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Why a New D&D Video Game Should Be 16bit/2D
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7003122" data-attributes="member: 6846794"><p>That's kind of the crux - folks seem to believe that character sheets, dice, classes, hit points and all that jazz that are parts of pen and paper RPGs require representation within a digital format, otherwise they're not playing an RPG. Especially designers wishing to capture a demographic conveniently boxed and labelled 'D&D players'.</p><p></p><p>Which is understandable. And we need to recognize that these are elements that are required to play a pen and paper rpg (usual exceptions for various systems apply). They are not, however, the game itself. We roll dice to randomly generate a value, which can be used to determine an outcome, be it a save, a hit point value, the chance of being hit by a meteor and so on.</p><p></p><p>Likewise, a character sheet is a handy, low cost method of tracking and remembering various values which are used during play.</p><p></p><p>A level system is form of feedback, empowerment and reward - a player can associate a level with various qualities, a higher level indicates more powerful qualities and a new level itself is clear reward for an accumulation of successes.</p><p></p><p>And so on..</p><p></p><p>However, these are various elements of D&D that collaborate to form the mechanics are not the game - they are the parts of a machine that make a game possible.</p><p></p><p>So when folks talk about a 'D&D game' I tend to worry. Creating a quality gaming experience can be really tough. And because of the subjective nature of each of our D&D experiences, the clear common ground tends to be the trappings of the system itself - so naturally, designers tend to focus on that. <em>D&D? That means ..character sheets and.. levels and classes and hit points, right? Better get them in there! Otherwise how else will our audience know they're playing an RPG, right?</em></p><p></p><p>Not really. For me at least, I could do without some or all such trappings and still enjoy an RPG experience in a digital format. I don't need the actors in a<em> (typically abysmal)</em> movie to whip out a character sheet for me to know I'm watching a D&D movie. Likewise with a D&D game. What I <em>do </em>want in a movie is obviously a matter of my own personal tastes <em>(giant robots, sentient squid women and a midget chase scene, along with excellent cinematography and character development)</em> - each to their own. </p><p></p><p>So for me, a D&D computer game, whatever that really is, should be prepared to hide and even throw away the trappings of the pen and paper system, and instead focus on delivering a quality gaming experience. Or, better yet, embrace the digital format and develop a system that empowers players and DMs to carrying on playing - but better - using the digital format to enhance the experience.</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7003122, member: 6846794"] That's kind of the crux - folks seem to believe that character sheets, dice, classes, hit points and all that jazz that are parts of pen and paper RPGs require representation within a digital format, otherwise they're not playing an RPG. Especially designers wishing to capture a demographic conveniently boxed and labelled 'D&D players'. Which is understandable. And we need to recognize that these are elements that are required to play a pen and paper rpg (usual exceptions for various systems apply). They are not, however, the game itself. We roll dice to randomly generate a value, which can be used to determine an outcome, be it a save, a hit point value, the chance of being hit by a meteor and so on. Likewise, a character sheet is a handy, low cost method of tracking and remembering various values which are used during play. A level system is form of feedback, empowerment and reward - a player can associate a level with various qualities, a higher level indicates more powerful qualities and a new level itself is clear reward for an accumulation of successes. And so on.. However, these are various elements of D&D that collaborate to form the mechanics are not the game - they are the parts of a machine that make a game possible. So when folks talk about a 'D&D game' I tend to worry. Creating a quality gaming experience can be really tough. And because of the subjective nature of each of our D&D experiences, the clear common ground tends to be the trappings of the system itself - so naturally, designers tend to focus on that. [I]D&D? That means ..character sheets and.. levels and classes and hit points, right? Better get them in there! Otherwise how else will our audience know they're playing an RPG, right?[/I] Not really. For me at least, I could do without some or all such trappings and still enjoy an RPG experience in a digital format. I don't need the actors in a[I] (typically abysmal)[/I] movie to whip out a character sheet for me to know I'm watching a D&D movie. Likewise with a D&D game. What I [I]do [/I]want in a movie is obviously a matter of my own personal tastes [I](giant robots, sentient squid women and a midget chase scene, along with excellent cinematography and character development)[/I] - each to their own. So for me, a D&D computer game, whatever that really is, should be prepared to hide and even throw away the trappings of the pen and paper system, and instead focus on delivering a quality gaming experience. Or, better yet, embrace the digital format and develop a system that empowers players and DMs to carrying on playing - but better - using the digital format to enhance the experience. [/QUOTE]
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