Well, it's a good diagnosis, though :D .Typical TUN, identifying something real but diagnosing it in a weird way - "lack of setting supremacy".
This makes so much sense to me. I characterised this as emergent and charming gameplay formed from an acceptable level of 'glitchiness' in a game, but I was wrong. You're right, this kind of charm develops from the author making decisions and compromises that add this 'quirky charm' to the game but decrease its balance.
I was thinking about why I enjoyed Oblivion so much more than Skyrim and why
The problem is that rule systems aren't usually designed around setting and its internal logic but around game design concepts. Most of games won't simulate what would actually happen in the setting.His point seems a little garbled due to the way he describes the "problem," but I think I agree with what he is saying: Unless you are trying to design GURPS, a rule system should be designed around the setting and its own internal logic, and not in a vacuum.
The problem is that rule systems aren't usually designed around setting and its internal logic but around game design concepts. Most of games won't simulate what would actually happen in the setting.His point seems a little garbled due to the way he describes the "problem," but I think I agree with what he is saying: Unless you are trying to design GURPS, a rule system should be designed around the setting and its own internal logic, and not in a vacuum.
He definitely raises a good point about how in many RPGs the game mechanics seem to take priority over good writing.
I think he is talking about something like Arcanum's magic/technology split and the crazy weapons of BG 2, he rambles a bit but his point is that game design should reinforce the setting not the other way around. DnD is about adventuring and grabbing that phat loot from dragons and BG 2 delivers, you adventure and get phat loot from dragons but Obsidian didn't know what PoE was about, some not DnD with balanced loot doesn't seem that interesting. PoE doesn't has that light adventuring tone of the BGs and when you kill the dragon, you get some shitty item barely better than a item you crafted hours ago. PoE has that souls thing that could be interesting if it was something more consequential and reflected on game mechanics like Arcanum's magic/technology split but on PoE it is just "generic bullshit excuse for everything".But does that really describe the issues with the games he's talking about? PoE's system is just a balanced version of the IE games' D&D implementation made by a guy who likes balance and takes a conservative/iterative approach to adding "cheesy" features to his system. He also happens to be the same guy who came up with the setting.
TUN is in love with the word "setting" and uses it where it doesn't quite fit, like in his video about C&C. It's like his go-to word for anything he likes about RPGs.
I repeat. Games ALMOST NEVER simulate what would happen in the setting. That's the reason why he can do all the shit with the balance bullshit.The problem is that rule systems aren't usually designed around setting and its internal logic but around game design concepts. Most of games won't simulate what would actually happen in the setting.His point seems a little garbled due to the way he describes the "problem," but I think I agree with what he is saying: Unless you are trying to design GURPS, a rule system should be designed around the setting and its own internal logic, and not in a vacuum.
But does that really describe the issues with the games he's talking about? PoE's system is just a balanced version of D&D made by a guy who likes balance and takes a conservative/iterative approach to adding "cheesy" features to his system. He also happens to be the same guy who came up with the setting.
Are you kidding me? flavor was extremely important in RPGs back in the day and all the rules were there to create or illustrate situations that you read about in books.I don't really see how those older RPGs were intentionally designing their systems around the setting in most cases.
Not really, old game design was about trying to adapt the setting to a rulebook, especial rules like wild magic, anti magic rays, components, ego for intelligent weapons, etc. All of this came from the setting first, they werent created as "interesting gameplay elements" but naturally arose from the narrative and were adapted into the system rules.To me it seems like the problem is that game design back then was more based on designer's intuition of what would be cool, whereas modern game design is calcified into best practices which tends to make it samey and uninteresting... but I don't think that's particularly more of a problem in the old school revival than any other modern games.
old game design was about trying to adapt the setting to a rulebook, especial rules like wild magic, anti magic rays, components, ego for intelligent weapons, etc. All of this came from the setting first, they werent created as "interesting gameplay elements" but naturally arose from the narrative and were adapted into the system rules. All of this came from the setting first, they werent created as "interesting gameplay elements" but naturally arose from the narrative and were adapted into the system rules.
Wasnt talking about sawyer bro, was talking about most rpgs since 2005 or so.old game design was about trying to adapt the setting to a rulebook, especial rules like wild magic, anti magic rays, components, ego for intelligent weapons, etc. All of this came from the setting first, they werent created as "interesting gameplay elements" but naturally arose from the narrative and were adapted into the system rules. All of this came from the setting first, they werent created as "interesting gameplay elements" but naturally arose from the narrative and were adapted into the system rules.
There's rose tinted glasses, and then there's this. Sawyer has really done a number on some of you guys.