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Game design has "moved on"
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6230370"><p>I think there is still room for judgment and evaluation, but like you say, the end use is what matters. So I take no issue with people arguing that a particular mechanic isn't good for a given goal or audience. What i take issue with is people saying things like "X is just bad design". That gives no real context or points of comparison. There may be a few cases where this is true across the board (a game system built around a core mechanic that requires players to pass gas is a bad idea in my opinion and i think few would disagree with that). I am simply saying context and audience matter. If people enjoy using the mechanic that is what matters. Now your audience might be designers or experienced RPG critics, so your measures are going to include things like how the gamed builds on existing mechanical knowledge, how streamlined the game is, how well it rests with current gaming trends. But that isnt because these things are objectively good desing, its because the audience you decided to write for will likely value those sorts of things. But if i sit down to make an OSR game, a beer and pretzels game, or a cinematic game, my measures for good design will change according to my audience.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6230370"] I think there is still room for judgment and evaluation, but like you say, the end use is what matters. So I take no issue with people arguing that a particular mechanic isn't good for a given goal or audience. What i take issue with is people saying things like "X is just bad design". That gives no real context or points of comparison. There may be a few cases where this is true across the board (a game system built around a core mechanic that requires players to pass gas is a bad idea in my opinion and i think few would disagree with that). I am simply saying context and audience matter. If people enjoy using the mechanic that is what matters. Now your audience might be designers or experienced RPG critics, so your measures are going to include things like how the gamed builds on existing mechanical knowledge, how streamlined the game is, how well it rests with current gaming trends. But that isnt because these things are objectively good desing, its because the audience you decided to write for will likely value those sorts of things. But if i sit down to make an OSR game, a beer and pretzels game, or a cinematic game, my measures for good design will change according to my audience. [/QUOTE]
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