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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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<blockquote data-quote="Anon Adderlan" data-source="post: 9339981" data-attributes="member: 53053"><p>Currently speedrunning at 2x.</p><p></p><p></p><p>Yes, but is he <em>wrong</em>?</p><p></p><p></p><p>Forget classifications, if your design cannot convey what you want play to be then you need to improve your design. And it's more than reasonable for potential players to want to know what your game is <em>about</em>.</p><p></p><p></p><p>That's because any attempt to codify principles of design are immediately attacked.</p><p></p><p></p><p>Indeed, what do we/you consider when answering these questions?</p><p></p><p></p><p>Then let me refine that for you: Why do people play games which are bad <em>for them</em>? Because they do. Observably and explicitly. And the solution is often to remove features other players appreciate.</p><p></p><p></p><p>I'd argue we <em>never</em> are. However games are always about the procedures we implement at the table, which can as easily be from written rules as player culture. So what are they? How often are they ignored or in conflict? What are they <em>designed</em> to achieve? What do they <em>actually</em> achieve?</p></blockquote><p></p>
[QUOTE="Anon Adderlan, post: 9339981, member: 53053"] Currently speedrunning at 2x. Yes, but is he [I]wrong[/I]? Forget classifications, if your design cannot convey what you want play to be then you need to improve your design. And it's more than reasonable for potential players to want to know what your game is [I]about[/I]. That's because any attempt to codify principles of design are immediately attacked. Indeed, what do we/you consider when answering these questions? Then let me refine that for you: Why do people play games which are bad [I]for them[/I]? Because they do. Observably and explicitly. And the solution is often to remove features other players appreciate. I'd argue we [I]never[/I] are. However games are always about the procedures we implement at the table, which can as easily be from written rules as player culture. So what are they? How often are they ignored or in conflict? What are they [I]designed[/I] to achieve? What do they [I]actually[/I] achieve? [/QUOTE]
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"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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