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Is optimization on a common ground such as teamwork good for an rpg?
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<blockquote data-quote="xechnao" data-source="post: 4347925" data-attributes="member: 58105"><p>What you perhaps do not realize is that in tabletops and whatever involves human interaction these things are mixed in a way that they can't be clearly defined as in a video game.</p><p></p><p></p><p>You are one of five solo dudes. Game mechanics take care that you are one fifth of a team so the game runs smoothly for everyone's fun.</p><p></p><p></p><p></p><p>I agree that this should be the design goal and I believe that team focused mechanics for the player will fail to provide this. This is what I am arguing about. I know it is not apparent at first glance but I believe it is the case.</p><p></p><p></p><p></p><p>Yes, I think there is a problem with my english but I also think that the fact that my point is counter-intuitive does not help either.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4347925, member: 58105"] What you perhaps do not realize is that in tabletops and whatever involves human interaction these things are mixed in a way that they can't be clearly defined as in a video game. You are one of five solo dudes. Game mechanics take care that you are one fifth of a team so the game runs smoothly for everyone's fun. I agree that this should be the design goal and I believe that team focused mechanics for the player will fail to provide this. This is what I am arguing about. I know it is not apparent at first glance but I believe it is the case. Yes, I think there is a problem with my english but I also think that the fact that my point is counter-intuitive does not help either. [/QUOTE]
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Is optimization on a common ground such as teamwork good for an rpg?
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