mearls said:Yeah, that's exactly my point. A designer can obsess over details all he wants, but in the end the gamer determines how a game gets used. Their campaign (as described to me) is pretty much dungeon crawl after dungeon crawl in space; enter room, zap guards, take their stuff, move on to the next room.
You are definitely spot on about designers and how gamers are the ones who dictate where something goes. That does speak to creating rules that fit, but obviously that's irrelevant if the game doesn't speak to anyone. This extends even to RPGs. One of the most presistent comments I heard about 3e circa 2000 was that it felt like the D&D that gamers always wanted to play, but TSR wouldn't give them.
I distinctly remember the art for 3e as the first D&D images since the mid-1980s that actually synched with my personal view of what a D&D campaign looked like.
True dat.
I think that the gaming zeitgeist rests in the 20 year olds, and what the TRPG industry struggles with is speaking to those gamers. We can skate by on some evergreen concepts (WoW and about 20 billion Japanese CRPGs show us that going into dungeons to clobber stuff is still popular; Star Wars still sells billions of dollars of toys), but there are a lot of subtle shifts out there.
For instance, I think the concept of evil megacorps has fallen by the wayside. They're not the major bogeyman to a 20 year old in 2007, as opposed to a 20 year old back in 1990. There's an entire genre of game, first person shooters, that speaks to the concept of a one man army taking on an entire planet of bad guys; that flies in the face of a trend in gaming for high lethality worlds. If you look at the best selling console games of the past year, and you look at what's out there for TRPGs, is there really much crossover?
I think your first point answers your second. In successful RPGs there are high-lethality worlds for everybody but the protagonists. In some cases, the game doesn't say so, so the players ratchet up character power until the PCs *are* that good.
When you do get acknowledged badassitude, that's basically Exalted (though Exalted's getting a bit long in the tooth) and just like HALO, where the bad guys kill everybody but you really easily. The trouble is that niche protection in an RPG does come off looking like characters are weaker, so that people will help each other.
Frankly, though, I think that's played out too. The trend in FPS is more weak niche protection and stealth action, along with reduced resource management.
I also think that when it comes to things that *gamers* think are played out, it doesn't match the population at large. The Evil Corp is a good example, where the problem is really that the presentation always lacked the right combination of earnestness and sophistication a la Deus Ex.