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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Campbell" data-source="post: 8112574" data-attributes="member: 16586"><p>Here's the thing - it is not my place to play backseat designer or worry about a company's bottom line when making a creative critique. As someone who plays roleplaying games their business needs are immaterial to me when evaluating the quality of the game. I am making subjective aesthetic and technical judgements based on what I think makes for better game design, not trying to rewrite history.</p><p></p><p>I am also not interested in getting into meta analysis of any particular game in this discussion because I believe it obscures the fundamental issues. You got locked into discussing the vagaries of a given game rather than the principles at work. You also end up continually fighting yesterday's battles instead of expecting better.</p><p></p><p>I think as consumers of the medium we often expect far too little from our games. We accept purchasing hundreds of pages of material that at best get out of the way. That is no where near acceptable value in my view. If I spend my money on something I expect it to provide value rather than just not have a negative impact. We can have evocative games with clear rules that impact the play experience in a positive way. We should all expect more. It's not one or the other.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8112574, member: 16586"] Here's the thing - it is not my place to play backseat designer or worry about a company's bottom line when making a creative critique. As someone who plays roleplaying games their business needs are immaterial to me when evaluating the quality of the game. I am making subjective aesthetic and technical judgements based on what I think makes for better game design, not trying to rewrite history. I am also not interested in getting into meta analysis of any particular game in this discussion because I believe it obscures the fundamental issues. You got locked into discussing the vagaries of a given game rather than the principles at work. You also end up continually fighting yesterday's battles instead of expecting better. I think as consumers of the medium we often expect far too little from our games. We accept purchasing hundreds of pages of material that at best get out of the way. That is no where near acceptable value in my view. If I spend my money on something I expect it to provide value rather than just not have a negative impact. We can have evocative games with clear rules that impact the play experience in a positive way. We should all expect more. It's not one or the other. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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