I think it is not at at all a reflection of an inability I have no reason to suppose and plenty of reasons not to suppose.Mallus said:re: OD&D being a "tightly-focused game" - I think that's true, but it's more a reflection of the original creators being unable to conceive of how many different purposes the game's eventual audience would put it to.
I think it is rather a reflection of the same practical practices in design that to this day produce game after game that happens to be about something.
(Taken literally, your claim is no more than that they were in the same position as the one you and I and the designers of Maid are in today -- from which nothing distinguishing them from us can follow. I'm sure I don't know even the number of purposes to which D&D has been turned in the past 40 years. So, I interpret it in a way that theoretically could make sense.)
"Actually, the scope need not be restricted to the medieval; it can stretch from the prehistoric to the imagined future..."
Arneson and Gygax were pioneering a new game form. Their efforts and observations were of similar character to those of the programmers who, some years later, took inspiration from previous D&D-inspired programs to produce the more complex Zork and its virtual Z-machine.
The big difference is that things that still posed technical challenges for computer games -- e.g., wearing things, casting spells, multiple players -- were already implemented in D&D!
The great leap for D&D was the essential concept. Once that creative germ was sown but a little, it sprouted and grew and propagated and mutated on its own. That became, I think, clear enough in the roughly four years of development prior to publication.
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