[Design] Character Generation: Detail vs Opportunity Cost
Curufea
curufea at yahoo.com
Wed Nov 16 02:10:19 UTC 2005
I shouldn't have typed that - it's inflammatory. Sorry.
I am at cross purposes here as well - I define success as "a game that is good/fun/quality" not as "a game that makes lots of money".
A game can do both - but it is rare. The money tends to be either spent on development, or marketting - not both.
Lev Lafayette <lev_lafayette at yahoo.com.au> wrote:
I think this is a case of furious agreement ;-)
--- Curufea wrote:
> Take a breath. Reread what I wrote.
>
> Kyle Schuant wrote:
> I said "one reason" for the success of D&D. And
> appealing to new players is absolutely vital for the
> popularity of any new game system. To think
> otherwise is Forgeite gamer elitism. I don't want to
> be a crusty old gamer playing some obscure game
> no-one can understand and looking down my nose at
> eager young gamers hacking their way through
> dungeons.
> D&D's immensely popular. To look down on it
> for its simplicity and popularity is simply obtuse
> and snobbish.
>
> Cheers,
> Kyle
>
> ----- Original Message -----
> From: Curufea
> To: Design at mimesisrpg.com
> Sent: Wednesday, November 16, 2005 12:14 PM
> Subject: Re: [Design] Character Generation:
> Detail vs Opportunity Cost
>
>
> A success of D&D? I don't think so - not for
> long term appeal. Certainly it's great for new
> players, but it will soon lead to
> dissatisfaction. It may be a reason, but it is a
> very small reason for its success. A far larger
> reason is the marketting.
>
> Kyle Schuant wrote:
> I think it's one reason for
> the success of systems like D&D, class-based
> systems. Players' choices are limited. Lets
> you get into play fairly quickly.
>
>
>
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> Peter Cobcroft
> curufea at yahoo.com
> Main: http://www.curufea.com/
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