mearls said:A game designer who doesn't play games is like an alien with a perfect command of English but zero cultural knowledge. Sure, he knows the words, but he doesn't speak the language.
I like that.

mearls said:A game designer who doesn't play games is like an alien with a perfect command of English but zero cultural knowledge. Sure, he knows the words, but he doesn't speak the language.
Then explain the success of the "Dummies" and "Idiots" lines of books.Doug McCrae said:You should never tell your customers that your product is aimed at the average GM, even if it is, because everyone thinks they're above average.
Lake Wobegon, where all the women are strong, all the men are good-looking, and all the DMs are above average.Doug McCrae said:You should never tell your customers that your product is aimed at the average GM, even if it is, because everyone thinks they're above average.
Rothe said:Well they actually did, even if not by 1995, certainly in the last 5 years. The on-line multiplayer games and the counsole game markets dwarf pen&paper RPGs by orders of magnitude. Electronic games did take over from RPGs just not in the way people thought they would.
I think that's a great analogy and it mirrors my experience at the big game company I worked at.Delta said:My attitude for a long time has been that "computer games are to paper RPGs" as "movies are to theatre".
The former are bigger, more popular, more expensive to create, easier to reproduce and deliver the experience to a mass audience. The latter came first, inspired the former, are more of a unique live-experience, and have a more passionate following. Professionals in the former are frequently themselves the biggest advocates of the latter (movie actors frequently say they prefer Broadway; all the computer game companies I worked at had regular RPG game sessions).
In other words, they didn't "take over" so much as just massively outgrow, like other similar entertainment industries.