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General Tabletop Discussion
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Is optimization on a common ground such as teamwork good for an rpg?
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<blockquote data-quote="The Little Raven" data-source="post: 4347516" data-attributes="member: 10095"><p>I get it.</p><p></p><p>You're saying that making sure the game focuses on the group having fun is a problem, because it doesn't focus on making sure an individual has fun. I get that. I disagree completely because it's a cooperative multiplayer game, not a competitive multiplayer game.</p><p></p><p></p><p></p><p>When the entire group has fun, each individual has fun (otherwise, the entire group isn't having fun).</p><p></p><p></p><p></p><p>I wonder the same thing about you. You keep talking about individuals as if they were more important than the group as a whole, as if one person's fun is more important than five people's fun. You also don't seem to notice that if the entire group is having fun, then every individual is having fun, and the game has succeeded at it's goal: group fun.</p><p></p><p></p><p></p><p>Yeah, that's called teamwork. You have fun by making the group succeed by filling your role. Players who play defenders like to beat things up, while keeping their allies safe from threats. Players who play healers like to keep their allies alive and fighting on. Doing so helps the group at the same time. Thus, working as a team to overcome challenges means everyone gets to act within their role, and the group as a whole (which encompasses each individual in that group) has fun. Thus, teamwork leads to fun.</p><p></p><p>Games that focus on the fun of individuals over the fun of the group tend to promote spotlight hogs and self-sustaining characters who don't need to work in a group, and that's not what cooperative games are about.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4347516, member: 10095"] I get it. You're saying that making sure the game focuses on the group having fun is a problem, because it doesn't focus on making sure an individual has fun. I get that. I disagree completely because it's a cooperative multiplayer game, not a competitive multiplayer game. When the entire group has fun, each individual has fun (otherwise, the entire group isn't having fun). I wonder the same thing about you. You keep talking about individuals as if they were more important than the group as a whole, as if one person's fun is more important than five people's fun. You also don't seem to notice that if the entire group is having fun, then every individual is having fun, and the game has succeeded at it's goal: group fun. Yeah, that's called teamwork. You have fun by making the group succeed by filling your role. Players who play defenders like to beat things up, while keeping their allies safe from threats. Players who play healers like to keep their allies alive and fighting on. Doing so helps the group at the same time. Thus, working as a team to overcome challenges means everyone gets to act within their role, and the group as a whole (which encompasses each individual in that group) has fun. Thus, teamwork leads to fun. Games that focus on the fun of individuals over the fun of the group tend to promote spotlight hogs and self-sustaining characters who don't need to work in a group, and that's not what cooperative games are about. [/QUOTE]
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Is optimization on a common ground such as teamwork good for an rpg?
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