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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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<blockquote data-quote="Emberashh" data-source="post: 9318036" data-attributes="member: 7040941"><p>The thing is though that feedback loops <em>are</em> what makes a given game fun. If there's no gameplay, you're not playing a game, and gameplay is built from feedback loops. </p><p></p><p>As said, preferences are a matter of taste in terms of whether or not one overall loop is better than another. But you cannot deny whats actually there, and that was my point.</p><p></p><p></p><p></p><p>This though I'd disagree on. More feedback loops don't necessarily mean more processing time. It just means that theres more things to engage with that trigger off of either another sub-loop or the main one, and those can be extremely simple or a big slog, and anything inbetween. </p><p></p><p>Plus, to be a stickler, what you suggested is also very much a value judgement. Which is why I don't think its worthwhile to try and distill the conversation because you kind of can't comment on what a game does without talking about how what it does is perceived.</p><p></p><p>Game feel matters, and thats not something we can really ignore particularly if we're talking game design.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9318036, member: 7040941"] The thing is though that feedback loops [I]are[/I] what makes a given game fun. If there's no gameplay, you're not playing a game, and gameplay is built from feedback loops. As said, preferences are a matter of taste in terms of whether or not one overall loop is better than another. But you cannot deny whats actually there, and that was my point. This though I'd disagree on. More feedback loops don't necessarily mean more processing time. It just means that theres more things to engage with that trigger off of either another sub-loop or the main one, and those can be extremely simple or a big slog, and anything inbetween. Plus, to be a stickler, what you suggested is also very much a value judgement. Which is why I don't think its worthwhile to try and distill the conversation because you kind of can't comment on what a game does without talking about how what it does is perceived. Game feel matters, and thats not something we can really ignore particularly if we're talking game design. [/QUOTE]
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What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)
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