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<blockquote data-quote="ExploderWizard" data-source="post: 5997312" data-attributes="member: 66434"><p>This seems like yet another attempt to compare game design principles with technology. </p><p> </p><p>Games are designed toward a certain play experience. Some designs deliver better expected play experiences than others. Regardless of age, or complexity, any game has the potential to be the one that a particular group of players feels delivers the best experience for them. </p><p> </p><p>What does that mean? </p><p> </p><p>It means that there have been no objective improvements to rpg design in almost 40 years. There are great old games and great new games, it depends on what one is looking for. </p><p> </p><p>Classic D&D might have defaulted to a dungeon crawl beginning but the original game supported wilderness and city play as well. One persons 'robust' system is too intrusive and heavy for another. </p><p> </p><p>When all is said and done the 'best' way to pretend to be an elf is the one a particular play group decides is best for them. D&D Next appears to be trying to straddle the line between providing robust rules support while at the same time leaving enough space undefined for user generated content. It is a next to impossible balance to pull off where the core of the game is concerned.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5997312, member: 66434"] This seems like yet another attempt to compare game design principles with technology. Games are designed toward a certain play experience. Some designs deliver better expected play experiences than others. Regardless of age, or complexity, any game has the potential to be the one that a particular group of players feels delivers the best experience for them. What does that mean? It means that there have been no objective improvements to rpg design in almost 40 years. There are great old games and great new games, it depends on what one is looking for. Classic D&D might have defaulted to a dungeon crawl beginning but the original game supported wilderness and city play as well. One persons 'robust' system is too intrusive and heavy for another. When all is said and done the 'best' way to pretend to be an elf is the one a particular play group decides is best for them. D&D Next appears to be trying to straddle the line between providing robust rules support while at the same time leaving enough space undefined for user generated content. It is a next to impossible balance to pull off where the core of the game is concerned. [/QUOTE]
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