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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Oofta" data-source="post: 9042147" data-attributes="member: 6801845"><p>I play games to have fun. Not sure why else you would play a game.</p><p></p><p></p><p></p><p>So in other words, you do things to achieve your goals. Like I said, my goal when I play a game is to have fun. You can't design a game for everyone.</p><p></p><p></p><p></p><p>I have absolutely no idea what you're talking about. All I can say is that D&D is not a niche game. It's designed to appeal to the broadest possible audience that want to play the style of game evoked by D&D and other similar games.</p><p></p><p></p><p>But those things you mention "long-term strategy and problem solving ... " are not fun for me. They are design patterns that you can implement. They may be what you want out of a game. I don't. In any case if you enjoy those types of activities then those activities will be ... wait for it ... <em>fun </em>for you. The goal remains making a fun game. </p><p></p><p>It seems like you want to insert things that <em>you</em> find enjoyable and then say the game doesn't meet your personal needs because, gasp, they focused on what is actually fun for most people even though it's different from what you want. No game can be right for everyone. Obviously every game focuses on different gameplay experiences so that their target audience will have fun playing the game.</p><p></p><p>But I really don't see what any of this has to do with the price of tea in China. Or the thread topic.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9042147, member: 6801845"] I play games to have fun. Not sure why else you would play a game. So in other words, you do things to achieve your goals. Like I said, my goal when I play a game is to have fun. You can't design a game for everyone. I have absolutely no idea what you're talking about. All I can say is that D&D is not a niche game. It's designed to appeal to the broadest possible audience that want to play the style of game evoked by D&D and other similar games. But those things you mention "long-term strategy and problem solving ... " are not fun for me. They are design patterns that you can implement. They may be what you want out of a game. I don't. In any case if you enjoy those types of activities then those activities will be ... wait for it ... [I]fun [/I]for you. The goal remains making a fun game. It seems like you want to insert things that [I]you[/I] find enjoyable and then say the game doesn't meet your personal needs because, gasp, they focused on what is actually fun for most people even though it's different from what you want. No game can be right for everyone. Obviously every game focuses on different gameplay experiences so that their target audience will have fun playing the game. But I really don't see what any of this has to do with the price of tea in China. Or the thread topic. [/QUOTE]
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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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