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<blockquote data-quote="Rob Kuntz" data-source="post: 7836431" data-attributes="member: 7015759"><p>Yes... Well, in 2012 I penned this for my "New Ethos in Game Design: The Paradigm Shift Originated by D&D, 1972-1977" (still in ms form, est. 150,000 words written). From the chapter "Linear vs. Granular" ©2012-2019 Rob Kuntz:</p><p></p><p>"...We are building worlds and their parts, whereas the expedient company-made model has been used as a linear sample of worlds built for us. One is accomplished to fulfill personal world-views (the world is the author/artist); the latter is fashioned for reasons related to group and business views. The latter is detached from the individual view and has been achieved by median processes that lead to median use. In other words, interpreted use tends towards generality rather than specificity. Due to this contraction commercial designs tend toward strictly linear (non-granular) patterns of plug-and-play design and usage. By extenuation, as this model continues and there is no change from it, design and its product, play, become automatic functions through imitation of the design model and by its patterned processes in play. This in turn leads to stagnation in design thought and play thought, i.e., to cyclical expressions in both cases. ..."</p><p></p><p>Therein lies the divide between the DIY ethic of WoG and all those Worlds (and thus the rules attaching to these) fashioned as median use products and that dominate our past and current market.</p></blockquote><p></p>
[QUOTE="Rob Kuntz, post: 7836431, member: 7015759"] Yes... Well, in 2012 I penned this for my "New Ethos in Game Design: The Paradigm Shift Originated by D&D, 1972-1977" (still in ms form, est. 150,000 words written). From the chapter "Linear vs. Granular" ©2012-2019 Rob Kuntz: "...We are building worlds and their parts, whereas the expedient company-made model has been used as a linear sample of worlds built for us. One is accomplished to fulfill personal world-views (the world is the author/artist); the latter is fashioned for reasons related to group and business views. The latter is detached from the individual view and has been achieved by median processes that lead to median use. In other words, interpreted use tends towards generality rather than specificity. Due to this contraction commercial designs tend toward strictly linear (non-granular) patterns of plug-and-play design and usage. By extenuation, as this model continues and there is no change from it, design and its product, play, become automatic functions through imitation of the design model and by its patterned processes in play. This in turn leads to stagnation in design thought and play thought, i.e., to cyclical expressions in both cases. ..." Therein lies the divide between the DIY ethic of WoG and all those Worlds (and thus the rules attaching to these) fashioned as median use products and that dominate our past and current market. [/QUOTE]
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