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Its not an excuse. Its a practical reality of running a business. You don't keep a business going by being pretentious.
The proposition I made would not hurt the business in any way.
The example I provided was literally 1-2 minutes of Asgardian (pick a Scandanavian tongue). It is not pretentious THAT is hyperbolic. In fact, injecting another known language would be sure to gain you admiration and I'm pretty sure the kids of America can read for 2 minutes.

Have you ever actually examined why you care so much about this?
Yes for polish and immersion ;)

It takes me out of the movie when Thor uses modern American language to denote distance ("clicks")

And what, precisely, obscuring conlangs or foreign languages actually do for a given story?

Language use can be quite potent in art, but only when its deliberate, carefully measured and constructed, and actually has a point. Obscuring dialogue behind another language just for its own sake is neither.

This is why the usual technique is to sprinkle foreign words into accented English dialogue, and some, like Avatar or 13th Warrior, will induce translation diagetically, leaving the non-English dialogue to be implied rather than forced for no actual reason.
All I'm asking for is for the so-called creative team back at Hollywood to do their job world-building. I'm not sure what your objective is.

EDIT: It is exactly in the same vain we have the 2 bozo's of GoT who decide to go through all the effort to create High Valyrian with linguists but then in season 5 could not be bothered to create a script for a language and decided to use English for the graffiti on the wall "Kill the Masters" :rolleyes:
 

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The example I provided was literally 1-2 minutes of Asgardian (pick a Scandanavian tongue)

Unless Im not seeing the post for some reason, I am not finding where you did that at all.

Note that I explicitly called this out as a better way of doing it, so the apparent absence of what you said is what prompted my last comment.

It takes me out of the movie when Thor uses modern American language to denote distance

Given Americans seldom use kilometers to begin with, much less often enough to use slang for it, this is a bit of a reach.

And I won't bother commenting on you being thrown out of a movie by that, of all things.

All I'm asking for is for the so-called creative team back at Hollywood to do their job world-building

Language isn't the end all be all of worldbuilding; particularly when your suggestion is to just throw in a couple lines in a random Scandinavian language for no actual reason or purpose. A conlang would at least be actual worldbuilding, even if it still doesn't serve any purpose.

And thats before you get into the fact that Asgardians speaking English is more or less comic accurate. Im sure theres obscure lore and panels that says otherwise, but theres a reason when comics actually use another language than the readers its to obscure, not to just add flavor or whatever.
 

Every "theory" about how D&D should be designed is just a thinly veiled push of that person's own preferred playstyle agenda and has little to nothing to do with what might actually be good for the game broadly, and certainly nothing to do with how to make it successful in the marketplace.
 

More than anything else, apparently. Artistic integrity can clearly take a flying leap when there's a conflict.
Why do you assume that "accessible" means "no artistic integrity"?

Part of art is communicating ideas. Accessibility means communicating ideas to those who wouldn't normally be able to access it. IMO, art that is accessible has more artistic integrity than art that tries to gatekeep who can appreciate it.
 

Every "theory" about how D&D should be designed is just a thinly veiled push of that person's own preferred playstyle agenda and has little to nothing to do with what might actually be good for the game broadly, and certainly nothing to do with how to make it successful in the marketplace.

Probably seems that way because 5e is terrified of even suggesting that it should be played in a particular way, and many pick up on that and emphasize how best to fix it from their perspective.

But, it actually isn't good design to be that deliberately unfocused and timid. Just imagine if a video game was designed like that; wouldn't work out well at all.

Because as much as there shouldn't be a "wrong" way to play any given game, especially if they're supposed to be open ended, but there should be an expected way to play that anchors the games possibilities.

5e ostensibly has that, and if it was effective then we wouldn't see so many trying to establish it.
 

Subtitles must be Schroedinger's Accessibility: they are at once exclusionary for those that have difficulty reading, and inclusionary for those that have difficulty hearing.
 

Probably seems that way because 5e is terrified of even suggesting that it should be played in a particular way, and many pick up on that and emphasize how best to fix it from their perspective.

But, it actually isn't good design to be that deliberately unfocused and timid. Just imagine if a video game was designed like that; wouldn't work out well at all.

Because as much as there shouldn't be a "wrong" way to play any given game, especially if they're supposed to be open ended, but there should be an expected way to play that anchors the games possibilities.

5e ostensibly has that, and if it was effective then we wouldn't see so many trying to establish it.
Tabletop RPGs are not video games and the things they can learn about successful design from video games is limited. It would be bad design -- and bad business -- to try and force a particular "right" or "expected" way to play D&D given it is wildly successful exactly because people can make it what they want at their own table.
 

Regardless of whatever advantages we may ascribe to D&D, many fantasy video games do a much better job at enabling players to experience their character's archetype/class fantasy through play than D&D.

Edit: My post was not a response to @Reynard. That was actually fortuitous happenstance.
 

Tabletop RPGs are not video games and the things they can learn about successful design from video games is limited. It would be bad design -- and bad business -- to try and force a particular "right" or "expected" way to play D&D given it is wildly successful exactly because people can make it what they want at their own table.

I agree with this. D&D has to function at lots of different tables and it seems allowing for that is what has made 5E so successful. For as long as I have played D&D, each table approaches the game a bit differently
 

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