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<blockquote data-quote="eyebeams" data-source="post: 2297762" data-attributes="member: 9225"><p>You should get more familiar with fallacies in reasoning. I hear that people with larger shoe sides are more likely to have beards, too.</p><p></p><p>White males with college educations having less problems? Who woulda thunk it! If you don't know why this isn't a reason to pat yourself on the back (and I can't tell you here at ENWorld, so don't ask), then really, this discourse is at an end.</p><p></p><p></p><p></p><p>Actually, plenty of people play football. And football requires a significant amount of strategic thinking. My point, though is if you have nothing but contempt for the average person, your games will be shallow and poorly thought out. You don't take pop culture at its word, but when you ignore it, you're simply engaging in your own "dumbing down."</p><p></p><p></p><p></p><p>Oh. That is most unfortunate.</p><p></p><p></p><p></p><p>But you churn out games about pulp ninjas in WW2,</p><p></p><p></p><p></p><p>Saying, "Only the art that actually features women degrades them," does not refute my point.</p><p></p><p></p><p></p><p>Sure I will. And tell me: What's so not-pop-culture about the Star Wars RPG? Don't dodge the bullet, d00d.</p><p></p><p></p><p></p><p>That's not my point. My point is that every successful RPG feeds off of a pop culture motif not because of mere coincidence, but intentionally. Like your use of "1930s gangsters, Lovecraftian horror, or archaeological adventure," to sell 1948.</p><p></p><p></p><p></p><p>Yes, yes, I'm sure you believe that's a subtextual insult. Moving on . . .</p><p></p><p></p><p></p><p>The trouble is that hardcore videogame players *already* roleplay, either in the confines of the MMO envirinment or in ancillary hobbies like blogging and communities. One of the problems designers will have to bear is that the public loves roleplaying now, but finds roleplaying *games* largely unnecessary.</p><p></p><p>Whoa.... I didn't even notice you said this until just now.</p><p></p><p></p><p>There's the problem in your last sentence. The "Genre? Genre? Or maybe genre?" formula has been done to death. It only works if you attempt definitive treatments or create an affinity for a specific setting. .pdf works for the latter because it's an uncharted niche. Gareth can do pulp and I can do cyberpunk because it hasn't been done in a successful fashion for that market before. But there's more to it.</p><p></p><p>The other overcooked turkey is elevator pitch RPGs? "It's Cthulhu meets Evangelion meets Doc Savage!" Yawn. These treatments lack cohesion 90% of the time and are ultimately disposible.</p><p></p><p></p><p></p><p>Sturgeon's Law applies to games. My corrolary to it is, "98%" of new companies *aspire* to crap." This applies the filter somewhat more tightly.</p><p></p><p></p><p></p><p>I wasn't judging your work.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 2297762, member: 9225"] You should get more familiar with fallacies in reasoning. I hear that people with larger shoe sides are more likely to have beards, too. White males with college educations having less problems? Who woulda thunk it! If you don't know why this isn't a reason to pat yourself on the back (and I can't tell you here at ENWorld, so don't ask), then really, this discourse is at an end. Actually, plenty of people play football. And football requires a significant amount of strategic thinking. My point, though is if you have nothing but contempt for the average person, your games will be shallow and poorly thought out. You don't take pop culture at its word, but when you ignore it, you're simply engaging in your own "dumbing down." Oh. That is most unfortunate. But you churn out games about pulp ninjas in WW2, Saying, "Only the art that actually features women degrades them," does not refute my point. Sure I will. And tell me: What's so not-pop-culture about the Star Wars RPG? Don't dodge the bullet, d00d. That's not my point. My point is that every successful RPG feeds off of a pop culture motif not because of mere coincidence, but intentionally. Like your use of "1930s gangsters, Lovecraftian horror, or archaeological adventure," to sell 1948. Yes, yes, I'm sure you believe that's a subtextual insult. Moving on . . . The trouble is that hardcore videogame players *already* roleplay, either in the confines of the MMO envirinment or in ancillary hobbies like blogging and communities. One of the problems designers will have to bear is that the public loves roleplaying now, but finds roleplaying *games* largely unnecessary. Whoa.... I didn't even notice you said this until just now. There's the problem in your last sentence. The "Genre? Genre? Or maybe genre?" formula has been done to death. It only works if you attempt definitive treatments or create an affinity for a specific setting. .pdf works for the latter because it's an uncharted niche. Gareth can do pulp and I can do cyberpunk because it hasn't been done in a successful fashion for that market before. But there's more to it. The other overcooked turkey is elevator pitch RPGs? "It's Cthulhu meets Evangelion meets Doc Savage!" Yawn. These treatments lack cohesion 90% of the time and are ultimately disposible. Sturgeon's Law applies to games. My corrolary to it is, "98%" of new companies *aspire* to crap." This applies the filter somewhat more tightly. I wasn't judging your work. [/QUOTE]
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