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2/18/13 L&L column
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<blockquote data-quote="Balesir" data-source="post: 6092596" data-attributes="member: 27160"><p>When I wrote this I was actually trying to explain where sensitivities such as KM's might be coming from, rather than advance an argument, so it's not surprising the 'argument' is incomplete! I think my real point, though, boils down to what you put well, here:</p><p></p><p>All my example of past tropes and expectations really shows is that, whatever design is come up with, it will screw with some particular styles and assumptions of play. The past has proven that it's possible to work around such limitations, but frankly (a) that was when there was no other real choice and (b) a game without initial ties of emotion/nostalgia isn't going to get the 'passes' older games do in this respect.</p><p></p><p>In short, whatever game is designed is going inevitably to cripple some modes or styles of play. It would be much preferable if, instead of simply assuming a style of play that it supports, the game itself were to guide and channel play groups into a mode or modes that it supported at least adequately. I see no sign of this so far.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6092596, member: 27160"] When I wrote this I was actually trying to explain where sensitivities such as KM's might be coming from, rather than advance an argument, so it's not surprising the 'argument' is incomplete! I think my real point, though, boils down to what you put well, here: All my example of past tropes and expectations really shows is that, whatever design is come up with, it will screw with some particular styles and assumptions of play. The past has proven that it's possible to work around such limitations, but frankly (a) that was when there was no other real choice and (b) a game without initial ties of emotion/nostalgia isn't going to get the 'passes' older games do in this respect. In short, whatever game is designed is going inevitably to cripple some modes or styles of play. It would be much preferable if, instead of simply assuming a style of play that it supports, the game itself were to guide and channel play groups into a mode or modes that it supported at least adequately. I see no sign of this so far. [/QUOTE]
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