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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Ovinomancer" data-source="post: 8635276" data-attributes="member: 16814"><p>Okay, you've said this a few times, and I've got thoughts.</p><p></p><p>You're saying here that the user's wants are less important that what the product is designed to deliver, at least as far as I can tell. I find this backwards coming from a systems engineering background. The single hardest and most screwed up part of a design is requirements elicitation. This is where you talk to the customer, discuss what they want, and then develop a clear set of design requirements that meet those wants and can be tested against. You go back to the customer and review these. To often engineers start to take over this process and push their design ideas, and this leads to a dissatisfied customer.</p><p></p><p>In the RPG space, this is very hard because most customers not only having seriously thought about what they want, but also usually aren't even aware to the entire option space (this is where complete newbies are awesome!). So the elicitation is very hard to do. I think that this is where GNS provided huge benefit to design -- by doing some work on wants, you can design a product for customers who have that want. It's useful as a stand-in. </p><p></p><p>What I don't get is ignoring it altogether and only looking at possible design configurations (of which there can be many) as a model. It seems to be putting the cart before the horse.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8635276, member: 16814"] Okay, you've said this a few times, and I've got thoughts. You're saying here that the user's wants are less important that what the product is designed to deliver, at least as far as I can tell. I find this backwards coming from a systems engineering background. The single hardest and most screwed up part of a design is requirements elicitation. This is where you talk to the customer, discuss what they want, and then develop a clear set of design requirements that meet those wants and can be tested against. You go back to the customer and review these. To often engineers start to take over this process and push their design ideas, and this leads to a dissatisfied customer. In the RPG space, this is very hard because most customers not only having seriously thought about what they want, but also usually aren't even aware to the entire option space (this is where complete newbies are awesome!). So the elicitation is very hard to do. I think that this is where GNS provided huge benefit to design -- by doing some work on wants, you can design a product for customers who have that want. It's useful as a stand-in. What I don't get is ignoring it altogether and only looking at possible design configurations (of which there can be many) as a model. It seems to be putting the cart before the horse. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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