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General Tabletop Discussion
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Pure Innovation Is Highly Overrated
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<blockquote data-quote="Sword of Spirit" data-source="post: 7722676" data-attributes="member: 6677017"><p>I agree with those who have said that quality is more important than innovation.</p><p></p><p>At the same time, I highly dislike design that unreflectively uses established precedents, rather than making sure they use the best ideas available (either through their own innovations, or through other works).</p><p></p><p>When it comes to RPGs, there are certain conventions that, whenever I see them used in a new game, I think are bad design. They may have been good design when first implemented (or may not), but there are way better ways to accomplish the goal now. Of course, sometimes people might choose a non-optimal design because they want a certain feel, just like creating a non-mechanically optimal character.</p><p></p><p>But that is <em>reflective </em>design. You've thought about it. You intentionally make a choice, when you know and understand the cons to the choice, because you believe it will overall accomplish your design goals better. I highly dislike <em>unreflective</em> design that just mimics what has been done without examining whether it is the right tool for the job, or even a good tool at all.</p><p></p><p>So I guess what I would say is: <em>understand </em>what you are doing when you are making a new product.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7722676, member: 6677017"] I agree with those who have said that quality is more important than innovation. At the same time, I highly dislike design that unreflectively uses established precedents, rather than making sure they use the best ideas available (either through their own innovations, or through other works). When it comes to RPGs, there are certain conventions that, whenever I see them used in a new game, I think are bad design. They may have been good design when first implemented (or may not), but there are way better ways to accomplish the goal now. Of course, sometimes people might choose a non-optimal design because they want a certain feel, just like creating a non-mechanically optimal character. But that is [I]reflective [/I]design. You've thought about it. You intentionally make a choice, when you know and understand the cons to the choice, because you believe it will overall accomplish your design goals better. I highly dislike [I]unreflective[/I] design that just mimics what has been done without examining whether it is the right tool for the job, or even a good tool at all. So I guess what I would say is: [I]understand [/I]what you are doing when you are making a new product. [/QUOTE]
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