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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6000968"><p>That doesn't mean there is a causal link between modular design in computers and rpgs. I would argue it is just something that arises naturally in rpgs from things like optional rules. I just don't see that the concept in table top was influenced by comouter programming (though I am sure it has been adopted as an analogy plenty of times by designers trying to describe it). </p><p></p><p>Either way though. Regardless of how one wants to parse the history, video games and table top role playing games are both at points in their development where their needs are very different. I dont see why borrowing from computer concepts would be any more helpful than borrowing from other fields. Our focus should be on what works for rpgs, not trying to emulate comuter tech ImO. I am not saying there is nothing ever to be learned. Just the priority shouldn't be to use video games as a model for where table tops should be in terms of design.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6000968"] That doesn't mean there is a causal link between modular design in computers and rpgs. I would argue it is just something that arises naturally in rpgs from things like optional rules. I just don't see that the concept in table top was influenced by comouter programming (though I am sure it has been adopted as an analogy plenty of times by designers trying to describe it). Either way though. Regardless of how one wants to parse the history, video games and table top role playing games are both at points in their development where their needs are very different. I dont see why borrowing from computer concepts would be any more helpful than borrowing from other fields. Our focus should be on what works for rpgs, not trying to emulate comuter tech ImO. I am not saying there is nothing ever to be learned. Just the priority shouldn't be to use video games as a model for where table tops should be in terms of design. [/QUOTE]
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