Cadfan said:
1. He's not badwrongfunning anyone. He's unfunning people. Totally different.
Rob Heinsoo said:
That might make sense if you're simulating a specific type of fantasy world where magic gets used up quickly, but it doesn't make any sense for new players who want to have fun playing the game.
Re-stating it: "If you're a new player who wants to have fun playing the game, it doesn't make any sense to have magic get used up quickly."
That is totally BS, and I think he knows it.
2. Declaring what is or is not fun for the majority of people is his job.
He's in game design. His job is to realize design goals, which are (or at least really should be) less subjective than "be fun for a lot of people." It's for the higher-ups, the directors, the managers, the people with access to numbers and data, to give him goals that, in their view, will be fun for a lot of people.
They can be wrong, and even if they're right, it may not be in the game's best interest to exclude the ends of the bell curve. That's kind of a separate conversation, but it's worth pointing out that "what is fun for the majority of people" does not equal "what Rob Heinsoo thinks is fun." Which comments like the one above, and a few others in the article, indicate that Rob Heinsoo might not fully be designing with those ideas in mind. Perhaps he (and the rest of WotC) should be?
3. Every other game designer out there does the same thing.
I don't know what this "same thing" is that you're talking about. Assume that low-magic games are bad for new players? I'm very positive that there are at least a few game designers out there who don't do that. Tell people that if they play different than what the designer designed for that they're not having as much fun? Somehow I don't think even Rob meant to really imply that (even if it came across like that in a few places that he really doesn't think, say, subverting an encounter can be fun).
4. I think 4e did a better job at it than 3e.
"It?" Did a better job at assuming low-magic games are bad for new players? Yes, 4e is certainly designed with that in mind. 3e did that, too, you'll remember, with copious amounts of cheap scrolls that spellcasters could make right off the bat (it was even a class ability for wizards!). Is that a good thought to have in mind when designing an edition of D&D? I think the question is worth asking: should D&D be broad enough to support low-magic games? 4e certainly thinks that D&D can be in some respects (magic items now can easily become just inherent bonuses), but not in others (wizards never have to fire a crossbow).
5. Any argument about how Heinsoo is being wrongfully judgmental about what is or is not fun that also includes arguments that, for example, choosing spells in 3e isn't actually fun, is... something. I don't really know what to say.
The argument is more "Heinsoo wrongfully assumes he knows what fun is." Obviously (and it should be obvious to him and everyone else, too) he doesn't. Not only is fun found in many things that Heinsoo assumes aren't fun, but also some things he assumes ARE fun, aren't.
It's pretty arrogant of even a very well-informed designer to come down to the lowly fans with a message of what fun REALLY is and why people weren't having it before he came along with his miracle game.
The designers might be better served by supporting the fun people are already having, even if that's bad, wrong fun. Even if it's low-magic, gritty, and involving powerful wizards. I hear Ars Magica is pretty fun.
