I don't disagree. I fully agree that the D&D system is created to play the way you play it; it just happens that a lot of PC gamers don't actually like the gamist nature of D&D.Sometimes being gamist and being in-character are the same thing.
Because probably the label Gamist indicates an inherent fallacy?I don't disagree. I fully agree that the D&D system is created to play the way you play it; it just happens that a lot of PC gamers don't actually like the gamist nature of D&D.Sometimes being gamist and being in-character are the same thing.
I'm not following.Because probably the label Gamist indicates an inherent fallacy?I don't disagree. I fully agree that the D&D system is created to play the way you play it; it just happens that a lot of PC gamers don't actually like the gamist nature of D&D.Sometimes being gamist and being in-character are the same thing.
I'm not following.
I see, but as long as understanding is clear it shouldn't be a problem; there is little room for confusion once people understand what is meant by gamism.I'm not following.
LOL U WATCH SPORTS FOR THE SPORT UR A SPORTIST
But different systems have better support for certain playstyles that others. Picking the right system for how you want to play means you will have easier FUN! Pick the wrong system and you'll be struggling against it instead of having FUN!The entire Gamist/simulationist/ Narrativist trifurcation is UN-necessary wankery. Games are NOT the same as other forms of art. e.g. books may not always be written to be entertaining but rather to explore the realm of ideas. Games are ALWAYS made for Fun or they are not games. So it only depends on the audience and the genre what particular (non-separable, but identifiable) part of them will be emphasized. i.e Story, mechanics or actual interaction element.
But different systems have better support for certain playstyles that others. Picking the right system for how you want to play means you will have easier FUN! Pick the wrong system and you'll either be struggling against it and having less FUN!The entire Gamist/simulationist/ Narrativist trifurcation is UN-necessary wankery. Games are NOT the same as other forms of art. e.g. books may not always be written to be entertaining but rather to explore the realm of ideas. Games are ALWAYS made for Fun or they are not games. So it only depends on the audience and the genre what particular (non-separable, but identifiable) part of them will be emphasized. i.e Story, mechanics or actual interaction element.
Exactly.But different systems have better support for certain playstyles that others. Picking the right system for how you want to play means you will have easier FUN! Pick the wrong system and you'll be struggling against it instead of having FUN!
However, you need to do the mixing from the ground up. Trying to implement a D&D system into RTwP is doing it the wrong way. Using Vancian mechanics and having you rest anywhere, without risk, is doing it the wrong way. You need to create the mechanics that supports your target market, whatever that mix might be. Trying to throw in mechanics that are heavily leaning a certain direction and then try to create a game that borrows heavily from another is a design disaster.Except that the system does nothing to enhance this, assuming by system you meant Gamist/Simulationist/Narrativist 'ideologies'. What really makes good game is integrated and clearheaded (as in object oriented) design. I am not talking about some technical prison for making games, but rahter mixing all the elements together from Story/Mechanics/Gameplay point of view to target the correct audience. Don't make strategy games for Action oriented player and you should do okay.But different systems have better support for certain playstyles that others. Picking the right system for how you want to play means you will have easier FUN! Pick the wrong system and you'll either be struggling against it and having less FUN!The entire Gamist/simulationist/ Narrativist trifurcation is UN-necessary wankery. Games are NOT the same as other forms of art. e.g. books may not always be written to be entertaining but rather to explore the realm of ideas. Games are ALWAYS made for Fun or they are not games. So it only depends on the audience and the genre what particular (non-separable, but identifiable) part of them will be emphasized. i.e Story, mechanics or actual interaction element.
Captain Shrek, I don't think you actually understand the trifold model and why it came to be, since your criticism is rather outside it's scope.
Have you read anything I ever wrote on games? You should. You would find it... encouraging.However, you need to do the mixing from the ground up. Trying to implement a D&D system into RTwP is doing it the wrong way. Using Vancian mechanics and having you rest anywhere, without risk, is doing it the wrong way. You need to create the mechanics that supports your target market, whatever that mix might be. Trying to throw in mechanics that are heavily leaning a certain direction and then try to create a game that borrows heavily from another is a design disaster.Except that the system does nothing to enhance this, assuming by system you meant Gamist/Simulationist/Narrativist 'ideologies'. What really makes good game is integrated and clearheaded (as in object oriented) design. I am not talking about some technical prison for making games, but rahter mixing all the elements together from Story/Mechanics/Gameplay point of view to target the correct audience. Don't make strategy games for Action oriented player and you should do okay.But different systems have better support for certain playstyles that others. Picking the right system for how you want to play means you will have easier FUN! Pick the wrong system and you'll either be struggling against it and having less FUN!The entire Gamist/simulationist/ Narrativist trifurcation is UN-necessary wankery. Games are NOT the same as other forms of art. e.g. books may not always be written to be entertaining but rather to explore the realm of ideas. Games are ALWAYS made for Fun or they are not games. So it only depends on the audience and the genre what particular (non-separable, but identifiable) part of them will be emphasized. i.e Story, mechanics or actual interaction element.
That's not totally wrong -- there's one or two things in the game that treat the first character you make as special. I think there's a named weapon you can buy near the beginning that uses your first characters name.For some reason I thought that the first character you create is automatically treated as the MC.
Well, I missed the start of this but pledged $65 so far.. want T-shirt but WTF?! $25 for a fucking T?! FUCKING INSANELY OVERPRICED!
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They can come back when they hit $15 or less FFS!
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Icewind Dale 3...
The model is not really about why you make games, but why you play. A game designer may target a particular play style, but that doesn't make the game gamist/narrativist/simulationist. Only what the mechanics actually do matters. That is why D&D is called gamist, since the majority of the mechanics deal with letting the players resolve conflicts using clever tactics and a bit of luck. The main benefit of the trifold model is that it helps us understand that just because a system isn't good for me, it could be good for you since it supports your style. It also let's us understand our own preferences and thus look for games that are made for us. Also, some systems are just bad, and don't support any kind of play well.Captain Shrek, I don't think you actually understand the trifold model and why it came to be, since your criticism is rather outside it's scope.
Enlighten me.
This is how I understand it:
The trifold model essentially highlights upon three separate views of WHY (not how) games should be made. Each model enforces one reason on how they they should be made based on that. e.g. narrativist model considers the story built around the PC to be important from the gaming perspective to keep the player occupied.
The Simulationist model assumes that it is the rendering of "real" (as in IN GENRE, not the real "real" world) world (abstraction of course) is the most important aspect.
The gamist ideal is the making challenge (and beating it)the most important part of the game.
I understand it because I have taken pains to read literature just to write about games.
The model is not really about why you make games, but why you play. A game designer may target a particular play style, but that doesn't make the game gamist/narrativist/simulationist. Only what the mechanics actually do matters.
The main benefit of the trifold model is that it helps us understand that just because a system isn't good for me, it could be good for you since it supports your style. It also let's us understand our own preferences and thus look for games that are made for us. Also, some systems are just bad, and don't support any kind of play well.
So, are they at $3.5M yet, with only 33 hours to go?
So, are they at $3.5M yet, with only 33 hours to go?