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<blockquote data-quote="ruemere" data-source="post: 8427306" data-attributes="member: 5515"><p>At Paizo, managers participate in creative process. You know their names, they also feature prominently on the covers of their products.</p><p>In other words, you have people who work both as creative staff and as senior management. Do you see the potential issue here?</p><p></p><p><em>Were the sacred cows in PF1 strongly opposed by Paizo designers?</em></p><p></p><p>Sacred cows were opposed by the community during playtest of first edition. They were not addressed in the PF1. They were not addressed in further releases of PF1.</p><p></p><p>I'm sure that it was only natural to follow maximum compatibility path with the corebook... however, the Advanced Player's Guide was a product that could have changed the scene. And it did not. Further products introduced a lot of small changes, but overall (the Pathfinder line of products for reference: <a href="https://en.wikipedia.org/wiki/List_of_Pathfinder_books" target="_blank">List of Pathfinder books - Wikipedia</a>) other game companies left Paizo behind.</p><p>Even better, 5E was released in 2014, and despite its flaws (and initially limited support) won away people from Pathfinder.</p><p>Paizo's creative response? Ultimate books in 2016 (i.e. more of the same) and similar. No real changes.</p><p></p><p>My guess is that the development followed the path set by the creative people in charge, and that deviations and experiments were not encouraged. </p><p></p><p>Pathfinder 2 does not seem to follow features of modern game design. So, either all Paizo devs love oppressive control and super minute details to the death, OR not all of them are happy with this, but they are not able to get the point across to those who do. The second option would be quite common for small companies with lack of balanced creative voice.</p><p></p><p><em>Who are the people PF2 is forced upon - players or other designers?</em></p><p></p><p>Er, no one. What a strange question is that, really. All I'm saying is that PF2 is a weird fish that could indicate a workplace with the lack of balance, and where younger/junior devs could need help.</p></blockquote><p></p>
[QUOTE="ruemere, post: 8427306, member: 5515"] At Paizo, managers participate in creative process. You know their names, they also feature prominently on the covers of their products. In other words, you have people who work both as creative staff and as senior management. Do you see the potential issue here? [I]Were the sacred cows in PF1 strongly opposed by Paizo designers?[/I] Sacred cows were opposed by the community during playtest of first edition. They were not addressed in the PF1. They were not addressed in further releases of PF1. I'm sure that it was only natural to follow maximum compatibility path with the corebook... however, the Advanced Player's Guide was a product that could have changed the scene. And it did not. Further products introduced a lot of small changes, but overall (the Pathfinder line of products for reference: [URL="https://en.wikipedia.org/wiki/List_of_Pathfinder_books"]List of Pathfinder books - Wikipedia[/URL]) other game companies left Paizo behind. Even better, 5E was released in 2014, and despite its flaws (and initially limited support) won away people from Pathfinder. Paizo's creative response? Ultimate books in 2016 (i.e. more of the same) and similar. No real changes. My guess is that the development followed the path set by the creative people in charge, and that deviations and experiments were not encouraged. Pathfinder 2 does not seem to follow features of modern game design. So, either all Paizo devs love oppressive control and super minute details to the death, OR not all of them are happy with this, but they are not able to get the point across to those who do. The second option would be quite common for small companies with lack of balanced creative voice. [I]Who are the people PF2 is forced upon - players or other designers?[/I] Er, no one. What a strange question is that, really. All I'm saying is that PF2 is a weird fish that could indicate a workplace with the lack of balance, and where younger/junior devs could need help. [/QUOTE]
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