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<blockquote data-quote="xechnao" data-source="post: 4680649" data-attributes="member: 58105"><p>The example I have given you is the whole game design. I would also note that system mastery and the tactical aspects you are talking about are essentially the same thing -two different gears but of the same overall mechanism. It is true that 3e had this too in various instances -including an instance similar to WoW's direction but not only. Of course WoW's implementation was much deeper and made better -4e borrowed from the development WoW had achieved in that direction. So while the direction of classic D&D's tactics were forcing a balance (or were trying to) of various different events spread around on adventuring, WoW and 4e's are balanced against the same type of encounter: a collaboration of the note roles (DPS, healer, defender etch) against obstacles that favor this kind of collaboration to be beaten. 3e was trying to balance both: adventuring and encounters. It had to offer some kind of more concrete way of how performance in one could enhance performance in the other and the players could end up balanced -it did not and this was up to the DM. </p><p></p><p></p><p>Perhaps with my explanation above it could be more clear now. </p><p></p><p></p><p></p><p>People try to build or defend their relationships. One should have mechanics for these things in-game. Because people feel these things socialy and tabletop games are social games achieving to connect the two among the players (on the intra-player interactions) would be awesome IMO. </p><p></p><p></p><p>I am not sure about your point. Games have certain goals and games are structures. This means that one is predisposed to act in certain ways-choices are limited. If a game lacks a kind of structure it could very well be that the optimum choices of this hypothetical added structure are in conflict with the choices of the original structure because the final result or outcome has to be a shared one among the structures: one may make one choice/decision/input each time. To understand this think of how the arcade input and tactical input of MMOs can not give two different inputs in-game regarding what has happened.</p><p></p><p>Since 4e is build on collaborating in a certain way to beat certain obstacles and human social relationships run differently I see points of conflict or incompatibility here.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4680649, member: 58105"] The example I have given you is the whole game design. I would also note that system mastery and the tactical aspects you are talking about are essentially the same thing -two different gears but of the same overall mechanism. It is true that 3e had this too in various instances -including an instance similar to WoW's direction but not only. Of course WoW's implementation was much deeper and made better -4e borrowed from the development WoW had achieved in that direction. So while the direction of classic D&D's tactics were forcing a balance (or were trying to) of various different events spread around on adventuring, WoW and 4e's are balanced against the same type of encounter: a collaboration of the note roles (DPS, healer, defender etch) against obstacles that favor this kind of collaboration to be beaten. 3e was trying to balance both: adventuring and encounters. It had to offer some kind of more concrete way of how performance in one could enhance performance in the other and the players could end up balanced -it did not and this was up to the DM. Perhaps with my explanation above it could be more clear now. People try to build or defend their relationships. One should have mechanics for these things in-game. Because people feel these things socialy and tabletop games are social games achieving to connect the two among the players (on the intra-player interactions) would be awesome IMO. I am not sure about your point. Games have certain goals and games are structures. This means that one is predisposed to act in certain ways-choices are limited. If a game lacks a kind of structure it could very well be that the optimum choices of this hypothetical added structure are in conflict with the choices of the original structure because the final result or outcome has to be a shared one among the structures: one may make one choice/decision/input each time. To understand this think of how the arcade input and tactical input of MMOs can not give two different inputs in-game regarding what has happened. Since 4e is build on collaborating in a certain way to beat certain obstacles and human social relationships run differently I see points of conflict or incompatibility here. [/QUOTE]
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