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Switch to Forum Live View What Is Good RPG Design?
2 years ago  ::  May 25, 2011 - 11:04AM #461
Red-Jack
Date Joined: Sep 28, 2010
Posts: 2,107
No, that would be Max's specific take as well as a few others.



Allow me to add for example and further clarity:  

When creating a game with social play, a predictable minority will want PvP support, in that you can predict that of the people polled who have an interest in a socially played game, a minority will have a strong desire for extensive support within that game for player versus player conflict in some form or fashion, whether direct conflict or more subtle competitive conflict under the guise of nominal cooperation.

When considering the desires of PvP players into game design, a predictable majority will want benefits for winning, in that you can predict that of the people polled who have an interest in a PvP in a socially played game, a majority will have a strong desire for rewards given to victors in PvP conflict.

When further considering the desires of PvP players in game design, a predictable majority will want penalties for losing, in that you can predict that of the people polled who have an interest in a PvP in a socially played game, a majority will have a strong desire for losers to suffer some sort of penalty for their "failure" in the PvP conflict.

Additionally, when considering the desires of PvP players in game design, a predictable majority will be desirous of, attempt to create, and gravitate towards, an unbalanced system, where their ability to exploit the lack of balance will guarantee or at least greatly increase their chances of success.

Note that nothing I have said here equates to "all PvP players are jerks who want to exploit a game and punish other players for playing."

You will also note that when you poll the remaining majority who either have no strong feelings about PvP play or do not wish to engage in PvP play, that a system that is unbalanced, rewards success and punishes failure at something they have no strong interest in or have a strong interest in not participating in contributes to a design that they do not wish to particupate in and certainly not pay for.

These are predictable responses.  Saying that a game of enforced PvP that has rampant imbalance and punishes losing and rewards victory regardless of (mis)use of said imbalance is a bad game would result in a majority of agreement from those polled, as would be evidenced by games that have attempted to follow this design precept.

Balance is not the only contributing factor to this state,  but you do see games with more balance and still maintaining enforced PvP and rewards/losses involved holding a much larger and more stable market share.  This does not mean that balance is the only metric by which one should judge design, and I do not think anyone has claimed it is such (although some have claimed that it has been claimed as such despite protestations to the contrary) but it does lend credence to the idea that for the vast majority of consumers it is considered to be a metric which is pleasing in greater amounts.

The attempt to purposefully capture the sales of a minority of players does not make a game objectively successful if it does so.  F.A.T.A.L. sold copies to its target audience.  It's target audience is (I pray) a stark minority, and while I'm certain many of them would be relcutant to admit purchasing a copy due to the social stigma involved, that doesn't mean that nothing was sold to the target audience.  

Still, I defy you to claim that because F.A.T.A.L. appealed to and sold product to its target audience, that it is an objectively successful or objectively well designed game.
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2 years ago  ::  May 25, 2011 - 11:17AM #462
DrNick
Date Joined: Oct 30, 2008
Posts: 2,354
Just because you can model something doesn't make it objective. It just means you need to know your audience when determining design goals.
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2 years ago  ::  May 25, 2011 - 11:29AM #463
Red-Jack
Date Joined: Sep 28, 2010
Posts: 2,107

May 25, 2011 -- 11:17AM, DrNick wrote:

Just because you can model something doesn't make it objective. It just means you need to know your audience when determining design goals.



Actually, no it doesn't.

The chocolate chip cookie is not a result of knowing one's audience when determining design goals.

Penicillin (supposedly) was not a result of knowing one's audience when determining design goals.

Saccharine, super glue, potato chips, coke, corn flakes, teflon, velcro, vulcanized rubber, plastic, the first synthetic dye (and the color mauve!), the pacemaker, the slinky, the microwave, x-rays and (likely) cooked food were not the result of knowing one's audience when determining design goals.

The fact that most of the things I mentioned are still in use today in one form or another testifies that despite the designers not having one @#$%ing clue what they were actually doing, the (vast) market acceptance had nothing to do with the original design intent.

And I don't care what Jackson Pollock says, that @#$%*&^(*~?er had no design intent whatsoever, nor any "audience" or "market" in mind when he got famous.

Jackonomicon™  It's not always safe for work, but it's great for play.


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2 years ago  ::  May 25, 2011 - 11:30AM #464
DrNick
Date Joined: Oct 30, 2008
Posts: 2,354
How is this relevant at all to the discussion?
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2 years ago  ::  May 25, 2011 - 11:37AM #465
Red-Jack
Date Joined: Sep 28, 2010
Posts: 2,107

May 25, 2011 -- 11:30AM, DrNick wrote:

How is this relevant at all to the discussion?


Wel,, you made a statement of a proposed absolute, which was (I assume) considered by you to be relevant to the discussion.

"You need to know your audience when determining design goals."

I offered examples that disproved your statement of an absolute by providing examples that countered directly that statement of an absolute, by providing objectively successful and useful designs wherein the designer either had no target consumer base for the design, or the design itself dictated the target consumer base contrary to the original stated design intent of the designer.

I figured you were trying to be relevant, and my reply was relevant to yours.  If you feel that your response is no longer relevant, then I am sorry.

Jackonomicon™  It's not always safe for work, but it's great for play.


It's my blog, yo.
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2 years ago  ::  May 25, 2011 - 11:42AM #466
IaidragonX
Date Joined: Mar 24, 2009
Posts: 174
Red-Jack, you seem to be stating market research results without citing any sources.  On what are you basing those assumptions?

As for FATAL, I basically nothing about it, but I would say that if it sold itself as expected to its target audience.  Well-designed is a different matter, but as there isn't an generally recognized authority on RPG creation standards (to my knowlegde), it would depend on its intent and its consumers' reactions...
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2 years ago  ::  May 25, 2011 - 11:42AM #467
Cyber-Dave
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Date Joined: Sep 20, 2004
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Cooked food doesn't have anything to do with knowing your audience? I think Howard Moskowitz and Malcolm Gladwell would have something to say about that... and, how do we know that the other examples didn't involve some sort of feedback from an audience?
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2 years ago  ::  May 25, 2011 - 11:43AM #468
wrecan
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May 25, 2011 -- 10:15AM, Red-Jack wrote:

Since I have not made any claim or taken any position which this statement would contradict, and in fact have made this exact statement (although worded differently) I am unsure why you made this statement in response to the text you quoted.

Am I really being that unclear?



No.  I think we completely agree with one another.

I have stated that your proposed metric for judging the relevance of measured values is one possible relevant metric among many--in that it may or may not actually be relevant to the decision.



Well, as I didn't start the discussion, I can't really speak to what it's about -- only what I perceive it to be about.  I perceive it to be about universal design principles.

Every measurement has relevance



Relevant to what, though.  I think that's the crucial issue.

Still, this is a forum, and a forum's design intent is discussion, and hopefully an enjoyable one.



Agreed!

I do not think that Mand was expecting to publish world/industry changing results based on the conversation here.



I can't speak to that.

I reject all authoritarianism, which is to say that I do not accept anything based solely on the source in which it presented



That's fine.  I was refering to the methodology, not the source, though.

A "scientific" study can be just as flawed as any discussion amongst semi-literate feebs on myriad niche fora



True, but an anlysis of consumer preferences on a discussion forum cannot be as valid as a properly conducted scientific study of consumer preferences because the forums simply doesn't have the tools needed to conduct such things.

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2 years ago  ::  May 25, 2011 - 11:47AM #469
DrNick
Date Joined: Oct 30, 2008
Posts: 2,354

May 25, 2011 -- 11:37AM, Red-Jack wrote:

May 25, 2011 -- 11:30AM, DrNick wrote:

How is this relevant at all to the discussion?


Wel,, you made a statement of a proposed absolute, which was (I assume) considered by you to be relevant to the discussion.

"You need to know your audience when determining design goals."

I offered examples that disproved your statement of an absolute by providing examples that countered directly that statement of an absolute, by providing objectively successful and useful designs wherein the designer either had no target consumer base for the design, or the design itself dictated the target consumer base contrary to the original stated design intent of the designer.

I figured you were trying to be relevant, and my reply was relevant to yours.  If you feel that your response is no longer relevant, then I am sorry.




You're absolutely right that great things can be created by accident. That isn't the point of this discussion and I think Mand would agree with me.

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2 years ago  ::  May 25, 2011 - 11:49AM #470
wrecan
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May 25, 2011 -- 10:35AM, Red-Jack wrote:

Indeed, and was doing so under the assumption that you were arguing design intent was the only metric to judge value.



Well, I'm gald we got that cleared up.


I think overall consumer preference is, in some fashion modelable and predictable.  If it wasn't, then Game Studies would be a dead and useless field, as would anything related to marketing and advertisement.  It'd all be random and unknowable...



Well, sure, but it's a big leap from "in some fashion modelable and predictable" to universal principles of game design.

But I do believe that you can predict a vast majority of given responses to particular design features, precepts, functions, and flaws given the proper time, methods of examination, and resources to process the necessary data.



Possibly.  Since I haven't seen any such data I would hesitate to presume we can predict "a vast majority of responses."  All I'm saying is that such data isn't in these forums and cannot be garnered here.  That really limits our ability to identify the populatrity of RPG design features.

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