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The Dumbing Down of RPGs
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<blockquote data-quote="Janx" data-source="post: 6354324" data-attributes="member: 8835"><p>who else would I mean? Of course players playing the game get interrupted. Try having kids or a short wife in the house. There's always something that needs your help.</p><p></p><p>What you call dumbing down, is a side effect of trying to solve the problem of players who need to stop NOW, and using the obvious technology of saving data. While it's obvious that the benefit is not having to replay stuff, that wasn't the original driving factor when it was invented.</p><p></p><p></p><p></p><p></p><p></p><p>You got it backwards. Nobody plays Skyrim and skips 80% of the content. They load up a character and play EVERYTHING with that character. The game is designed so I don't need to repeat myself, I can get to all the meat with one PC. Proof of this is hours spent. I have 300+ hours on Oblivion. Almost the same on Skyrim, and I haven't even finished the main quest.</p><p></p><p></p><p></p><p>In my example, I was literaly in mid-stride following an NPC inside a tower with live foes in it. I obviously got interrupted, a year ago when I last played Skyrim. Notes weren't going to happen.</p><p></p><p>What you call dumbing down, I call a handy reminder to bring my mind back into focus on what I was doing. In point of fact, as I had loaded the latest save file, I was surprised when I got my bearings, that I was in the middle of a quest I remembered already completing. So I didn't need notes. I just needed a cue as to what I was last at, without flailing around in the middle of a live encounter.</p><p></p><p>I used to take notes when I was a kid playing D&D. It was mostly stuff I remembered anyway as it turns out. Note taking is generally a waste of paper for me. And for most people, note taking is work. And work is something you get paid for. D&D is play time. So there's a movement to not do so much work, just to play a game. That's not everybody's preference, but it is a common one.</p><p></p><p></p><p></p><p></p><p>Generally, the DMG (or whatever) is trying to advise GMs to not invent puzzles that have no realistic bearing to the situation at hand (puzzles for the sake of puzzles with no context). You can interpret, as you have in this whole topic to be one meaning, but I see the other meaning, which is there are certain things to avoid in game design or RPG adventure design, because they cause more problems than they are worth.</p></blockquote><p></p>
[QUOTE="Janx, post: 6354324, member: 8835"] who else would I mean? Of course players playing the game get interrupted. Try having kids or a short wife in the house. There's always something that needs your help. What you call dumbing down, is a side effect of trying to solve the problem of players who need to stop NOW, and using the obvious technology of saving data. While it's obvious that the benefit is not having to replay stuff, that wasn't the original driving factor when it was invented. You got it backwards. Nobody plays Skyrim and skips 80% of the content. They load up a character and play EVERYTHING with that character. The game is designed so I don't need to repeat myself, I can get to all the meat with one PC. Proof of this is hours spent. I have 300+ hours on Oblivion. Almost the same on Skyrim, and I haven't even finished the main quest. In my example, I was literaly in mid-stride following an NPC inside a tower with live foes in it. I obviously got interrupted, a year ago when I last played Skyrim. Notes weren't going to happen. What you call dumbing down, I call a handy reminder to bring my mind back into focus on what I was doing. In point of fact, as I had loaded the latest save file, I was surprised when I got my bearings, that I was in the middle of a quest I remembered already completing. So I didn't need notes. I just needed a cue as to what I was last at, without flailing around in the middle of a live encounter. I used to take notes when I was a kid playing D&D. It was mostly stuff I remembered anyway as it turns out. Note taking is generally a waste of paper for me. And for most people, note taking is work. And work is something you get paid for. D&D is play time. So there's a movement to not do so much work, just to play a game. That's not everybody's preference, but it is a common one. Generally, the DMG (or whatever) is trying to advise GMs to not invent puzzles that have no realistic bearing to the situation at hand (puzzles for the sake of puzzles with no context). You can interpret, as you have in this whole topic to be one meaning, but I see the other meaning, which is there are certain things to avoid in game design or RPG adventure design, because they cause more problems than they are worth. [/QUOTE]
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