Hussar
Legend
I was listening to a podcast interview (Fear the Boot) with jim pinto a while ago. jim had an interesting view on the history of the development of games. ((I'm sure I'm going to horribly mangle his point, but, the gist that I got was close))
Essentially, what he said was that from the time when RPG's first hit to the early 90's, with the rise of Vampire and White Wolf, we had the Renaissance age of RPG's. During this time, game designers could be talented amateurs banging away new games of vary degrees of excellence and distributors would pick up these games and get them into stores.
The games were, like art in the Renaissance, mostly small group affairs, down to almost a single guy banging them out, with very little introspection into the whys and wherefores of design. Decisions were made "by the gut" as it were.
Now, according to jim, we're in the Post Modern age of RPG's. Everyone and their brother has the tools to deconstruct a game, pull apart its every little detail and judge it with a critical eye. And, in addition, you can't get away with the "talented amateur" approach because the distributors won't pick you up. Your game might be the greatest thing in the world, but, if it's soft cover, black and white, you might as well not even bother.
What do you think? Does he have a point here?
Essentially, what he said was that from the time when RPG's first hit to the early 90's, with the rise of Vampire and White Wolf, we had the Renaissance age of RPG's. During this time, game designers could be talented amateurs banging away new games of vary degrees of excellence and distributors would pick up these games and get them into stores.
The games were, like art in the Renaissance, mostly small group affairs, down to almost a single guy banging them out, with very little introspection into the whys and wherefores of design. Decisions were made "by the gut" as it were.
Now, according to jim, we're in the Post Modern age of RPG's. Everyone and their brother has the tools to deconstruct a game, pull apart its every little detail and judge it with a critical eye. And, in addition, you can't get away with the "talented amateur" approach because the distributors won't pick you up. Your game might be the greatest thing in the world, but, if it's soft cover, black and white, you might as well not even bother.
What do you think? Does he have a point here?