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General Tabletop Discussion
*TTRPGs General
RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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<blockquote data-quote="howandwhy99" data-source="post: 5615425" data-attributes="member: 3192"><p>I think that's going to be by individual. Yes, the design intent matters to me for any game I am interested in. But, if I can think of something else to do with it, I'll do that too or even instead.</p><p></p><p></p><p>If the game designed to hardcore gamers, then the mechanical choice. If it's about selling how the world looks and feels, then the other choice. If you can do both, sell pre-orders. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I prefer puzzle games that simulate reality, so while this definitely includes the hardcore gaming behaviors (You know, like collecting resources or points, calculating odds, reading the other players, thinking two, five, ten, even twenty steps ahead), it also focuses on enlightening artistry and action.</p><p></p><p>Think of it like music. The tempo, melody, notes, pitch, and quality of the performance are only half the story. We also want mood, meaningful lyrics, interesting sounds, a way in if we keep listening (a hook, I guess), and emotions conveyed. </p><p></p><p>It's just not all about one or the other. I prefer both.</p><p></p><p></p><p></p><p>Combat is not equivalent to mechanics, so no, I use "mechanics" for everything in my games and attempt to remove, or better yet "mechanize", every element of the game. </p><p></p><p>Perhaps you could better describe your understanding of the difference between fluff and mechanics? For a puzzle game, mine are all hidden behind a screen, so no resolution mechanics at all.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5615425, member: 3192"] I think that's going to be by individual. Yes, the design intent matters to me for any game I am interested in. But, if I can think of something else to do with it, I'll do that too or even instead. If the game designed to hardcore gamers, then the mechanical choice. If it's about selling how the world looks and feels, then the other choice. If you can do both, sell pre-orders. :) I prefer puzzle games that simulate reality, so while this definitely includes the hardcore gaming behaviors (You know, like collecting resources or points, calculating odds, reading the other players, thinking two, five, ten, even twenty steps ahead), it also focuses on enlightening artistry and action. Think of it like music. The tempo, melody, notes, pitch, and quality of the performance are only half the story. We also want mood, meaningful lyrics, interesting sounds, a way in if we keep listening (a hook, I guess), and emotions conveyed. It's just not all about one or the other. I prefer both. Combat is not equivalent to mechanics, so no, I use "mechanics" for everything in my games and attempt to remove, or better yet "mechanize", every element of the game. Perhaps you could better describe your understanding of the difference between fluff and mechanics? For a puzzle game, mine are all hidden behind a screen, so no resolution mechanics at all. [/QUOTE]
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RE: Crunch vs. Fluff — Does It Change Expectations of How a Game Should Play?
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