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How Quickly is C&C Catching on?
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<blockquote data-quote="Akrasia" data-source="post: 1969121" data-attributes="member: 23012"><p>How sweet! We love you too Numion! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>This is is actually incorrect as a generalization. Or, more precisely, it is incorrect if the various elements of the model or game that you start with are all extremely <em>interdependent.</em> </p><p></p><p>For example, in economics (or, for that matter, any discipline that uses models) it is FAR EASIER to modify a simple model -- including introducing new variables -- than it is to modify a very complex model.</p><p></p><p>The reason is simple. The more interdependent variables that you have in the model, the harder it is to control for the unintended consequences of altering any one of those variables. In contrast, if you start with a simple model, you can generally predict the likely consequences of either altering one variable, or introducing a new one, on the model as a whole. (I'm being a bit quick and sloppy here, but my general point is correct nonetheless.)</p><p></p><p>What applies to formal models in economics also applies to game design. </p><p></p><p>To continue with the analogy...</p><p>3E is an extremely complex model (which is often touted as a good thing about 3E, especially how all the different elements are carefully 'balanced' with each other). Altering any single variable (e.g. removing feats) can have all kinds of consequences for the model as a whole.</p><p></p><p>In contrast, a game like C&C is a (comparatively) simple model. The theorist (or CK) can generally predict and control the consequences of adding or changing one variable.</p><p></p><p>So modularity is a genuine feature of C&C. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Well people have annoying habits. And guess what -- you don't have to play with them! What has that got to do with the game itself? </p><p> :\</p></blockquote><p></p>
[QUOTE="Akrasia, post: 1969121, member: 23012"] How sweet! We love you too Numion! :D This is is actually incorrect as a generalization. Or, more precisely, it is incorrect if the various elements of the model or game that you start with are all extremely [I]interdependent.[/I] For example, in economics (or, for that matter, any discipline that uses models) it is FAR EASIER to modify a simple model -- including introducing new variables -- than it is to modify a very complex model. The reason is simple. The more interdependent variables that you have in the model, the harder it is to control for the unintended consequences of altering any one of those variables. In contrast, if you start with a simple model, you can generally predict the likely consequences of either altering one variable, or introducing a new one, on the model as a whole. (I'm being a bit quick and sloppy here, but my general point is correct nonetheless.) What applies to formal models in economics also applies to game design. To continue with the analogy... 3E is an extremely complex model (which is often touted as a good thing about 3E, especially how all the different elements are carefully 'balanced' with each other). Altering any single variable (e.g. removing feats) can have all kinds of consequences for the model as a whole. In contrast, a game like C&C is a (comparatively) simple model. The theorist (or CK) can generally predict and control the consequences of adding or changing one variable. So modularity is a genuine feature of C&C. :cool: Well people have annoying habits. And guess what -- you don't have to play with them! What has that got to do with the game itself? :\ [/QUOTE]
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