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Chris Cao has left WotC
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<blockquote data-quote="Ruin Explorer" data-source="post: 9631658" data-attributes="member: 18"><p>Waaaaiit was he the guy who was against them even buying Beyond in the first place? Because he regarded it as a pointless competitor to the 3D VTT (later Sigil)? On the wrong side of history there if so!</p><p></p><p></p><p>GW1 to this day, 20 years later, remains a high-water mark of skill//class/build design in so many way it's kind of horrifying. I honestly cannot offhand think of a single game as well-designed in that department. Some really cool class ideas (particularly Paragon, your screenshot really takes me back!) and also cultural/ethnic diversity done well and long before it was cool, too.</p><p></p><p>Borrowing without understanding is what I'd call "cargo cult design" was just really disturbingly common in the 2000s and even a lot of the 2010s (it is a bit rarer now), where some very senior people in game design were just routinely copying gameplay elements from other games without really understanding the "why" of them, or really the costs/benefits. It seems to be a bit less common now - I think indie games have really caused the entire industry to think about actual game design more, and a lot of talentless people who previously got to be game directors either got out of the industry, or promoted to levels where they no longer impact design much.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9631658, member: 18"] Waaaaiit was he the guy who was against them even buying Beyond in the first place? Because he regarded it as a pointless competitor to the 3D VTT (later Sigil)? On the wrong side of history there if so! GW1 to this day, 20 years later, remains a high-water mark of skill//class/build design in so many way it's kind of horrifying. I honestly cannot offhand think of a single game as well-designed in that department. Some really cool class ideas (particularly Paragon, your screenshot really takes me back!) and also cultural/ethnic diversity done well and long before it was cool, too. Borrowing without understanding is what I'd call "cargo cult design" was just really disturbingly common in the 2000s and even a lot of the 2010s (it is a bit rarer now), where some very senior people in game design were just routinely copying gameplay elements from other games without really understanding the "why" of them, or really the costs/benefits. It seems to be a bit less common now - I think indie games have really caused the entire industry to think about actual game design more, and a lot of talentless people who previously got to be game directors either got out of the industry, or promoted to levels where they no longer impact design much. [/QUOTE]
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