Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Dancey resigns as GAMA Treasurer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Sigil" data-source="post: 1688720" data-attributes="member: 2013"><p>An interesting argument, Umbran. Here, though, is the reason I gave the theory that I did.</p><p></p><p>The purpose of existence for a role-playing publication is to aid role-players in enjoying themselves.</p><p></p><p>In order for a role-playing publication to aid role-players in enjoying themselves, it must be used by role-players; if it is not, it cannot be the cause of their enjoyment.</p><p></p><p>A "good" thing of any stripe is that which most accomplishes its purpose for existence.</p><p></p><p>I think the quibble here comes in defining "most accomplishes." Some people say that means that is does an excellent job on the "micro-scale" - i.e., it is an excellent product because it helps my group enjoy itself due to (a) good writing, (b) good rules, (c) good flavor text, (d) good art, (e) good other, (f) all of the above. This is what I think a lot of people want to mean when they say something is "quality" - it does a "good job" describing a game (or a setting, or whatever) that the person saying it is "quality" would like to play in - whether that is for setting, rules, elegance, simplicity, and so on. This is a valid definition of "most accomplishes" but is horribly subjective because it is almost impossible to get any two people to agree upon exactly what set of rules is best. (Hence, the great abundance of house rules, not to mention different RPG systems). Other people say that "most accomplishes" should be looked at on a "macro-scale" - i.e., it is an excellent product because lots of people are using it (even if my particular group isn't) and thus the total enjoyment it is responsible for is high. The problem, of course, is that role-playing is a "personal" endeavor, and most people like to think of their own way of gaming as The One True Way, and anyone using any other rules isn't having "as much" enjoyment as they might have if they gamed using the One True Way. Of course, he's over there looking at you thinking you'd have much more fun if you'd subscribe to his One True Way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>At the end of the day, even sales aren't the best indicator of what is actually being played - I've bought a lot of things I've never played. But it seems to be true that in order for a product to be played, and thus aid in providing enjoyment to gamers, on either a micro- or macro-scale, and thus serve its purpose for existence, and thus be a "good" product, <em>it has to be bought first</em>. And that's the bottom line.</p><p></p><p>"Micro-scale" judging of quality is in many ways useless because, as I mentioned, no two people think exactly alike. What I think is "the bomb" might be the exact opposite of what you like. Thus, we're left looking at "macro-scale" judging - i.e., not "what do I play" but "what are most people playing?" Sales do not perfectly reflect play, but a low-selling product can't have a high number of people playing it.</p><p></p><p>Again, my theory is simply: <em>High product sales indicate a high quality product.</em> High sales imply high rate of play. High rate of play implies high enjoyment among RPGers derived from the product. By my own definition, that is (macro-scale) quality, QED.</p><p></p><p>It's not perfect, because what I really want to say is "high rate of play indicates a high quality product." But since it's almost impossible to quantify rate of play and since rate of play is a function of rate of sales, I go to the measureable quantity - sales.</p><p></p><p>And again, this is not to say that a high quality product necessarily means high sales (especially when we talk about a "micro-scale" of quality). It also does not mean that low sales indicate low quality. It means exactly what it says.</p><p></p><p>I would posit, however, that "high rate of continued sale" (i.e., sales volume over time when removing the "spike" of sales in the first 30 days of release) is the <strong>best</strong> indicator of quality - it indicates that a product stands the test of time and continues to appeal to gamers. That means it works on a macro-scale - lots of people are using it, and on a micro-scale - continued sales imply that many people find it quality and are finding it by word of mouth.</p><p></p><p>There's no "perfect" definition of quality, but again, I'm trying to reconcile two definitions taht may or may not work together.</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1688720, member: 2013"] An interesting argument, Umbran. Here, though, is the reason I gave the theory that I did. The purpose of existence for a role-playing publication is to aid role-players in enjoying themselves. In order for a role-playing publication to aid role-players in enjoying themselves, it must be used by role-players; if it is not, it cannot be the cause of their enjoyment. A "good" thing of any stripe is that which most accomplishes its purpose for existence. I think the quibble here comes in defining "most accomplishes." Some people say that means that is does an excellent job on the "micro-scale" - i.e., it is an excellent product because it helps my group enjoy itself due to (a) good writing, (b) good rules, (c) good flavor text, (d) good art, (e) good other, (f) all of the above. This is what I think a lot of people want to mean when they say something is "quality" - it does a "good job" describing a game (or a setting, or whatever) that the person saying it is "quality" would like to play in - whether that is for setting, rules, elegance, simplicity, and so on. This is a valid definition of "most accomplishes" but is horribly subjective because it is almost impossible to get any two people to agree upon exactly what set of rules is best. (Hence, the great abundance of house rules, not to mention different RPG systems). Other people say that "most accomplishes" should be looked at on a "macro-scale" - i.e., it is an excellent product because lots of people are using it (even if my particular group isn't) and thus the total enjoyment it is responsible for is high. The problem, of course, is that role-playing is a "personal" endeavor, and most people like to think of their own way of gaming as The One True Way, and anyone using any other rules isn't having "as much" enjoyment as they might have if they gamed using the One True Way. Of course, he's over there looking at you thinking you'd have much more fun if you'd subscribe to his One True Way. ;) At the end of the day, even sales aren't the best indicator of what is actually being played - I've bought a lot of things I've never played. But it seems to be true that in order for a product to be played, and thus aid in providing enjoyment to gamers, on either a micro- or macro-scale, and thus serve its purpose for existence, and thus be a "good" product, [i]it has to be bought first[/i]. And that's the bottom line. "Micro-scale" judging of quality is in many ways useless because, as I mentioned, no two people think exactly alike. What I think is "the bomb" might be the exact opposite of what you like. Thus, we're left looking at "macro-scale" judging - i.e., not "what do I play" but "what are most people playing?" Sales do not perfectly reflect play, but a low-selling product can't have a high number of people playing it. Again, my theory is simply: [i]High product sales indicate a high quality product.[/i] High sales imply high rate of play. High rate of play implies high enjoyment among RPGers derived from the product. By my own definition, that is (macro-scale) quality, QED. It's not perfect, because what I really want to say is "high rate of play indicates a high quality product." But since it's almost impossible to quantify rate of play and since rate of play is a function of rate of sales, I go to the measureable quantity - sales. And again, this is not to say that a high quality product necessarily means high sales (especially when we talk about a "micro-scale" of quality). It also does not mean that low sales indicate low quality. It means exactly what it says. I would posit, however, that "high rate of continued sale" (i.e., sales volume over time when removing the "spike" of sales in the first 30 days of release) is the [b]best[/b] indicator of quality - it indicates that a product stands the test of time and continues to appeal to gamers. That means it works on a macro-scale - lots of people are using it, and on a micro-scale - continued sales imply that many people find it quality and are finding it by word of mouth. There's no "perfect" definition of quality, but again, I'm trying to reconcile two definitions taht may or may not work together. --The Sigil [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dancey resigns as GAMA Treasurer
Top