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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7093201" data-attributes="member: 16586"><p>There's nothing wrong with that! It sounds like you have a fairly strong bead on your players' interests and your game meets those desires and motivations. It's just not the sort of thing that would be ideal for me. I can enjoy this sort of game as a player. I just have to put a measure of some of my own desires to the side for the good of the game. I think most of us can enjoy things that don't really match our tastes without trying to make it into something it is not. I just think it is important to acknowledge our own constraints even when we <strong>like</strong> them.</p><p></p><p>The games I like most are not particularly well suited for players who <strong>deeply</strong> enjoy most mainstream games. If serial world exploration over character exploration. Story Advocacy, expressing your individual creativity rather than social creativity, completing the adventure, spotlight balance, having access to release valves, or not having to engage the mechanisms or fiction too deeply are the types of things you value about mainstream games the reduced emphasis on these things means you will probably enjoy indie games less. You might still enjoy them, just not as much. I know I still enjoy some more mainstream games, just not as much as I enjoy most indie games and some OSR games.</p><p></p><p>The other thing to remember is that we are mostly talking in broad strokes here. Individual games within a broad category can differ substantially. Character design is a big component of Burning Wheel. Blades in the Dark has a defined setting, even if broadly defined. It is also strongly focused on group play. Exalted 3e is deeply interested in character exploration and has targeted experience rewards. Demon - The Descent embraces conflicts between player characters and has a strong focus on risk taking. </p><p></p><p>When it comes to game design, particularly when considering deeply social games, I find this notion that everyone can get exactly what they want exactly how they want it to be somewhat dangerous unless we are designing for an extremely narrow band of tastes. I do not think it matters who exactly does the designing here or when the design happens. There is no such thing as a perfect game that will fully satisfy all of our desires all of the time, nor do I think we should search one out. For me personally, a significant part of the fun comes from the imperfection and finding new experiences to engage with as they are, putting my own stamp on things, having other players do likewise, and seeing what happens.</p><p> </p><p>I think the question of who we want to be designing our games and which parts they should be designing is an important one. I think I will add it to the list of things I want to address in a more meaningful way when I have the time to do so.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7093201, member: 16586"] There's nothing wrong with that! It sounds like you have a fairly strong bead on your players' interests and your game meets those desires and motivations. It's just not the sort of thing that would be ideal for me. I can enjoy this sort of game as a player. I just have to put a measure of some of my own desires to the side for the good of the game. I think most of us can enjoy things that don't really match our tastes without trying to make it into something it is not. I just think it is important to acknowledge our own constraints even when we [B]like[/B] them. The games I like most are not particularly well suited for players who [B]deeply[/B] enjoy most mainstream games. If serial world exploration over character exploration. Story Advocacy, expressing your individual creativity rather than social creativity, completing the adventure, spotlight balance, having access to release valves, or not having to engage the mechanisms or fiction too deeply are the types of things you value about mainstream games the reduced emphasis on these things means you will probably enjoy indie games less. You might still enjoy them, just not as much. I know I still enjoy some more mainstream games, just not as much as I enjoy most indie games and some OSR games. The other thing to remember is that we are mostly talking in broad strokes here. Individual games within a broad category can differ substantially. Character design is a big component of Burning Wheel. Blades in the Dark has a defined setting, even if broadly defined. It is also strongly focused on group play. Exalted 3e is deeply interested in character exploration and has targeted experience rewards. Demon - The Descent embraces conflicts between player characters and has a strong focus on risk taking. When it comes to game design, particularly when considering deeply social games, I find this notion that everyone can get exactly what they want exactly how they want it to be somewhat dangerous unless we are designing for an extremely narrow band of tastes. I do not think it matters who exactly does the designing here or when the design happens. There is no such thing as a perfect game that will fully satisfy all of our desires all of the time, nor do I think we should search one out. For me personally, a significant part of the fun comes from the imperfection and finding new experiences to engage with as they are, putting my own stamp on things, having other players do likewise, and seeing what happens. I think the question of who we want to be designing our games and which parts they should be designing is an important one. I think I will add it to the list of things I want to address in a more meaningful way when I have the time to do so. [/QUOTE]
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