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Looking At The Abstract Of Game Design
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<blockquote data-quote="SMHWorlds" data-source="post: 7709012" data-attributes="member: 6853809"><p>A few short thoughts.</p><p></p><p>RPG Game design and by extension some computer and "board" game design are a reaction to the point of origin. That would be the strange singularity where Kriegspiel melded into rpg (technically this happened twice and or was a longer process than we think). All role playing games even the first are a blue shift or red shift in reaction to that point of origin. In my mind the PoO is not a specific game, but a specific question needing answered:</p><p></p><p>"Why do I <em>need </em>to make an rpg?"</p><p></p><p>In a world of needs and wants, with a million ways a Gygax or Arneson or Stafford or St. Andre might decide what they want, the "need" to make an rpg, whether conscious or unconscious, was imperative. The first time I designed a game was when I was 10. The game (which I am reworking into a modern OSR) was a reaction to D&D. The first draft done I toyed with it and I answered the question "Why did I need to make this?" with the answer "I didn't". The reason? The Red Shift from D&D was not significant enough. It did not meet any real needs.</p><p></p><p>We get so caught up in mechanics and story and to dice or not to dice, that we sometimes forget to answer that basic question: Why do I <em>need</em> to make this game? Profit? A need in the greater community? I have my own vision or version? What makes this game different from just some house rules? </p><p></p><p>Additionally I think there is a desire in gamers and game designers to impose a certain amount of order on their games, with some wanting more and some less (again another spectrum) through probability or Improv (or a combination of both). This manifests itself in another question: "What would I have done, if...?" The question pertaining to other stories we hear and our reaction to them and whether they ended the "right" way. </p><p></p><p>Just my thoughts.</p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7709012, member: 6853809"] A few short thoughts. RPG Game design and by extension some computer and "board" game design are a reaction to the point of origin. That would be the strange singularity where Kriegspiel melded into rpg (technically this happened twice and or was a longer process than we think). All role playing games even the first are a blue shift or red shift in reaction to that point of origin. In my mind the PoO is not a specific game, but a specific question needing answered: "Why do I [I]need [/I]to make an rpg?" In a world of needs and wants, with a million ways a Gygax or Arneson or Stafford or St. Andre might decide what they want, the "need" to make an rpg, whether conscious or unconscious, was imperative. The first time I designed a game was when I was 10. The game (which I am reworking into a modern OSR) was a reaction to D&D. The first draft done I toyed with it and I answered the question "Why did I need to make this?" with the answer "I didn't". The reason? The Red Shift from D&D was not significant enough. It did not meet any real needs. We get so caught up in mechanics and story and to dice or not to dice, that we sometimes forget to answer that basic question: Why do I [I]need[/I] to make this game? Profit? A need in the greater community? I have my own vision or version? What makes this game different from just some house rules? Additionally I think there is a desire in gamers and game designers to impose a certain amount of order on their games, with some wanting more and some less (again another spectrum) through probability or Improv (or a combination of both). This manifests itself in another question: "What would I have done, if...?" The question pertaining to other stories we hear and our reaction to them and whether they ended the "right" way. Just my thoughts. [/QUOTE]
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