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Is there room in modern gaming for the OSR to bring in new gamers?
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<blockquote data-quote="Umbran" data-source="post: 8272727" data-attributes="member: 177"><p>And this is where we stumble. "...it was always a haven for those that were <strong>the outcasts</strong> of the time..."</p><p></p><p>We nerds were not THE outcasts. We had no monopoly on it. We were only one set of outcasts. There were others - black kids were also outcasts. So were gay kids. Hispanic kids, asian kids. Heck, <em>girls</em>, were kind of outcast if they didn't fit a couple of particular molds, and they were still being seen as second-class citizens even if they did fit in. And that's not an exhaustive list of outcast folks, merely a demonstrative one.</p><p></p><p>And, back in the 80s, we nerds were not particularly welcoming to <em>any of them</em>! In returning to "back in the day" the OSR is not freeing itself from its exclusionary past.</p><p></p><p>Modern psychology is running into an issue, because a number of things that it thought was "normal human behavior" was actually "normal <em>college student</em> behavior". because much of the research was done with volunteer college students. Note that "college student" was selecting strongly for particular social class, gender, etc, but it was <em>assumed</em> that those generalized. That assumption was wrong.</p><p></p><p>Now, think of game design in the same way. We have a game that we say was popular... but it was really only hugely popular with a limited demographic. You cannot reasonably assume the same game play aspects are actually going to be popular with other demographics. Those other people have different life experiences, and so are likely to want some different things in their entertainment.</p><p></p><p>And, no, representation is only an absolute bare minimum of adaptation for the needs of others. Folks with different life experiences are apt to want fundamentally different gaming experiences and stories. </p><p></p><p>So, there is reason to think that returning to the old school is a self-limiting thing.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8272727, member: 177"] And this is where we stumble. "...it was always a haven for those that were [B]the outcasts[/B] of the time..." We nerds were not THE outcasts. We had no monopoly on it. We were only one set of outcasts. There were others - black kids were also outcasts. So were gay kids. Hispanic kids, asian kids. Heck, [I]girls[/I], were kind of outcast if they didn't fit a couple of particular molds, and they were still being seen as second-class citizens even if they did fit in. And that's not an exhaustive list of outcast folks, merely a demonstrative one. And, back in the 80s, we nerds were not particularly welcoming to [I]any of them[/I]! In returning to "back in the day" the OSR is not freeing itself from its exclusionary past. Modern psychology is running into an issue, because a number of things that it thought was "normal human behavior" was actually "normal [I]college student[/I] behavior". because much of the research was done with volunteer college students. Note that "college student" was selecting strongly for particular social class, gender, etc, but it was [I]assumed[/I] that those generalized. That assumption was wrong. Now, think of game design in the same way. We have a game that we say was popular... but it was really only hugely popular with a limited demographic. You cannot reasonably assume the same game play aspects are actually going to be popular with other demographics. Those other people have different life experiences, and so are likely to want some different things in their entertainment. And, no, representation is only an absolute bare minimum of adaptation for the needs of others. Folks with different life experiences are apt to want fundamentally different gaming experiences and stories. So, there is reason to think that returning to the old school is a self-limiting thing. [/QUOTE]
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