Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
New Legends and Lore: The Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5630985" data-attributes="member: 54877"><p>I'm more or less in agreement with a lot of the drift of your argument, but not here. I don't think game design works that way, in practice. That is, the evolution analogy is pertinent, but off in some key ways.</p><p> </p><p>Namely, good design in things like games is a lot like good design in software, in practice. People take their best crack at some part of it. They reuse some other stuff so that they don't have to take their best crack at it. They put it altogether. Some of it works great; some not so much. In a new version, repeat the process--often with different designers who bring their own vision. </p><p> </p><p>Flexibility versus focus is a key area where this happens. The first cut of something new, if it is any good, is nearly always focused. The designer has a relatively narrow view, inevitably, compared to the full audience. So the design is focused. Then people use it. In the next version, they start to incorporate some of that feedback. (People try to replicate this with Beta testing, but Beta testing never catches everything.) Then the goal becomes to retain the essential part of the focus while making it as flexible as it can be.</p><p> </p><p>Of course, in the wrong hands, you can lose the focus too much. It is definitely a risk. But I don't think it is one that any designer can entirely avoid, if they want to refine a good design into a great one.</p><p> </p><p>All that said, there is also room for designing specifically for flexibility. The key there is not trying to make everything flexible--doomed to failure even more so than being all things to all people. Rather, find the things that vast swaths in practice want to be flexible, and design them that way--anchored on a less flexible, more focused structure.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5630985, member: 54877"] I'm more or less in agreement with a lot of the drift of your argument, but not here. I don't think game design works that way, in practice. That is, the evolution analogy is pertinent, but off in some key ways. Namely, good design in things like games is a lot like good design in software, in practice. People take their best crack at some part of it. They reuse some other stuff so that they don't have to take their best crack at it. They put it altogether. Some of it works great; some not so much. In a new version, repeat the process--often with different designers who bring their own vision. Flexibility versus focus is a key area where this happens. The first cut of something new, if it is any good, is nearly always focused. The designer has a relatively narrow view, inevitably, compared to the full audience. So the design is focused. Then people use it. In the next version, they start to incorporate some of that feedback. (People try to replicate this with Beta testing, but Beta testing never catches everything.) Then the goal becomes to retain the essential part of the focus while making it as flexible as it can be. Of course, in the wrong hands, you can lose the focus too much. It is definitely a risk. But I don't think it is one that any designer can entirely avoid, if they want to refine a good design into a great one. All that said, there is also room for designing specifically for flexibility. The key there is not trying to make everything flexible--doomed to failure even more so than being all things to all people. Rather, find the things that vast swaths in practice want to be flexible, and design them that way--anchored on a less flexible, more focused structure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New Legends and Lore: The Rules
Top