Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SKyOdin" data-source="post: 5159866" data-attributes="member: 57939"><p>Celebrim, I would response to your response to my last post, but I hate line-by-line quoting, since that causes the important details to quickly be lost amidst quibbling over minutia. Overall though, I don't think you really said anything of substance in response to my comments.</p><p></p><p>As it stands, you have yet to prove in any way that "ego gamers" you are talking about even exist, or that there is any trend in game design that is designed to appease them. Until you produce an example of a game that caters to these players, there really isn't anything meaningful to talk about in this thread.</p><p></p><p>However, I get the general impression that you are talking about 4E and its general design decision that the majority of attacks and skill checks performed by players should succeed. If that is the case, then that is a terrible example for your argument.</p><p></p><p>Success in a game like D&D is not based on round by round results; success comes at the end of the encounter if the party is still alive and the enemy party is defeated. A single die roll isn't sufficient to give a feeling of accomplishment on its own. All the die roll can do is contribute to a general sense of dread or excitement.</p><p></p><p>Furthermore, even if a game system was designed such that every attack a character made hit 100% of the time, that doesn't mean that the game is easy or built for instant gratification. Take the videogame Final Fantasy IV for example. Just about every physical attack your characters make will hit for consistent damage, and magic is guaranteed to work. However, Final Fantasy IV is a notoriously hard game (especially in its DS remake). The player's party can easily have two characters die in a battle against mooks, and boss fights can be frustrating experiences that involve numerous retries. Just landing a hit in combat won't evoke Fiero, particularly in prolonged fights where one hit's success isn't significant.</p><p></p><p>If you want to make the case that game design is leading towards instant gratification and easy success, you need to prove that there is a game system where it is consistently the case that the players will always easily win every fight, regardless of variables. I don't think that is the case for 4E D&D or any other modern RPG.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5159866, member: 57939"] Celebrim, I would response to your response to my last post, but I hate line-by-line quoting, since that causes the important details to quickly be lost amidst quibbling over minutia. Overall though, I don't think you really said anything of substance in response to my comments. As it stands, you have yet to prove in any way that "ego gamers" you are talking about even exist, or that there is any trend in game design that is designed to appease them. Until you produce an example of a game that caters to these players, there really isn't anything meaningful to talk about in this thread. However, I get the general impression that you are talking about 4E and its general design decision that the majority of attacks and skill checks performed by players should succeed. If that is the case, then that is a terrible example for your argument. Success in a game like D&D is not based on round by round results; success comes at the end of the encounter if the party is still alive and the enemy party is defeated. A single die roll isn't sufficient to give a feeling of accomplishment on its own. All the die roll can do is contribute to a general sense of dread or excitement. Furthermore, even if a game system was designed such that every attack a character made hit 100% of the time, that doesn't mean that the game is easy or built for instant gratification. Take the videogame Final Fantasy IV for example. Just about every physical attack your characters make will hit for consistent damage, and magic is guaranteed to work. However, Final Fantasy IV is a notoriously hard game (especially in its DS remake). The player's party can easily have two characters die in a battle against mooks, and boss fights can be frustrating experiences that involve numerous retries. Just landing a hit in combat won't evoke Fiero, particularly in prolonged fights where one hit's success isn't significant. If you want to make the case that game design is leading towards instant gratification and easy success, you need to prove that there is a game system where it is consistently the case that the players will always easily win every fight, regardless of variables. I don't think that is the case for 4E D&D or any other modern RPG. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
Top