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Jon Peterson: Does System Matter?
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<blockquote data-quote="TheAlkaizer" data-source="post: 8196640" data-attributes="member: 7024893"><p>Natural language is not inherently worse than the typical approach with tables, keywords, bullet points, etc. It really depends on the product itself, what type of player it's aimed at, it's complexity, etc. For some people, it's much less intimidating to just read through things naturally. For others, a large paragraph of text makes them sigh even before they've read it.</p><p></p><p>In the case of 5E, the natural language made it very easy for me to dive in, and I get a nosebleed when I open a more typical boardgame instructions where it describes the phases, tokens, currencies with a cold and precise language. But after I became comfortable with it, the natural language does have its issues where it's not precise and leaves things to ambiguity. Like many things, I think the balance is somewhere in the middle. And that's one thing that videogames are able to do better: having options. You can have tooltips for new players that are much more natural, have less crunch in them and have advanced tooltips that are enabled after a while or in the options.</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 8196640, member: 7024893"] Natural language is not inherently worse than the typical approach with tables, keywords, bullet points, etc. It really depends on the product itself, what type of player it's aimed at, it's complexity, etc. For some people, it's much less intimidating to just read through things naturally. For others, a large paragraph of text makes them sigh even before they've read it. In the case of 5E, the natural language made it very easy for me to dive in, and I get a nosebleed when I open a more typical boardgame instructions where it describes the phases, tokens, currencies with a cold and precise language. But after I became comfortable with it, the natural language does have its issues where it's not precise and leaves things to ambiguity. Like many things, I think the balance is somewhere in the middle. And that's one thing that videogames are able to do better: having options. You can have tooltips for new players that are much more natural, have less crunch in them and have advanced tooltips that are enabled after a while or in the options. [/QUOTE]
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