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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="overgeeked" data-source="post: 9102047" data-attributes="member: 86653"><p>One of the things I'd love to see is integrated game play loops. </p><p></p><p>Hunt monsters, gather resources (XP, gold, loot, etc), use those resources to hunt monsters. is fine as the main game play loop. But whatever minigames people tack onto the game don't integrate into the main loop very well, with the exception of some iterations of monster harvesting and crafting...but that's really just a slight variation on the same game play loop. Hunt monsters, gather resources, use those resources to hunt monsters. I want to see all those minigames actually connected into branching game play loops instead of stand alone and easily ignored side content. </p><p></p><p>One problem a lot of people have with 5E is the overabundance of gold. By 4th or 5th level you typically have more gold than you know what to do with. Back in AD&D and BECMI you got XP for gold and you would spend that gold on building a castle/keep/etc. so you would have something to spend it on. You don't need to bring back domain management as a gold dump, but some of the gold could be swapped out for other rewards that point to other minigames. Trade goods, basically. Only they fuel minigames. </p><p></p><p>One video I came across as really interesting in that it suggested that minigames like fishing are specifically put into so many games because they keep the player engaged but let them "de-stress" from the action of the main game play loop. While I can see the benefit of that in action shooter games, I'm not sure they're needed for the same reason in games like D&D. </p><p></p><p>The more open-ended games like D&D learn from life sims the better. AD&D has a lot of life sim mechanics. But most of that stuff has gone out of fashion. 5E still has vestigial bits of that hanging around. They should either bring them back full force or eliminate them completely.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9102047, member: 86653"] One of the things I'd love to see is integrated game play loops. Hunt monsters, gather resources (XP, gold, loot, etc), use those resources to hunt monsters. is fine as the main game play loop. But whatever minigames people tack onto the game don't integrate into the main loop very well, with the exception of some iterations of monster harvesting and crafting...but that's really just a slight variation on the same game play loop. Hunt monsters, gather resources, use those resources to hunt monsters. I want to see all those minigames actually connected into branching game play loops instead of stand alone and easily ignored side content. One problem a lot of people have with 5E is the overabundance of gold. By 4th or 5th level you typically have more gold than you know what to do with. Back in AD&D and BECMI you got XP for gold and you would spend that gold on building a castle/keep/etc. so you would have something to spend it on. You don't need to bring back domain management as a gold dump, but some of the gold could be swapped out for other rewards that point to other minigames. Trade goods, basically. Only they fuel minigames. One video I came across as really interesting in that it suggested that minigames like fishing are specifically put into so many games because they keep the player engaged but let them "de-stress" from the action of the main game play loop. While I can see the benefit of that in action shooter games, I'm not sure they're needed for the same reason in games like D&D. The more open-ended games like D&D learn from life sims the better. AD&D has a lot of life sim mechanics. But most of that stuff has gone out of fashion. 5E still has vestigial bits of that hanging around. They should either bring them back full force or eliminate them completely. [/QUOTE]
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