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<blockquote data-quote="Lanefan" data-source="post: 7634615" data-attributes="member: 29398"><p>And then far too often take all that information and somehow use it to make the wrong decision, often for reasons external to the actual process (in RPG design, it might be furthering of an idea just because it's yours even though objectively it's not the best; in the corporate world it might be choosing an objectively lesser design because it's more profitable...that sort of thing).</p><p></p><p>Question then becomes whether the definition of the "best-designed thing" also comes down to preference; and I'll posit that quite often it does, simply because for any given person the best design is usually the design that works best for that person.</p><p></p><p>And of course the result of that is that teams now mostly practice drive-and-kick plays for 3-pointers or plays designed to produce layups, meaning the data feeds on itself: plays that were previously only a bit less efficient (assuming accurate data!) become further and further less efficient as teams no longer practice them.</p><p></p><p>The design is certainly both different and more complete now than it was then; but improvement in design since then certainly hasn't been constant or consistent and for many may well have reached its high-water mark at some point between the '70s and now...and those who think it largely reached that high-water mark* quite early on are those who are either driving the OSR or who - like me - really never left old-school at all.</p><p></p><p>* - though useful new ideas that can be incorporated into an old-school game or system are always welcome!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7634615, member: 29398"] And then far too often take all that information and somehow use it to make the wrong decision, often for reasons external to the actual process (in RPG design, it might be furthering of an idea just because it's yours even though objectively it's not the best; in the corporate world it might be choosing an objectively lesser design because it's more profitable...that sort of thing). Question then becomes whether the definition of the "best-designed thing" also comes down to preference; and I'll posit that quite often it does, simply because for any given person the best design is usually the design that works best for that person. And of course the result of that is that teams now mostly practice drive-and-kick plays for 3-pointers or plays designed to produce layups, meaning the data feeds on itself: plays that were previously only a bit less efficient (assuming accurate data!) become further and further less efficient as teams no longer practice them. The design is certainly both different and more complete now than it was then; but improvement in design since then certainly hasn't been constant or consistent and for many may well have reached its high-water mark at some point between the '70s and now...and those who think it largely reached that high-water mark* quite early on are those who are either driving the OSR or who - like me - really never left old-school at all. * - though useful new ideas that can be incorporated into an old-school game or system are always welcome! [/QUOTE]
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