Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8632016" data-attributes="member: 6790260"><p>Well, as before, I struggle to see how this differs from "make a well-designed game, regardless of what it's for." Analogically, "what about a person who just wants their vehicle to drive smoothly?" Smooth operation is an ideal of design, effortlessness. That is, certainly, a thing players will want to pursue, but I'm not sure it's a purpose for which a game can be made. They instead strike me as a positive quality a game should evince if it is, in fact, designed well for whatever purpose it has, when the desires of the players are in sync with that design. Again for an analogy on why that last "in sync" bit is necessary, it doesn't matter how flawlessly the stick-shift works in a well-oiled-machine sports car if the driver <em>wants</em> a pickup to haul things; the sports car won't fulfill that want, no matter how it "flows."</p><p></p><p>Before I actually respond to your request to pick apart the difference here, though, there's a critical concern in your comparison I want to point out. You are speaking of <em>the player</em> as the one who "seek[s ] to define skill," but in general that's not really how S&A games work, at least as I've understood it. The <em>system</em> (or, perhaps, the DM, but usually the system) defines what "skill" is--what it means to succeed at a task, and moreover, the degree to which one succeeds at it--and the player is generally not involved in that process at all. The player often is involved in selecting <em>which</em> tasks to attempt (e.g., which attacks or skills to use in D&D), but things like target numbers, probabilities of success, what tools are <em>possible</em> for manipulating those probabilities, etc. are all fixed within the game. A player <em>inventing new rules</em> for what qualifies as "success" is generally frowned upon in Score-and-Achievement contexts, because as a rule that is extremely sensitive to abuse. Stereotypical playground "yeah well I have an INFINITY PLUS ONE sword!!" stuff.</p><p></p><p>Coming back to this: What does it mean for a game to be designed for "flow"? Whatever it is, I'm certain it is of aesthetic value (the word fairly drips with such meaning) but in terms of something the player's actions can drive toward, what <em>is</em> "flow"? From a superficial reading of the word, it just sounds like "the game does what it's supposed to do very well." That, to me, doesn't sound like a game-purpose; it also doesn't sound like something players can <em>pursue</em> so much as <em>witness</em>. It sounds like a word for "a game that has good design."</p><p></p><p>"Tempo," on the other hand, sounds like a word for <em>pacing</em>, that is, the rate or sequencing of experiences. Obviously, to some extent, this depends on how the game itself is used, but since you didn't specifically give much definition for "tempo" it's hard to dig deeper on this front. Hence, same question as above: what <em>is</em> "tempo"? Like, how does one design it? Is it possible to have a game where tempo is the only thing play is designed for? Can a game completely ignore tempo and still be a good, effective experience for its players?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8632016, member: 6790260"] Well, as before, I struggle to see how this differs from "make a well-designed game, regardless of what it's for." Analogically, "what about a person who just wants their vehicle to drive smoothly?" Smooth operation is an ideal of design, effortlessness. That is, certainly, a thing players will want to pursue, but I'm not sure it's a purpose for which a game can be made. They instead strike me as a positive quality a game should evince if it is, in fact, designed well for whatever purpose it has, when the desires of the players are in sync with that design. Again for an analogy on why that last "in sync" bit is necessary, it doesn't matter how flawlessly the stick-shift works in a well-oiled-machine sports car if the driver [I]wants[/I] a pickup to haul things; the sports car won't fulfill that want, no matter how it "flows." Before I actually respond to your request to pick apart the difference here, though, there's a critical concern in your comparison I want to point out. You are speaking of [I]the player[/I] as the one who "seek[s ] to define skill," but in general that's not really how S&A games work, at least as I've understood it. The [I]system[/I] (or, perhaps, the DM, but usually the system) defines what "skill" is--what it means to succeed at a task, and moreover, the degree to which one succeeds at it--and the player is generally not involved in that process at all. The player often is involved in selecting [I]which[/I] tasks to attempt (e.g., which attacks or skills to use in D&D), but things like target numbers, probabilities of success, what tools are [I]possible[/I] for manipulating those probabilities, etc. are all fixed within the game. A player [I]inventing new rules[/I] for what qualifies as "success" is generally frowned upon in Score-and-Achievement contexts, because as a rule that is extremely sensitive to abuse. Stereotypical playground "yeah well I have an INFINITY PLUS ONE sword!!" stuff. Coming back to this: What does it mean for a game to be designed for "flow"? Whatever it is, I'm certain it is of aesthetic value (the word fairly drips with such meaning) but in terms of something the player's actions can drive toward, what [I]is[/I] "flow"? From a superficial reading of the word, it just sounds like "the game does what it's supposed to do very well." That, to me, doesn't sound like a game-purpose; it also doesn't sound like something players can [I]pursue[/I] so much as [I]witness[/I]. It sounds like a word for "a game that has good design." "Tempo," on the other hand, sounds like a word for [I]pacing[/I], that is, the rate or sequencing of experiences. Obviously, to some extent, this depends on how the game itself is used, but since you didn't specifically give much definition for "tempo" it's hard to dig deeper on this front. Hence, same question as above: what [I]is[/I] "tempo"? Like, how does one design it? Is it possible to have a game where tempo is the only thing play is designed for? Can a game completely ignore tempo and still be a good, effective experience for its players? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top