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General Tabletop Discussion
*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9149518" data-attributes="member: 7023840"><p>Again, I understand that this is "your thing," but you are mischaracterizing what we actually know.</p><p></p><p>It is, in fact, an excuse. If the people that are designing a product know that the product will alienate a large portion of the people that will use that product ... then they probably need to check themselves. As I've written multiple times before, designing for D&D is both a blessing and a curse; obviously, you get to design for the BRAND, but the flip side of that is that you are always constrained with what you can and cannot change.</p><p></p><p>So yeah, if the people designing it know that it will be a problem, and it's also readily apparent to the people that were playtesting it (to the extent that they gave the green light to make a competing product!), then maybe, just maybe, they should have realized that this was going to be an issue that was <em>obviously and necessarily going to arise,</em> and do something about it.</p><p></p><p>Again, if you want to posit some counterfactual world where the designers modified the game to lessen those issues, that would be one thing. But then again, they wouldn't have made the 4e that you love. That's the problem with designing for a brand- you don't get to just start fresh.</p><p></p><p>Capitalism is funny that way; you actually have to take into account the market, not just what you want to do. If the product performed well, it would have continued ... regardless of nerdrage. But it didn't ... because it wasn't the nerdrage that was the problem. It was the fact that underlying that nerdrage, a portion of the playerbase was either not playing it, or was bouncing off of it after a short period of time, and these players were not being replaced by an active and vibrant number of new players either.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9149518, member: 7023840"] Again, I understand that this is "your thing," but you are mischaracterizing what we actually know. It is, in fact, an excuse. If the people that are designing a product know that the product will alienate a large portion of the people that will use that product ... then they probably need to check themselves. As I've written multiple times before, designing for D&D is both a blessing and a curse; obviously, you get to design for the BRAND, but the flip side of that is that you are always constrained with what you can and cannot change. So yeah, if the people designing it know that it will be a problem, and it's also readily apparent to the people that were playtesting it (to the extent that they gave the green light to make a competing product!), then maybe, just maybe, they should have realized that this was going to be an issue that was [I]obviously and necessarily going to arise,[/I] and do something about it. Again, if you want to posit some counterfactual world where the designers modified the game to lessen those issues, that would be one thing. But then again, they wouldn't have made the 4e that you love. That's the problem with designing for a brand- you don't get to just start fresh. Capitalism is funny that way; you actually have to take into account the market, not just what you want to do. If the product performed well, it would have continued ... regardless of nerdrage. But it didn't ... because it wasn't the nerdrage that was the problem. It was the fact that underlying that nerdrage, a portion of the playerbase was either not playing it, or was bouncing off of it after a short period of time, and these players were not being replaced by an active and vibrant number of new players either. [/QUOTE]
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The Crab Bucket Fallacy
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