Are you able to give us a brief summary?The Gamework video in particular reminds me of this much longer one
Are you able to give us a brief summary?The Gamework video in particular reminds me of this much longer one
It's basically about how (mostly computer) games, particularly those like Animal Crossing and Stardew Valley, just replicate work, except it isn't work because there's no obligation to do it, and goes from there into utilitarian objects vs. art and stuff. It's not long, and you can watch at 1.25x.Are you able to give us a brief summary?
His points are 200% theoretical. The purpose of games is not to tell stories and if you study the the historical significance of games you begin to understand their real value.I recently came across this video in a couple of gaming blogs that I read. I found it interesting, well-produced, and insightful, so I figured I'd share it here.
Story Machines Vol. 1
I'm curious what people think. The relationship of RPGs and stories has always been the subject for debate. This video looks at the relationship between games and stories, not RPGs specifically, but I think that helps bring a clarity to the topic that is often absent.
A roommate of mine and I used to play cribbage to be able to ignore the adverts while watching TV... The winning or losing was pretty immaterial... it was not uncommon to play two games (not hands, full 121+ points games) a day for the 3 years (over a span of 20) we were roommates, and 1-3 games per week when we lived a block apart (another 2 years).Are games really meaningless in their moments? I would be very surprised if moment to moment play isn’t very meaningful for any game worth playing. Whether it’s having to figure out how to defeat a boss that just appeared in the adventure board game you are playing or how to reunite the stupid korok with its friend, you’re getting something out of it once you’re past the obstacle. Otherwise, why even bother to play?
BecauseI really want to engage on this but darm, why why why can’t people just enjoy playing dnd.
It doesn’t, but if you anthropomorphize the pieces, you can imagine quite a story with some imagination.For me, Checkers ha no narrative
Same here, a series of random encounters is meaningless, but part of the idea there was that, in play, the DM and players would collaborate and imbue them with meaning by adding narrative.And many of the early dungeon crawls we played in middle school were horibly lacking plot
My point was that all these variations can be enjoyed, have fun with what is before you. I like TOTM, but, not gonna kill me to move a mini today.There's no singular D&D to "just enjoy playing D&D."
I don’t know, but unless your style is, “be a jerk to everyone in the room”, I’ll roll with it. Invite me over, I’ll play however you want to play at your place. The TTRPG space has many people who are real specific on how things need to be played. I understand that some of that arises out of their own particular neuro-peculiarities, or sensitivities about xyz, and accept that, but it’s weird, and as someone who is also very weird, I can discard their narrow window of acceptance and just move on and say what I said. “Why can’t people just play some DND?” Let’s make up some elf stories together and be nice to each other.If I invite you over for a D&D game, do you know which I'm going to break out?
And even if told the ruleset, am I going to be in minis mode, story mode, hybrid mode?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.