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Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Chrono22" data-source="post: 5160232" data-attributes="member: 86638"><p>This, this 1000 times. *rep*</p><p>Making pen and paper RPGs mimic video games in regards to challenges/rewards/gratification is a losing battle.</p><p>This is a slippery slope- but I don't really consider this a fallacy... seen as a continuum from super-dedicated gamers to super-casual gamers, appealing to more casual players will certainly broaden the player base, but only temporarily. So, to continue to increase the income from your product you continue to broaden the base... the thing is, casual players aren't dedicated customers- they stop buying your stuff and go somewhere else eventually. A PnP RPG can't do video games as well as video games without becoming one itself. Which is no problem- unless your selling point for the RPG is that the excitement happens in your imagination. When the game is reduced to a tactical-strategic combat game, the only difference between it and a video game competitor is that the competitor has better graphics and a larger player base. Your casual players have to expend time and effort imagining actions that your competitor's software can represent visually. Why would customers continue paying money for a comparatively inferior product? Goodwill and nostalgia can only get you so far.</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5160232, member: 86638"] This, this 1000 times. *rep* Making pen and paper RPGs mimic video games in regards to challenges/rewards/gratification is a losing battle. This is a slippery slope- but I don't really consider this a fallacy... seen as a continuum from super-dedicated gamers to super-casual gamers, appealing to more casual players will certainly broaden the player base, but only temporarily. So, to continue to increase the income from your product you continue to broaden the base... the thing is, casual players aren't dedicated customers- they stop buying your stuff and go somewhere else eventually. A PnP RPG can't do video games as well as video games without becoming one itself. Which is no problem- unless your selling point for the RPG is that the excitement happens in your imagination. When the game is reduced to a tactical-strategic combat game, the only difference between it and a video game competitor is that the competitor has better graphics and a larger player base. Your casual players have to expend time and effort imagining actions that your competitor's software can represent visually. Why would customers continue paying money for a comparatively inferior product? Goodwill and nostalgia can only get you so far. [/QUOTE]
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