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General Tabletop Discussion
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Do players really want balance?
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<blockquote data-quote="Baron Opal II" data-source="post: 9488634" data-attributes="member: 6794067"><p>Well, in order to have a useful design goal of "approachable by a wide audience" you need to define those things and detail how you're going about doing that.</p><p></p><p>For a more personal example, it's not good enough to say "improve outcomes in people with addiction issues at risk of endocarditis." How do you do that? What is something you can measure? How long do you measure it? How many approaches are you doing at the same time? What resources do you have and how many people can you recruit?</p><p></p><p>For making a successful game, it takes some research to figure out what people get out of it. How do the papers, pens, books, and dice interact to create a "fun" experience. How reproduceable is that? How many personality types can we appeal to? Is "personality" even that relevant? Lots of questions to ask and things to measure.</p><p></p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9488634, member: 6794067"] Well, in order to have a useful design goal of "approachable by a wide audience" you need to define those things and detail how you're going about doing that. For a more personal example, it's not good enough to say "improve outcomes in people with addiction issues at risk of endocarditis." How do you do that? What is something you can measure? How long do you measure it? How many approaches are you doing at the same time? What resources do you have and how many people can you recruit? For making a successful game, it takes some research to figure out what people get out of it. How do the papers, pens, books, and dice interact to create a "fun" experience. How reproduceable is that? How many personality types can we appeal to? Is "personality" even that relevant? Lots of questions to ask and things to measure. Thanks. [/QUOTE]
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Do players really want balance?
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