Forum changes: Editing of posts has been turned off until further notice.
Started by Troy_Costisick, September 28, 2005, 01:15:58 PM
Quote from: Ron EdwardsIf the resulting system were presented with several light settings, this RPG would be among the strongest small-games available.
Quote from: Troy_Costisick on September 28, 2005, 01:15:58 PMThe Request:I am by no means an expert on game design. I am no better than anyone else reading this and am probably worse than most. What I am requesting is a double-checking of what I wrote. What I would love to see people supplement my explanations of these questions. It is important that more than one point of view be seen. Don't post if you're just going to reword a sentence or two of what I wrote. That will just convolute things. What I'm looking for is another insight that will help me, and anyone else who reads this, design better games. And in the end, that's what we're all here for.
QuoteThe first question's casual use of the word "game", which conflates a number of meanings in this context, is problematic. By this question are we asking what the social-activity-that-is-the-game is about, or are we asking what the rules-that-compose-the-game are about, or are we asking what the imagined-content-created-by-the-game is about?
QuoteWhat is GURPS about?
QuoteBefore you start down that path it might be useful to examine the assumptions at the core of your questioning of the question.Can you find many games for which there is no immediately obvious answer to "what is your game about"...you site GURPS and Changeling as examples. But why do you assume that those games wouldn't be better if they did have a concise concept of what the game is about?Isn't it possible that there are alot of games out there that have been designed without asking that key question, and as a result don't have a good answer...and that maybe...asking the question and having a good answer is actually a better way to design games...and that maybe those games would have benefited greatly from some cohesive thought along the lines of these questions when they were being designed...
QuoteThis is an excellent thread. It's just a shame the Subject title won't make it easy to find for those who go looking for this kind of information. Is it possible to c hange thread titles?
Quote from: gsoylent on September 29, 2005, 08:30:04 AMSo D&D is about "Killing and looting stuff." That may be true, I was never a big fan. But its not exactly a very flattering way to put it especially when in the same post we have quotes of indie games, by their authors, who get to make the case for their game very elloquently.It's a bit like if I were to say regarding painting that "Cubism is about deconstructing form in time and space" and Impressionism "is just tricks dots and light".
Quote from: Troy_Costisick on September 29, 2005, 07:36:58 AMThe social activity is pre-suposed: you're roleplaying. The imagined content flows from the rules and system of the game. So a good answer to the question is an answer that will take all three into account and then provide the designer and/or reader with useable information to begin the design process or discussion.
Quote from: Joshua BishopRoby on September 28, 2005, 08:43:15 PM"What kind of play does your gamebook support?" ... The question remains: what are you, as a game designer, providing for your consumers?
Quote from: Troy_Costisick on September 29, 2005, 07:36:58 AMGURPS is about providing users with massive resources and simple mechanics so that they can create adventures in whatever genre or genres they desire.