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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Ovinomancer" data-source="post: 8659334" data-attributes="member: 16814"><p>No. I'd say it's entirely reductionist to make this claim. Many indie games are narrativist in approach (but nowhere near all) and that approach is focused on protagonism and premise, so there will always be some element of looking into what it means to be a person against some form of adversity. That this lends itself to various social commentary themes and to help provide spaces for expression, doesn't mean that this is the predominant mode of play or interest in these game. It is certainly an avenue, though. To reduce non-Trad games to 'social commentary games' is to pigeonhole them as merely tools for social exploration, when this is far from the truth.</p><p></p><p>Also, Apocalypse World release well before the current social zeitgeist, and has done well ever since in being influential, and there's little emphasis on modern social issues there.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8659334, member: 16814"] No. I'd say it's entirely reductionist to make this claim. Many indie games are narrativist in approach (but nowhere near all) and that approach is focused on protagonism and premise, so there will always be some element of looking into what it means to be a person against some form of adversity. That this lends itself to various social commentary themes and to help provide spaces for expression, doesn't mean that this is the predominant mode of play or interest in these game. It is certainly an avenue, though. To reduce non-Trad games to 'social commentary games' is to pigeonhole them as merely tools for social exploration, when this is far from the truth. Also, Apocalypse World release well before the current social zeitgeist, and has done well ever since in being influential, and there's little emphasis on modern social issues there. [/QUOTE]
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