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What would Gary do?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3919769" data-attributes="member: 710"><p>They have. Games that are played more than other games are apparently for some reason "fitter" (even if the reason is not mechanics, but good marketing).</p><p></p><p>Game Mechanics also have a kind of evolution. Basically, those mechanics you see in multiple systems or multiple editions of the same line are also "fitter". </p><p>Design concepts that survive multiple editions or being found in multiple editions are also fitter.</p><p></p><p>Games that incorporate "proven" concepts and mechanics can be seen as a result of evolution.</p><p></p><p>But, just as in the natural evolution, just because something worked in the past doesn't mean it will always work. Evolution is not a "grand master plan to perfection". It's a trial and error concept, and things that worked well for a time might face a new challenge (climatic change, asteroid hitting earth, the market changing) they can't overcome, while older, previously seemingly "weaker" things begin to shine.</p><p></p><p>The current "ecosphere" of Games seems to favor games that provide rules to resolve very different kinds of situations (exploration, social encounters and the classic "combat") and give players to express their characters style and personality within the rules, while maintaining a sense of balance between characters.</p><p></p><p>Maybe in 10 years, people will want to go away from the "character builds" concepts and prefer a "simpler" game where the DM decides things on the spot.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3919769, member: 710"] They have. Games that are played more than other games are apparently for some reason "fitter" (even if the reason is not mechanics, but good marketing). Game Mechanics also have a kind of evolution. Basically, those mechanics you see in multiple systems or multiple editions of the same line are also "fitter". Design concepts that survive multiple editions or being found in multiple editions are also fitter. Games that incorporate "proven" concepts and mechanics can be seen as a result of evolution. But, just as in the natural evolution, just because something worked in the past doesn't mean it will always work. Evolution is not a "grand master plan to perfection". It's a trial and error concept, and things that worked well for a time might face a new challenge (climatic change, asteroid hitting earth, the market changing) they can't overcome, while older, previously seemingly "weaker" things begin to shine. The current "ecosphere" of Games seems to favor games that provide rules to resolve very different kinds of situations (exploration, social encounters and the classic "combat") and give players to express their characters style and personality within the rules, while maintaining a sense of balance between characters. Maybe in 10 years, people will want to go away from the "character builds" concepts and prefer a "simpler" game where the DM decides things on the spot. [/QUOTE]
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