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[Monte Rant] Designers who think they're above roleplay
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<blockquote data-quote="ConcreteBuddha" data-source="post: 166097" data-attributes="member: 3139"><p>Well, just to add my random thoughts:</p><p></p><p>1) If I memorized the core books (theoretical knowledge), and wrote some rules or an adventure using those books only (theoretical knowledge), I would have no idea how they functioned in the real world (real-world application).</p><p></p><p>Analogy: If I memorized every treatise on Chemistry (theoretical knowledge), and wrote a theory (theoretical knowledge), it may or may not function in the real world (real-world application).</p><p></p><p>I understand that analogies are not proper logical analysis tools, however, the point is still (slightly) valid.</p><p></p><p>2) Game testers only have the power to tell a programmer if there is a bug in the software, they do not have the power to tell the programmers the game <strong> sucks. </strong> It is the responsibility of the game designer and programmers to make a 'good' game. Game testers are the peons of the computer world. If programmers and designers did not play games as part of their job description, game testers cannot take up the slack because they have no power in the heirarchy. Game testers are not the same as the editors of books. Editors actually have some power.</p><p></p><p>I'm assuming this idea is paralleled in the RPG business. Correct me if I'm wrong, but I don't think Joe Average playtester has the ability to say, "Hey Monte! Your <blank> sucks! All gamers are gonna hate that!"</p><p></p><p>And yet, my friends say, "Damn, this feat you made, Triple Fork Fighting, is crap! And the Goat Disciple? WTF were you thinking?!?"</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ConcreteBuddha, post: 166097, member: 3139"] Well, just to add my random thoughts: 1) If I memorized the core books (theoretical knowledge), and wrote some rules or an adventure using those books only (theoretical knowledge), I would have no idea how they functioned in the real world (real-world application). Analogy: If I memorized every treatise on Chemistry (theoretical knowledge), and wrote a theory (theoretical knowledge), it may or may not function in the real world (real-world application). I understand that analogies are not proper logical analysis tools, however, the point is still (slightly) valid. 2) Game testers only have the power to tell a programmer if there is a bug in the software, they do not have the power to tell the programmers the game [B] sucks. [/B] It is the responsibility of the game designer and programmers to make a 'good' game. Game testers are the peons of the computer world. If programmers and designers did not play games as part of their job description, game testers cannot take up the slack because they have no power in the heirarchy. Game testers are not the same as the editors of books. Editors actually have some power. I'm assuming this idea is paralleled in the RPG business. Correct me if I'm wrong, but I don't think Joe Average playtester has the ability to say, "Hey Monte! Your <blank> sucks! All gamers are gonna hate that!" And yet, my friends say, "Damn, this feat you made, Triple Fork Fighting, is crap! And the Goat Disciple? WTF were you thinking?!?" ;) [/QUOTE]
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