to current ideas. Like if everyone followed one political viewpoint or one philosophy. It ends up being a weakening of the world of ideas. Which is what is happening now in game design.I see this phrase all the time: game design has moved on. Game design has progressed. The 'technology' of game design has improved.
Game and puzzle design is creating a pattern for players to solve, perhaps competitively, but not necessarily so. Saying games have "moved on" is likely Pomo narrative absolutism whitewashing terminology to control people's thoughts and actions and calling deranged any who do not wholly accept this "only" understanding. ...Otherwise, these are provocative questions on your own site to bring up.What does that mean to you? Is game design a science or an art? What elements are "improvements" to you? Are any of these things merely fashions? Can flaws be features? Is the reason older games get played less simply because they are less supported, or because they are not as good?
Where are you seeing this? Who is saying this? IME, people who claim "X has moved on" are seeking to remove all things X prior to current ideas. Like if everyone followed one political viewpoint or one philosophy. It ends up being a weakening of the world of ideas. Which is what is happening now in game design.
I think game design has absolutely changed over the years, as has our expectations from a game. As part of writing TimeWatch, I was looking back at the fantastic old game Time Master, published in the '80s or early '90s by Pacesetter. The ideas are incredibly fun. The mechanics are a convoluted, confusing mess. It's a good reminder that rules design has evolved.
Same with Boot Hill, or Metamorphosis Alpha, or early Gamma World, or 1e Paranoia. Heck, 1e Call of Cthulhu was notable in part because the d100 system was so intuitive, but even it no longer supports some of the things we expect from rules systems nowadays.
I agree it is entirely possible to express the same rule in different ways. But 1e To-Hit tables, 2e THAC0, and the d20 universal roll are really very different game mechanics and not statistically the same at all.It is entirely possible to rewrite the mechanic/rules to get the exact same result (look-up tables vs THAC0 vs d20 combat). It's the exact same mechanic and statistical outcome, just rephrased differently.
I agree it is entirely possible to express the same rule in different ways. But 1e To-Hit tables, 2e THAC0, and the d20 universal roll are really very different game mechanics and not statistically the same at all.
1st, 1e used d20 rolls to compare to a To-Hit table. It balanced the die results based on two sliding modifier scales and a curvilinear outcome relationship derived from cumulative odds on linear result die. Pretty radical stuff. Plus, it never left that 20 outcome span allowing an infinite quantity of results to be expressed on the one die.
2nd, THAC0 was a whole rewrite of the To-Hit system that dropped sliding scales and included 5 instances of 20 before increasing the results possible to beyond 20. All just to keep the modifiers from 1e, which it didn't account for, from breaking the game. This strange beast lost most of the strength and flexibility of the previous design for an attempt at simpler notation.
3rd, d20 universal is simply a floating 20 number variable result span that modifiers actually shift up and down the natural number line. A line where an arbitrary DC was set, which forced the DM to become a player. This design actually removes any hope of success for lower level PCs and failure for higher ones. It needed "always succeeds or fails" funky results to artificially keep characters playable, but only served to slow down the game. Not to mention the d20 was no longer just used for game elements benefiting from large variables like attacks and saves, but "skills" and plenty of other rolls which should never have used a 20 point spread. Initiative anyone? Boy, did that get tedious quick.