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<blockquote data-quote="Upper_Krust" data-source="post: 5495757" data-attributes="member: 326"><p>Hey Kamikaze Midget! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Have to massively disagree with you on this. </p><p></p><p>The Wii/Move/Kinect era was a way to engage non-videogamers and get them playing games. But if you look at those games for the most part they have little if any depth. Neither are they designed for persistent play. Instead they are throwaway games you'll play once or twice at a party until the novelty wears off.</p><p></p><p>WotC take a similar approach to engage non-roleplayers with boardgames like Castle Ravenloft.</p><p></p><p>However, if you look at videogames with any degree of depth, then complexity increases dramatically. This is the preserve of the hardcore gamer, because while videogames were simple enough back in the 70s/80s that anyone could play, audiences craved more and more depth as gaming 'grew up'. Gaming got to the point (probably in the early 90s) where a newcomer couldn't just pick up and play because they wouldn't have the necessary skills required. Nintendo realised that videogames started to lose the casual audience and created the Wii to tap them. Now every party has jumped on the bandwagon.</p><p></p><p>So Mearls is right on the money here.</p><p></p><p>The key is getting non-gamers to sit up and take note. Hardcore gamers crave more depth now, but at the same time you need something to attract casual gamers otherwise you will isolate and continually shrink your audience.</p><p></p><p>If Basic 5th Edition D&D is just a boardgame (with a few extras) then it might succeed in bringing in the casual gamers. Then have an Advanced D&D 5th Edition thats all the best bits from 4E/Essentials rolled into one - except this time stagger the book releases a bit more to give us a bit more time to digest what we have and build up anticipation on the next (Players Handbook every other year rather than every year for instance).</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5495757, member: 326"] Hey Kamikaze Midget! :) Have to massively disagree with you on this. The Wii/Move/Kinect era was a way to engage non-videogamers and get them playing games. But if you look at those games for the most part they have little if any depth. Neither are they designed for persistent play. Instead they are throwaway games you'll play once or twice at a party until the novelty wears off. WotC take a similar approach to engage non-roleplayers with boardgames like Castle Ravenloft. However, if you look at videogames with any degree of depth, then complexity increases dramatically. This is the preserve of the hardcore gamer, because while videogames were simple enough back in the 70s/80s that anyone could play, audiences craved more and more depth as gaming 'grew up'. Gaming got to the point (probably in the early 90s) where a newcomer couldn't just pick up and play because they wouldn't have the necessary skills required. Nintendo realised that videogames started to lose the casual audience and created the Wii to tap them. Now every party has jumped on the bandwagon. So Mearls is right on the money here. The key is getting non-gamers to sit up and take note. Hardcore gamers crave more depth now, but at the same time you need something to attract casual gamers otherwise you will isolate and continually shrink your audience. If Basic 5th Edition D&D is just a boardgame (with a few extras) then it might succeed in bringing in the casual gamers. Then have an Advanced D&D 5th Edition thats all the best bits from 4E/Essentials rolled into one - except this time stagger the book releases a bit more to give us a bit more time to digest what we have and build up anticipation on the next (Players Handbook every other year rather than every year for instance). [/QUOTE]
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