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<blockquote data-quote="Mark CMG" data-source="post: 5693606" data-attributes="member: 10479"><p>It does if he wishes to play in the heroic genre. However, creating a different game where everyone can participates all the time that isn't trying to emulate that genre maes sense for what you describe.</p><p></p><p></p><p></p><p></p><p></p><p>Sometimes individuals are highlighted and sometimes it takes the whole team to overcome challenges. That's typical of the heroic genre.</p><p></p><p></p><p></p><p></p><p></p><p>I think you're giving people too little credit in that I think people enjoy the fluctuations in the game that shift from group to individual back to group, etc. It seems like you are overcompensating for an extreme position where some individuals have been left out as spectators for too long. The flip side of that extreme position is where everyone is so homogenized character-wise in an effort to be invlusive that sooner or later they realize it really doesn't matter what they choose in game, they will always be able to participate and always be able to do so on a close to equal level. That's no more a fun game than the extreme you describe either.</p><p></p><p></p><p></p><p></p><p></p><p>See, for me, it's a matter of playing a particular game rather than a game that tries so hard to be inclusive that it loses sight of what type of game it was meant to be. A game within the heroic genre simply needs to have moments where individuals are highlighted, no matter how you try to argue it down the priority list of design choices.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5693606, member: 10479"] It does if he wishes to play in the heroic genre. However, creating a different game where everyone can participates all the time that isn't trying to emulate that genre maes sense for what you describe. Sometimes individuals are highlighted and sometimes it takes the whole team to overcome challenges. That's typical of the heroic genre. I think you're giving people too little credit in that I think people enjoy the fluctuations in the game that shift from group to individual back to group, etc. It seems like you are overcompensating for an extreme position where some individuals have been left out as spectators for too long. The flip side of that extreme position is where everyone is so homogenized character-wise in an effort to be invlusive that sooner or later they realize it really doesn't matter what they choose in game, they will always be able to participate and always be able to do so on a close to equal level. That's no more a fun game than the extreme you describe either. See, for me, it's a matter of playing a particular game rather than a game that tries so hard to be inclusive that it loses sight of what type of game it was meant to be. A game within the heroic genre simply needs to have moments where individuals are highlighted, no matter how you try to argue it down the priority list of design choices. [/QUOTE]
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