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Dependency on Character Creation Apps?
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<blockquote data-quote="Anon Adderlan" data-source="post: 9337132" data-attributes="member: 53053"><p>Common norms matter. Chairs and doors account for human dimensions. Speed limits account for human reaction times. Font sizes account for human visual acuity. Game controllers account for the shape of human hands. And while outliers may benefit from variations, there are also variations nobody would ever appreciate or be able to take advantage of.</p><p></p><p>Game design needs to account for the same kind of norms, and the more <em>common</em> those are the wider the potential market. Even the app must be designed with these considerations in mind. So is it like a spreadsheet? A series of dropdowns? A smart character sheet? Because regardless of what you decide it <em>will</em> end up being more appealing/accessible to one demographic over another. So who exactly is it designed <em>for</em>?</p><p></p><p>Like it or not human limits <em>exist</em>, and if even one person has trouble playing a 'tabletop' game without the aid of an 'app' it's a red flag that should be evaluated.</p><p></p><p></p><p>Then it's a tabletop RPG for <em>you</em>, and a mixed media game for <em>them</em>. Question is which one's the outlier.</p><p></p><p>And ability is only part of the equation, as someone might be <em>able</em> to play a thing but not <em>enjoy</em> doing so. So are these character apps a feature or a bug? Are they an <em>intended</em> part of play? Do players find them fun to engage with in themselves or the price of admission?</p><p></p><p></p><p>Apparently so are the character creation apps.</p><p></p><p>Most people are not professional athletes. Most people do not have eidetic memory. Most people can not do advanced mathematics in their heads. So you can either design for common human norms, or for outliers which <em>will</em> make your games less accessible to the former.</p></blockquote><p></p>
[QUOTE="Anon Adderlan, post: 9337132, member: 53053"] Common norms matter. Chairs and doors account for human dimensions. Speed limits account for human reaction times. Font sizes account for human visual acuity. Game controllers account for the shape of human hands. And while outliers may benefit from variations, there are also variations nobody would ever appreciate or be able to take advantage of. Game design needs to account for the same kind of norms, and the more [I]common[/I] those are the wider the potential market. Even the app must be designed with these considerations in mind. So is it like a spreadsheet? A series of dropdowns? A smart character sheet? Because regardless of what you decide it [I]will[/I] end up being more appealing/accessible to one demographic over another. So who exactly is it designed [I]for[/I]? Like it or not human limits [I]exist[/I], and if even one person has trouble playing a 'tabletop' game without the aid of an 'app' it's a red flag that should be evaluated. Then it's a tabletop RPG for [I]you[/I], and a mixed media game for [I]them[/I]. Question is which one's the outlier. And ability is only part of the equation, as someone might be [I]able[/I] to play a thing but not [I]enjoy[/I] doing so. So are these character apps a feature or a bug? Are they an [I]intended[/I] part of play? Do players find them fun to engage with in themselves or the price of admission? Apparently so are the character creation apps. Most people are not professional athletes. Most people do not have eidetic memory. Most people can not do advanced mathematics in their heads. So you can either design for common human norms, or for outliers which [I]will[/I] make your games less accessible to the former. [/QUOTE]
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