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<blockquote data-quote="jdrakeh" data-source="post: 2761695" data-attributes="member: 13892"><p>I think that is <em>all</em> very open to debate <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p><em>This</em> is why I don't understand why Rifts succeeds where games like World of Synnibarr and SenZar fail - in this respect, they're nearly <em>identical</em> (no joke). I mean, all three games are gonzo, wish fulfillment, sci-fi with little or no internal consistency and <em>everything</em> (jncluding the kitchen sink) thrown into the settings just for the hell of it. All three game sport similar qualities of writing and presentation. All three games could be, for all intents and purposes, supplements for one another and you'd never know it if the covers were torn off... but...</p><p></p><p>Only one of these games is wildly popular, while the other two are widely maligned. What's even more bizarre is that one of these games actually has internally consistent mechanics that make sense (both conceptually and mathematically) - but it isn't the one that's wildly popular. So it isn't internally consistent mechanics that make Rifts what it is, nor is it the lack thereof. And it isn't the setting itself. So what is it? Does it really come down to brand recognition? </p><p></p><p>I'm almost convinced that it must, but I admit that there may be some other factor I'm missing. Heck if I know what it is, though.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 2761695, member: 13892"] I think that is [i]all[/i] very open to debate ;) [i]This[/i] is why I don't understand why Rifts succeeds where games like World of Synnibarr and SenZar fail - in this respect, they're nearly [i]identical[/i] (no joke). I mean, all three games are gonzo, wish fulfillment, sci-fi with little or no internal consistency and [i]everything[/i] (jncluding the kitchen sink) thrown into the settings just for the hell of it. All three game sport similar qualities of writing and presentation. All three games could be, for all intents and purposes, supplements for one another and you'd never know it if the covers were torn off... but... Only one of these games is wildly popular, while the other two are widely maligned. What's even more bizarre is that one of these games actually has internally consistent mechanics that make sense (both conceptually and mathematically) - but it isn't the one that's wildly popular. So it isn't internally consistent mechanics that make Rifts what it is, nor is it the lack thereof. And it isn't the setting itself. So what is it? Does it really come down to brand recognition? I'm almost convinced that it must, but I admit that there may be some other factor I'm missing. Heck if I know what it is, though. [/QUOTE]
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