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Game Design and Pizza Analogies
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<blockquote data-quote="Jester David" data-source="post: 6258015" data-attributes="member: 37579"><p>For the sake of clarity, here's the most recent example of my pizza analogy. (Although, with the wording below, I believe it's technically a metaphor.)</p><p></p><p></p><p></p><p>The origins of this... metaphor... are my home life. Because, like most fat people, I like pizza. And I also like spicy food. However, Mrs. Jester cannot handy hot spices. At all. Her pizza of choice is Ham & Pinnaple, which I don't want to eat because motherf******g fruit does not belong on a motherf******g pizza. </p><p>This does not mean we both grumble and have a plain cheese pizza. It means we remove the offensive ingredients and compromise. We double-up on the ham and maybe throw on some other ingredients of choice. We find something we can agree on. I don't like mushrooms but I hate them less than pineapples so I'll accept those if it makes her happy, and so she'll ignore my Italian Sausage. </p><p>(This also means I keep a jar of pickled hot peppers, Sriracha, some fireball salsa, and an array of hot sauces in the fridge. So I can add what I want to my slices of the compromise pizza.)</p><p></p><p></p><p>I play a lot of RPGs. And for many, a focused approach is probably the best. Most games benefit from a narrow play style and singular theme. Because they're worlds and settings as much as role-playing games. Numenera is designed as a game to complement that setting. Mutants & Masterminds doesn't need to be a generic ruleset because it's design to emulate a certain genre. </p><p>Dungeons & Dragons is different. While there is a baseline world, and while there is a heavy amount of game lore, it's also a generic game system people use to tell their own stories. So it cannot be as focused. It has to be a little more generic. And, yes, it has to be that little bit blander.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6258015, member: 37579"] For the sake of clarity, here's the most recent example of my pizza analogy. (Although, with the wording below, I believe it's technically a metaphor.) The origins of this... metaphor... are my home life. Because, like most fat people, I like pizza. And I also like spicy food. However, Mrs. Jester cannot handy hot spices. At all. Her pizza of choice is Ham & Pinnaple, which I don't want to eat because motherf******g fruit does not belong on a motherf******g pizza. This does not mean we both grumble and have a plain cheese pizza. It means we remove the offensive ingredients and compromise. We double-up on the ham and maybe throw on some other ingredients of choice. We find something we can agree on. I don't like mushrooms but I hate them less than pineapples so I'll accept those if it makes her happy, and so she'll ignore my Italian Sausage. (This also means I keep a jar of pickled hot peppers, Sriracha, some fireball salsa, and an array of hot sauces in the fridge. So I can add what I want to my slices of the compromise pizza.) I play a lot of RPGs. And for many, a focused approach is probably the best. Most games benefit from a narrow play style and singular theme. Because they're worlds and settings as much as role-playing games. Numenera is designed as a game to complement that setting. Mutants & Masterminds doesn't need to be a generic ruleset because it's design to emulate a certain genre. Dungeons & Dragons is different. While there is a baseline world, and while there is a heavy amount of game lore, it's also a generic game system people use to tell their own stories. So it cannot be as focused. It has to be a little more generic. And, yes, it has to be that little bit blander. [/QUOTE]
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