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<blockquote data-quote="Umbran" data-source="post: 9090700" data-attributes="member: 177"><p>Is not being able to tighten a nut a design flaw of a hammer?</p><p></p><p>The past weekend, I went on a quick trip to Nevada (to see a ballet, of all things), and had to rent a car while I was there. For reasons of availability, they swapped out the compact I had requested to an SUV. This thing was a boat, had issues fitting in some parking spaces, and guzzled gas like there was no tomorrow. I needed a thing for taking my wife and I from point A to Point B on some highways, and a bit of urban driving for sightseeing. What I got was not great for those things.</p><p></p><p>But not meeting my particular needs didn't mean the SUV was flawed, in and of itself. It would have been fine if I needed to move a crowd of people in notable comfort. It would have been fine if I'd needed to move significant cargo. The design was fine for those tasks - they just weren't <em>my</em> tasks.</p><p></p><p>"I got the wrong tool for the job," is not a flaw on the part of the tool.</p><p></p><p></p><p></p><p>But allowing niche-combining would mean it wouldn't present the desired genre well - in the original fiction (at least, what I've listened to - I'm not fully caught up), they don't combine niches much. Specifically, characters don't usually have small bits of magic - they are either largely focused on it, or have none.</p><p></p><p>So, your desired goal of niche-combining seems at odds with the design goal of a game that represents their particular fiction. That's not really a flaw, merely a choice of goals. </p><p></p><p></p><p></p><p>I didn't quote you any text in this thread. You seem to be confusing me with someone else.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9090700, member: 177"] Is not being able to tighten a nut a design flaw of a hammer? The past weekend, I went on a quick trip to Nevada (to see a ballet, of all things), and had to rent a car while I was there. For reasons of availability, they swapped out the compact I had requested to an SUV. This thing was a boat, had issues fitting in some parking spaces, and guzzled gas like there was no tomorrow. I needed a thing for taking my wife and I from point A to Point B on some highways, and a bit of urban driving for sightseeing. What I got was not great for those things. But not meeting my particular needs didn't mean the SUV was flawed, in and of itself. It would have been fine if I needed to move a crowd of people in notable comfort. It would have been fine if I'd needed to move significant cargo. The design was fine for those tasks - they just weren't [I]my[/I] tasks. "I got the wrong tool for the job," is not a flaw on the part of the tool. But allowing niche-combining would mean it wouldn't present the desired genre well - in the original fiction (at least, what I've listened to - I'm not fully caught up), they don't combine niches much. Specifically, characters don't usually have small bits of magic - they are either largely focused on it, or have none. So, your desired goal of niche-combining seems at odds with the design goal of a game that represents their particular fiction. That's not really a flaw, merely a choice of goals. I didn't quote you any text in this thread. You seem to be confusing me with someone else. [/QUOTE]
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