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GenCon 2023 - D&D Rules Revision panel
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<blockquote data-quote="Emberashh" data-source="post: 9085639" data-attributes="member: 7040941"><p>No, pushing things out for "playtesting" and then never bothering with it again isn't how creative development works. </p><p></p><p>Iteration matters. Not testing it once and then throwing it away if it doesn't start a hype train on the internet.</p><p></p><p></p><p></p><p>And more than a few that should have didn't. Its a waste of time and opportunity, for that matter. </p><p></p><p>Throwing away good (and in a lot of cases desperately needed) ideas is not sound design. </p><p></p><p></p><p></p><p>Its fallacious to make appeals to the idea that "professional game designer" means diddly squat. We can evaluate what they're putting out on their own merits, and for reasons already given, their ideas for how to go about this are distinctly lacking in sense or conviction. </p><p></p><p>And lets not pretend either that Im the lone voice in the wilderness pointing out the ridiculous way they're evaluating feedback and now, <em>retroactively</em> trying to recontextualize what they were putting out. Going nearly a year into a playtest only to recently go "oops, all experiments <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=";)" />" is incredibly transparent and they don't get a pass just because they get paid to do this. </p><p></p><p>In fact, that they get paid actually <em>demands better</em> than that. Much better.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9085639, member: 7040941"] No, pushing things out for "playtesting" and then never bothering with it again isn't how creative development works. Iteration matters. Not testing it once and then throwing it away if it doesn't start a hype train on the internet. And more than a few that should have didn't. Its a waste of time and opportunity, for that matter. Throwing away good (and in a lot of cases desperately needed) ideas is not sound design. Its fallacious to make appeals to the idea that "professional game designer" means diddly squat. We can evaluate what they're putting out on their own merits, and for reasons already given, their ideas for how to go about this are distinctly lacking in sense or conviction. And lets not pretend either that Im the lone voice in the wilderness pointing out the ridiculous way they're evaluating feedback and now, [I]retroactively[/I] trying to recontextualize what they were putting out. Going nearly a year into a playtest only to recently go "oops, all experiments ;)" is incredibly transparent and they don't get a pass just because they get paid to do this. In fact, that they get paid actually [I]demands better[/I] than that. Much better. [/QUOTE]
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