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<blockquote data-quote="Thasmodious" data-source="post: 4594884" data-attributes="member: 63272"><p>Same goes for design, though. Videogame RPGs exist because of pnp RPGS. Practically everything in a fantasy RPG videogame can be traced back to D&D, levels, hit points, fantasy trappings and concepts, all of it. The fantasy industry thrives on drawing influence from different facets of that industry - literature, books, video games, comics, art, whatever. The idea that it is bad or wrong if developments in gameplay come about from videogames is absurd. One of the core necessities of games as online play took off was the need for real balance and a manner of adjustibility at players can and will find every conceivable exploit. Balance and exploits are a problem shared by the pnp RPG industry, so video games have had a lot of teach pnp designers in this area. </p><p></p><p>Obviously, that influence is seen in 4e, and in plenty of other examples. Who knows, in five years the pnp industry may move away from balance as an ideal of game design. I don't think so; I, and most 4e players, find it a great thing to have at the gaming table. But the idea of putting all classes on the same power framework, and of using a framework for those powers in the first place (allowing exploits to be easily errata'd away or plugged up on a case by case basis without interrupting overall class balance) is an idea built from design developments in video game RPGs (specifically MMOs). That doesn't mean 4e or any other system taking a similar approach plays like an MMO anymore than drawing design elements from the film or literature mediums makes the game play like a movie or book. Each is it's own experience.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4594884, member: 63272"] Same goes for design, though. Videogame RPGs exist because of pnp RPGS. Practically everything in a fantasy RPG videogame can be traced back to D&D, levels, hit points, fantasy trappings and concepts, all of it. The fantasy industry thrives on drawing influence from different facets of that industry - literature, books, video games, comics, art, whatever. The idea that it is bad or wrong if developments in gameplay come about from videogames is absurd. One of the core necessities of games as online play took off was the need for real balance and a manner of adjustibility at players can and will find every conceivable exploit. Balance and exploits are a problem shared by the pnp RPG industry, so video games have had a lot of teach pnp designers in this area. Obviously, that influence is seen in 4e, and in plenty of other examples. Who knows, in five years the pnp industry may move away from balance as an ideal of game design. I don't think so; I, and most 4e players, find it a great thing to have at the gaming table. But the idea of putting all classes on the same power framework, and of using a framework for those powers in the first place (allowing exploits to be easily errata'd away or plugged up on a case by case basis without interrupting overall class balance) is an idea built from design developments in video game RPGs (specifically MMOs). That doesn't mean 4e or any other system taking a similar approach plays like an MMO anymore than drawing design elements from the film or literature mediums makes the game play like a movie or book. Each is it's own experience. [/QUOTE]
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