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<blockquote data-quote="xechnao" data-source="post: 4679387" data-attributes="member: 58105"><p>Yes, but even yourself you are presenting the premise I have highlighted above and what you expand on it as a fact. In my opinion this has not been good for the tabletop game. The choice of the source of influence that is. Some MMO are popular but perhaps the reason they are popular is because of their level of optimization for their medium and its capacities-personal computers online. Tabletops are another medium and have different strengths. Perhaps choosing a different source of influence, even one found in a video game but that its strength was some more general or universal idea of entertainment could be more appropriate. For example "the sims" is a game that such ideas could be found. Similarly in MMOs one could look for more universal things as for example research the fact that people like to form guilds. You would have to see what kind of people engage in this sort of activity and why, for what reasons. Research the engagement nature of the hardcore gamer and the casual gamer seperately. See then what game you want to build -with what kinds of various natures regarding the engagement or experience it offers. But this is something deep and not that simple as just trying to grab the most relevant on <strong>first impact</strong> gameplay mechanic of a game of a different medium that happens to work wonders there and try to import it to your game. IMO and IMO this has been a fail of 4e. </p><p></p><p>Take original D&D. How it was developed. Yes, the original D&D game was developed through a different process. The research on its sources of influence was different -much more connected to the nature of the final product IMO.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4679387, member: 58105"] Yes, but even yourself you are presenting the premise I have highlighted above and what you expand on it as a fact. In my opinion this has not been good for the tabletop game. The choice of the source of influence that is. Some MMO are popular but perhaps the reason they are popular is because of their level of optimization for their medium and its capacities-personal computers online. Tabletops are another medium and have different strengths. Perhaps choosing a different source of influence, even one found in a video game but that its strength was some more general or universal idea of entertainment could be more appropriate. For example "the sims" is a game that such ideas could be found. Similarly in MMOs one could look for more universal things as for example research the fact that people like to form guilds. You would have to see what kind of people engage in this sort of activity and why, for what reasons. Research the engagement nature of the hardcore gamer and the casual gamer seperately. See then what game you want to build -with what kinds of various natures regarding the engagement or experience it offers. But this is something deep and not that simple as just trying to grab the most relevant on [B]first impact[/B] gameplay mechanic of a game of a different medium that happens to work wonders there and try to import it to your game. IMO and IMO this has been a fail of 4e. Take original D&D. How it was developed. Yes, the original D&D game was developed through a different process. The research on its sources of influence was different -much more connected to the nature of the final product IMO. [/QUOTE]
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