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<blockquote data-quote="Crazy Jerome" data-source="post: 5435002" data-attributes="member: 54877"><p>I'm not suggesting a video game--far from it. That's just going the opposite extreme. It's almost a mental block in any kind of early software. Let's see, we've got people roleplaying around a table, so we'll try to emulate that exactly (current VTT). Or, we'll go whole hog and make the computer do everything (video game). And then eventually, it occurs to someone that things are done the way they are in table top and video games because those things <strong>work </strong>in those mediums.And only then does someone design a game from the ground up to get the best out of multiple people sitting around their computers playing a game run by one (or more) of those people.</p><p> </p><p>As for working for only one game, I agree. I'm just taking a longer view. Design a game as I'm suggesting, and there will be other games designed using similar philosophies. You'll get to where you can play multiples of those games on such a system. </p><p> </p><p>One of the reasons Neverwinter Nights largely failed in its (ambitious adoption) goals was that the designers couldn't bridge that conceptual divide--though I'm not sure the audience could have then bridged it either. For example, the designers assumed that the graphics had to be such that people walking through it got more emphasis than ease of DMs using the set or people constructing new tiles. Given the audience, that might have even been a correct assessment. But it's not a good assessment for a VTT where people sit at their computers and roleplay with a live DM.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5435002, member: 54877"] I'm not suggesting a video game--far from it. That's just going the opposite extreme. It's almost a mental block in any kind of early software. Let's see, we've got people roleplaying around a table, so we'll try to emulate that exactly (current VTT). Or, we'll go whole hog and make the computer do everything (video game). And then eventually, it occurs to someone that things are done the way they are in table top and video games because those things [B]work [/B]in those mediums.And only then does someone design a game from the ground up to get the best out of multiple people sitting around their computers playing a game run by one (or more) of those people. As for working for only one game, I agree. I'm just taking a longer view. Design a game as I'm suggesting, and there will be other games designed using similar philosophies. You'll get to where you can play multiples of those games on such a system. One of the reasons Neverwinter Nights largely failed in its (ambitious adoption) goals was that the designers couldn't bridge that conceptual divide--though I'm not sure the audience could have then bridged it either. For example, the designers assumed that the graphics had to be such that people walking through it got more emphasis than ease of DMs using the set or people constructing new tiles. Given the audience, that might have even been a correct assessment. But it's not a good assessment for a VTT where people sit at their computers and roleplay with a live DM. [/QUOTE]
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