Lurks-no-More
First Post
Too early to say, I think. Getting rid of the flesh-and-blood DM won't be happening, though; it's the thing no MMO or single-play game can't match.
Too early to say, I think. Getting rid of the flesh-and-blood DM won't be happening, though; it's the thing no MMO or single-play game can't match.
I find it interesting that there is so much speculation going on about a future edition this soon after a new edition release. I don't remember a lot of this going around immediately following the release of 2nd or 3rd editions. What does all this speculative interest mean anyway?
I find it interesting that there is so much speculation going on about a future edition this soon after a new edition release. I don't remember a lot of this going around immediately following the release of 2nd or 3rd editions. What does all this speculative interest mean anyway?
What do you think it means?
I think it means that gamers are slowly becoming more accustomed to shorter product/system life cycles. Computer games have thier resolution mechanics patched frequently, so perhaps PnP gamers might be more accepting of the principle now. Constant updates and errata are indications that a company cares about its system and wants it to be as good as they are able to make it. When a machine handles the resolution this works great. People constantly adjusting rules in order to be up to latest can be a bit more annoying.
The promise of the next build of mechanics brings new hope that the game might achieve that perfect balance that the previous edition almost had, but not quite. When precise balance becomes the Holy Grail of game design this is not unexpected.
This is good thing for game companies and gamers who are always questing for that grail. Players looking simply for some stability and longevity in a system, even if it means that some of balance must come from the players, can be left behind.
I think it's more a general strive for perfection that leads to this.
I think trying to achieve it isn't wrong, but we have to accept that we "sometimes" (in fact always) have to settle for less and just ensure that we get the stuff that is really important for us (game balance, verisimilitude, character variety and what else we can come up with) well done and accept a few short-comings in other areas.