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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Ovinomancer" data-source="post: 8445411" data-attributes="member: 16814"><p>Opportunity costs and identity forming, really. The former is a partial function of the latter. RPGs tend to be highly social endeavors in ways that video games are not, so there's an element of social identity wrapped up into RPGs -- you are part of this crowd. And RPGs have been strongly attacked from outside, so there's a learned wariness and defensiveness about that identity grouping. It's not gone unnoticed by me that the people that react the strongest to my comments about play goals and differing approaches and how play is structured tend to be long time participants in the hobby centered almost entirely on D&D or D&D offshoots. This is just a thing. The opportunity costs come in where RPGs are much, much harder to sample (I believe this was recently mentioned in thread, I apologize that I don't recall who said it) and part of this difficulty in sampling is running into the social identities issue and how challenging it can be to get entrenched players to try something new. This doesn't seem to be the same kind of problem in video games outside of WoW, which, in comparison, is the only game that remotely resembles D&D in marketshare, duration, and foundational impacts. And even there it's noticeably weaker in effect.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8445411, member: 16814"] Opportunity costs and identity forming, really. The former is a partial function of the latter. RPGs tend to be highly social endeavors in ways that video games are not, so there's an element of social identity wrapped up into RPGs -- you are part of this crowd. And RPGs have been strongly attacked from outside, so there's a learned wariness and defensiveness about that identity grouping. It's not gone unnoticed by me that the people that react the strongest to my comments about play goals and differing approaches and how play is structured tend to be long time participants in the hobby centered almost entirely on D&D or D&D offshoots. This is just a thing. The opportunity costs come in where RPGs are much, much harder to sample (I believe this was recently mentioned in thread, I apologize that I don't recall who said it) and part of this difficulty in sampling is running into the social identities issue and how challenging it can be to get entrenched players to try something new. This doesn't seem to be the same kind of problem in video games outside of WoW, which, in comparison, is the only game that remotely resembles D&D in marketshare, duration, and foundational impacts. And even there it's noticeably weaker in effect. [/QUOTE]
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