Well, I won't deny being one of those weepy soccer mom bleeding heart liberals who wring their hands at the injustice of it all, because I am, but I am passionate about traditional game design. And comparing me to shadzar hurts. So let me explain myself and my game design philosophies. This is really theoretical and subjective crap and it's nothing more than my opinion, so I don't care if you think I'm full of crap. Just hear me out.Mask De H wrote:Seriously man, what the fuck? Every thread you've made for months now is some "bawwww how come people don't play the way I play" bullshit.
[*] I believe that there are no sacred cows. I advocate weird optional shit like WoF and defaulting to non-lethality and save points and other marginal postmodern shit not so much because I believe that it's the best way forward but because I'm not convinced that the tropes and memes of traditional game design are That Well Supported. I've advocated for a lot of game design theory that I've ended up abandoning after being convinced that orthodoxy is better in a certain area. And I'd like to think that even if TGD doesn't really break any new ground with game design, then we at least test current assumptions. As said in another thread: "While not every different idea is better, every better idea is by definition different."
[*] Feel that social engineering and cultural zeitgeist are extremely overlooked part of game design. I straight up reject the idea that writers and game designers don't engage in extensive social engineering or that it's even possible to avoid it. I thus find questions like 'why do you want people to play or think in a certain way' completely nonsensical, as if it was possible to do otherwise. To me, it's like asking 'why do you want your painting to visually strike the observer in a certain way' or 'why do you want your story to engage the reader's emotions in a certain way'. It's just straight-up not possible when you're writing a sufficiently game or a story, even a highly interactive one, to engage and lead the audience direction in a certain way.
[*] I consider the playing of traditional games, especially TTRPGs, to be a form of art. Yes, really, I am one of those people. Specifically, Interactive theater. Most people agree that TTRPGs are a form of improvisational roleplay but simultaneously engage it in a form of passive entertainment where players don't really interact with it. Like a video game, its kissing cousin. There's nothing wrong with that, but I also get the feeling that most game designers (myself included) don't know how to engage people beyond that.
[*] I also believe that game designers have or at least taken on a social and moral responsibility to their audience, like all artists. Of course games are unique in that they form a separate social utility and I don't necessarily value moral enrichment more than entertainment. I rate Tetris, for example, as benefiting humanity more than, say, Parts, a brilliant Indian play about the morality of enriching people at the cost of bodily liberty despite (or rather, because) the fact that the former can be enjoyed by a 2-year old. And of course if the game isn't good enough you'll sink both aspects of it. But of course the story is in a constant tension with the actual gameplay and one of them has to give -- of course that's why I find traditional game design more interesting than non-interactive storytelling, but that's another story.
Regardless, though, I also think that it's totally possible to have both in a game. Because, well, that's the stuff that makes things echo through time. The Merry Wives of Windsor is a funny play, but people remember Jon Falstaff's character arc in Henry IV and V more precisely because Shakespeare expertly blended moral instruction with humor. I was very excited when Chamomile and Prak Anima tried to revive the Dead Man's Hand setting because I really think that they're on to something. But unfortunately it seems to be stalled out. Oh, well.
But anyway. This thread and my other threads? This is a reflection of the above design philosophies.