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Pulse check on 1D&D excitement level
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<blockquote data-quote="Argyle King" data-source="post: 8953820" data-attributes="member: 58416"><p>Choosing other games is what I've been doing, so that's not really a change for me. It doesn't exactly sell me on being excited about D&D's future though. </p><p></p><p>I can somewhat understand simplifying aspects of the game to appeal to a younger audience. </p><p>At the same time, I would have two questions about that approach:</p><p></p><p>1) Is it not the case that the hypothetical younger audience wanting simplicity will eventually get both older and more comfortable with the games?</p><p>1a) If no, what do you believe will cause a sudden spike in child-mortality rates among D&D players?</p><p>1b) If yes, what are the options available for the hypothetical group to have the structure of the game grow with them? </p><p></p><p>2) Why does younger necessarily mean (to the design team) less of an ability to understand more things? </p><p>-Things like Minecraft remain popular due to enabling the user to explore their imagination in more complex ways. Likewise, the ability to navigate things like Twitter, Instagram, and create content at younger ages appears to illustrate a growing (rather than shrinking) ability to handle a bit more complexity. </p><p></p><p>I can see how simplifying things may make programming digital tools easier. But I'm not sure that dedication to simplifying is necessarily better in terms of longterm strategy related to growing a new crop of customers.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8953820, member: 58416"] Choosing other games is what I've been doing, so that's not really a change for me. It doesn't exactly sell me on being excited about D&D's future though. I can somewhat understand simplifying aspects of the game to appeal to a younger audience. At the same time, I would have two questions about that approach: 1) Is it not the case that the hypothetical younger audience wanting simplicity will eventually get both older and more comfortable with the games? 1a) If no, what do you believe will cause a sudden spike in child-mortality rates among D&D players? 1b) If yes, what are the options available for the hypothetical group to have the structure of the game grow with them? 2) Why does younger necessarily mean (to the design team) less of an ability to understand more things? -Things like Minecraft remain popular due to enabling the user to explore their imagination in more complex ways. Likewise, the ability to navigate things like Twitter, Instagram, and create content at younger ages appears to illustrate a growing (rather than shrinking) ability to handle a bit more complexity. I can see how simplifying things may make programming digital tools easier. But I'm not sure that dedication to simplifying is necessarily better in terms of longterm strategy related to growing a new crop of customers. [/QUOTE]
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