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This mentality needs to die
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<blockquote data-quote="nedjer" data-source="post: 5096429" data-attributes="member: 83796"><p>Great answer and I'd have to agree on principle that everything's subjective.</p><p></p><p>However, WOW is a resource-based, combat-orientated game, which is largely defined by the game's designers. It, therefore, incorporates features of roleplaying but does not, in my opinion, offer a roleplaying game where players develop open-ended characters and contexts drawn largely from their own imaginations.</p><p></p><p>By way of an analogy. Playing Basic D&D and Classic Traveller immediately puts players in the position of having to build on an imaginative framework. In contrast Dark Heresy and Rogue Trader offer an elaborate setting, which encourages GMs and players to define their roles in terms of the setting.</p><p></p><p>The personal example that comes to mind for me is of buying a stack of Lego blocks on eBay and buying a Lego pre-pack designed to build a lion.</p><p></p><p>The lion was an exercise in following instructions and, though we could have just used the bits, the specialist blocks and the challenge presented by the lion shaped the 'gameplay'. The lion was only made once.</p><p></p><p>The lego blocks have made every animal, tower, castle, dinosaur . . . that ever came into our imaginations.</p></blockquote><p></p>
[QUOTE="nedjer, post: 5096429, member: 83796"] Great answer and I'd have to agree on principle that everything's subjective. However, WOW is a resource-based, combat-orientated game, which is largely defined by the game's designers. It, therefore, incorporates features of roleplaying but does not, in my opinion, offer a roleplaying game where players develop open-ended characters and contexts drawn largely from their own imaginations. By way of an analogy. Playing Basic D&D and Classic Traveller immediately puts players in the position of having to build on an imaginative framework. In contrast Dark Heresy and Rogue Trader offer an elaborate setting, which encourages GMs and players to define their roles in terms of the setting. The personal example that comes to mind for me is of buying a stack of Lego blocks on eBay and buying a Lego pre-pack designed to build a lion. The lion was an exercise in following instructions and, though we could have just used the bits, the specialist blocks and the challenge presented by the lion shaped the 'gameplay'. The lion was only made once. The lego blocks have made every animal, tower, castle, dinosaur . . . that ever came into our imaginations. [/QUOTE]
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