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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="RyanD" data-source="post: 3714697" data-attributes="member: 3312"><p>The GNS model is a good model for the taxonomy of RPGs. It can be used fairly accurately to describe almost any RPG, and differentiate it (or identify it) with others. It is a very useful tool.</p><p></p><p>Where the difference of opinion is that I have hard data (that I trust) that shows that player psychographics don't map to the GNS model. In other words, the GNS model describes the games, but the WotC model describes the players.</p><p></p><p>Work still needs to be done to map GNS game taxonomy to WotC player psychographic preferences. In other words, we should study how the WotC player segments respond to different values on the GNS model to see if there are high-value peaks, and low value valleys. Those peaks and valleys could then become design objectives (and things to avoid in design). We would likely find assumptions challenged - there are probably peaks in unexpected places, and valleys where the conventional wisdom perceives high value.</p><p></p><p>I'm hopeful that at some point that work can be attempted.</p><p></p><p>Ryan</p></blockquote><p></p>
[QUOTE="RyanD, post: 3714697, member: 3312"] The GNS model is a good model for the taxonomy of RPGs. It can be used fairly accurately to describe almost any RPG, and differentiate it (or identify it) with others. It is a very useful tool. Where the difference of opinion is that I have hard data (that I trust) that shows that player psychographics don't map to the GNS model. In other words, the GNS model describes the games, but the WotC model describes the players. Work still needs to be done to map GNS game taxonomy to WotC player psychographic preferences. In other words, we should study how the WotC player segments respond to different values on the GNS model to see if there are high-value peaks, and low value valleys. Those peaks and valleys could then become design objectives (and things to avoid in design). We would likely find assumptions challenged - there are probably peaks in unexpected places, and valleys where the conventional wisdom perceives high value. I'm hopeful that at some point that work can be attempted. Ryan [/QUOTE]
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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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