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<blockquote data-quote="triqui" data-source="post: 5521885" data-attributes="member: 57948"><p>While related, I think Subtractive dessign is doing that, just one step beyond. Think on Apple iPhone. It does have one button, compared to Samsung Galaxy S, which have 3. Apple went with substractive design. Their *goal* was to get as few buttons as possible. It was not a side-effect, it was their goal.</p><p></p><p>While we all have done those subtractive moments you mention, and we have streamlined things, Subtrative Design make simplicity a goal itself. For example: "I'm going to build a Diceless RPG" might be Subtractive design. A DMless rpg might be too. </p><p></p><p>It's a strong approach. Not every design should use this, but for sure, some would benefit from it. </p><p></p><p>Even if you might not end doing it for the whole design development, you might find yourself doint it for parts of the game. A good example could be: "in 3e, being stun by pain, being stun by nausea, and being stun by fear, are different status. I can simplify that."</p><p></p><p>As every other design approach (like Exception Based Design vs Modular Design), it has some merits, and some flaws. However, I found it to be shockingly interesting. It's like some sort of "remember: you don't *have* to use a mechanic just becouse *it is there* or *always have been done*"</p></blockquote><p></p>
[QUOTE="triqui, post: 5521885, member: 57948"] While related, I think Subtractive dessign is doing that, just one step beyond. Think on Apple iPhone. It does have one button, compared to Samsung Galaxy S, which have 3. Apple went with substractive design. Their *goal* was to get as few buttons as possible. It was not a side-effect, it was their goal. While we all have done those subtractive moments you mention, and we have streamlined things, Subtrative Design make simplicity a goal itself. For example: "I'm going to build a Diceless RPG" might be Subtractive design. A DMless rpg might be too. It's a strong approach. Not every design should use this, but for sure, some would benefit from it. Even if you might not end doing it for the whole design development, you might find yourself doint it for parts of the game. A good example could be: "in 3e, being stun by pain, being stun by nausea, and being stun by fear, are different status. I can simplify that." As every other design approach (like Exception Based Design vs Modular Design), it has some merits, and some flaws. However, I found it to be shockingly interesting. It's like some sort of "remember: you don't *have* to use a mechanic just becouse *it is there* or *always have been done*" [/QUOTE]
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