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What Do You Mean By "Fun" In Your RPG?
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<blockquote data-quote="Hussar" data-source="post: 7732111" data-attributes="member: 22779"><p>Very, very cool [MENTION=6930756]Kegsen[/MENTION]. Welcome to the party. </p><p></p><p>I was thinking about this and something does occur to me. It probably isn't a good idea to say that RPG's are this or that kind of fun. After all, there are a lot of RPG's out there that appeal to all sorts of different kinds of fun.</p><p></p><p>For example, the article talks about how RPG's don't really appeal to "Sensation" fun. But, take a game like Dread as a counter example. There's an RPG which focuses almost entirely on Sensation fun. You try an action, pull a jenga block and succeed or fail. It's all about the rising tension of horror as the Jenga tower gets more and more unstable. </p><p></p><p>I think it would be a good idea for designers to keep the different kinds of fun in mind when designing games. Crossing a concept with a kind of fun can suggest all sorts of different ideas for RPG's.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7732111, member: 22779"] Very, very cool [MENTION=6930756]Kegsen[/MENTION]. Welcome to the party. I was thinking about this and something does occur to me. It probably isn't a good idea to say that RPG's are this or that kind of fun. After all, there are a lot of RPG's out there that appeal to all sorts of different kinds of fun. For example, the article talks about how RPG's don't really appeal to "Sensation" fun. But, take a game like Dread as a counter example. There's an RPG which focuses almost entirely on Sensation fun. You try an action, pull a jenga block and succeed or fail. It's all about the rising tension of horror as the Jenga tower gets more and more unstable. I think it would be a good idea for designers to keep the different kinds of fun in mind when designing games. Crossing a concept with a kind of fun can suggest all sorts of different ideas for RPG's. [/QUOTE]
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