TL;DR For what I'm about to say
NOW HERE'S THE NUT OF YOUR VAST CONFUSION
Here you are being hypocritical again. Earlier you indicated that you were happy to make a game just for the use of yourself and your associates.
Yes:
I make one just for me and ...
Why should I expect you to make two games - one for you and one for me?
YOU make a DIFFERENT game for you--or for whatever audience you like.
AND NEITHER OF US CLAIMS THE GAME WE JUST MADE IS SUPERIOR
deaddmwalking wrote:Zak S wrote:TL;DR for what I'm about to say
Left handed scissors should exist and there isn't any good argument they shouldn't or that they're "worse" than right-handed scissors.
And there isn't any good argument that somehow scissor-critique is damaged just because you can't claim left-handed scissors SUCK ASS just because you're right handed.
Once again, you're guilty of an apparent goal shift.
"Apparent".
I am here to clarify for you because, again, (see p 1) people here make ignorant assumptions and I have to fill in this ignorance with info people don't already have. Goalposts haven't moved in 4 years, and certainly not since pg 1.
But clearly, Zak from yesterday and Zak from today disagree on whether you should "begrudge people a tool that works better for them and demand only their own be available".
Incorrect, Again: see page 11 of this thread, my 2nd comment, Item 2.
I have discussed the qualities of a complete rule-set versus a rule-set that is missing elements that are required in game.
Perhaps there is a lack of common language here.
Name a retroclone or post-retroclone that is "missing elements that are required in game" and say what the missing element is.
If a game produces an undesireable output, I can talk about that as an issue. Whether the specific output is undesireable 'to me' or 'to realists' or 'to cinematic action fans' or any other identified group can come after the claim of an undesireable output.
Yes, you can say half a thing and then say the rest later.
It wastes time, but you can do it.
As a parent, I know that most people start with 'I don't like something', and then they will work to figure out 'why'. To resolve conflicts, I often have to ask 'why do you think this is unfair'. But I don't expect my six-year-old to fully develop the reasons why something is unfair before complaining.
And I don't think adults get to act like 6 year olds.
Again: slowwwwwly extracting the reason under the hyperbole just wastes time.
The observation 'that's unfair' is just as useful to me as a starting point than 'it's unfair that she got two pieces of candy when I only got one'. In fact, the second one may not lead to conflict resolution as easily because the premise may be flawed. The problem is 'I think something is unfair'... The problem is not 'she got two pieces of candy and I only got one'. The resolution might be to give her another piece of candy, but it might be something completely different. Stating the problem in the simplest terms is a useful starting point. Then as we start exploring the problem we can determine if additional information is relevant or misleading.
As soon as an adult someone articulates the way a 6 year old might, they have revealed themself to be among the dumb.
Given there's a limited amount of time in the day, you have to a have a bar beneath which someone has sunk so low you don't examine their input.
Someone who starts with a factual error or childish claim has about 1000 people smarter than them talking games at any moment, so their input should not be prioritized.
Like, for example, someone who calls a short paragraph "eye murder" should be ignored forever. There are a billion people smarter than that, why not talk to them first before trying to dig sense out of that kind of whiny hyperbole?
But if my design goals include making the game FUN for a WIDE AUDIENCE (which is frequently a design goal not based soley on financial success), I'll probably try to make a pair of scissors useable by anybody. It just so happens that I'm ambidextrous, and while I only rarely write with my left hand (mostly to keep in practice during boring meetings) I can and do use scissors with both hands. I have a pair of scissors on my desk that I can use equally well in either hand. Ultimately, if a product can be used equally well by either group, it is a superior product than one that can only be used by one or the other.
"Ultimately pizza with all known toppings is superior to pepperoni pizza or vegetarian pizza--because the LITERALLY EVERYTHING pizza can be made into a pepperoni pizza by most people, simply by picking things off!".
That's insane.
Either we're designing ONE system and we're trying to make it the best possible system,
(crazy--since there are mutually exclusive audiences)
or we're comparing TWO EXISTING systems. In that case, there's no reason to 'eliminate' one of the systems.
Now you're getting it.
And no need to do what you did above, which is claim one of the 2 specialist systems is "superior".
The exhaustive system is not, intrinsically, better than a non-exhaustive system. However, a system that supplies resolutions for expected actions is superior to one that does not.
To me this just sounds like backsliding into insanity after a brief moment of reason but maybe if you answer the above about what your example of a system "lacking resolutions for expected actions" is it might clear it up.
But we probably do need rules that explain catching on fire under normal circumstances (and probably with additional clarification about when doused in flammables) - since those are the types of things we expect to happen in games with some regularity.
Since "catching fire" rules are usually not entangled on the page with other rules, I have no problem with including them even if they never get used in game.
If, however, they are included in the description of the Fireball spell, or Fireball has special flammability rules, then that's an example of a place where I prefer
no special flammability rules there on that page to
even good rules.
In the game I'd publish for the niche audience of people like me: Fireball should establish the shape of the fireball and the damage and the rest (oxygen deprivation, flammability, persistence of the flames, etc) should be left out.
Zak S wrote:
That's a literal question. I'm having trouble thinking how anyone of good will would begrudge people a tool that works better for them and demand only their own be available.
Again there's your zero sum game.
No, you don't have to make sure "everyone can use it"
You make ONE game for these people.
And a DIFFERENT game for these other people.
Is this really that hard for you to wrap your head around?
So you're asking me, personally, to do twice as much work
No: see above.