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2/18/13 L&L column
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<blockquote data-quote="sheadunne" data-source="post: 6092149" data-attributes="member: 27570"><p>I think Wizards has a real challenge in maintaining the feel of each edition while providing a core set of mechanics that work across the editions. I feel like I'm arguing for the aesthetics of the game, while others are arguing for the mechanics of the game. It's the middle ground that Wizards is trying to hit. I fully accept that I'm going to lose some feel (advantage/disadvantage) I just don't what to lose all feel, especially when it comes to one of my favorite classes and types of play (the cleric and support). Only I (being any individual) can determine whether the feel has been maintained. No amount of mechanics argument can change one's mind, when it's not the mind that's making decision. And that's not bad design, it's the process Apple uses in all their design decisions (and also why sometimes they fail mechanically and achieve successfully). Continuing with that line of thinking, in the 1980s everyone thought that Jobs' refusal to license the Mac OS was a horrible idea (after all Microsoft was doing it and dominating the market) and yet, ten years later when Jobs returned to Apple, using the same closed system mentality, showed that the idea worked and now it's in the top three companies of all time. We can't say that Gygax was wrong in his design decisions unless we're willing to go back and see if they're right. Lots of people right now (over the last five to ten years) have fled modern game design and returned to the older systems. I myself am drawn to the early games of my youth and their systems of play, but I still enjoy much of modern game design. If Wizards can combine the best of both worlds, I'll be content. Otherwise, I'll be just another player playing an out of print game (well, not so out of print anymore thanks to WOTC brining back the PDFs) and having a grand old time! </p><p></p><p>That said, I've really enjoyed the discussions on the topic and find it both beneficial to my own thinking about game design and to solidifying my own needs and desires when it comes to RPGs.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6092149, member: 27570"] I think Wizards has a real challenge in maintaining the feel of each edition while providing a core set of mechanics that work across the editions. I feel like I'm arguing for the aesthetics of the game, while others are arguing for the mechanics of the game. It's the middle ground that Wizards is trying to hit. I fully accept that I'm going to lose some feel (advantage/disadvantage) I just don't what to lose all feel, especially when it comes to one of my favorite classes and types of play (the cleric and support). Only I (being any individual) can determine whether the feel has been maintained. No amount of mechanics argument can change one's mind, when it's not the mind that's making decision. And that's not bad design, it's the process Apple uses in all their design decisions (and also why sometimes they fail mechanically and achieve successfully). Continuing with that line of thinking, in the 1980s everyone thought that Jobs' refusal to license the Mac OS was a horrible idea (after all Microsoft was doing it and dominating the market) and yet, ten years later when Jobs returned to Apple, using the same closed system mentality, showed that the idea worked and now it's in the top three companies of all time. We can't say that Gygax was wrong in his design decisions unless we're willing to go back and see if they're right. Lots of people right now (over the last five to ten years) have fled modern game design and returned to the older systems. I myself am drawn to the early games of my youth and their systems of play, but I still enjoy much of modern game design. If Wizards can combine the best of both worlds, I'll be content. Otherwise, I'll be just another player playing an out of print game (well, not so out of print anymore thanks to WOTC brining back the PDFs) and having a grand old time! That said, I've really enjoyed the discussions on the topic and find it both beneficial to my own thinking about game design and to solidifying my own needs and desires when it comes to RPGs. [/QUOTE]
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