mearls said:
Yup. I think that GNS is a quality-neutral metric, not a tool or a true measure of how good a game is.
The important lesson of GNS and similar theories is very simple: make sure your game does what you want it to do. It also provides a useful vocabulary for talking about a game.
You don't know how much it's cool to heard that coming from one of the most important designer of D&D.
mearls said:
IMO, GNS goes wrong when it tries to dictate how to design a game. I like the three categories as useful tools for talking about games and what they do,
You are right; Edward's Big Model (evolution of GNS) was not build for game design purpose, but to analyze the behavior of the players at the table.
However, one can look at a game text (crunch and fluff) and see elements that have good chances to promote one creative agenda (G/N/S) more than another one at the table. Edward has done it in his reviews.
What my OP said, is that in 4E, like in all editions of D&D, I see G and S elements that in some places, are in conflict. (BTW, that doesn't mean that valid hybrid games are not possible).
I would also add again that I said that it seems more easy in 4E than in 3.xE to resolve those conflicts, mainly by ignoring some fluff text that push the S agenda.
To be honest, there was a lot of work done to avoid these conflicts, for example the freedom given to the Paladin and the Cleric. In fact, I realize that it is such very nice examples that made me angry when I saw the remaining pro-S elements.
I'm also glad that thing such as puzzles and clues gathering done in "conversation mode" have been clearly identified as being tricky.
mearls said:
but I think that using it to design is like saying a movie has to be either a comedy, an action flick, or a drama. Every line in a comedy has to be a joke, and every second of an action flick has to have violence or explosion.
IMHO comparing the effect of incoherence in games vs in movies isn't a good idea.
Thanks for your input on this matter !