Thứ Tư, 29 tháng 9, 2010
Simple-Minded Theory on the Psychology of Game Design
Example: I've made several attempts to fiddle with the weapon reach rules of both D&D and Encounter Critical which probably stem from anxiety over the size of my weiner. Too much information, I know, but it's the thought that led to this post.
2) Any mechanic that brings a game more in line with the source material is an attempt by the designer to replace the actual with the ideal, an attempt to attain utopia/nirvana via fascistic superego dominance. If RPGs are escapism, then "emulation" and/or "versimiltude" is a form of escapism from the realities of RPGs.
Example: Every licensed RPG that makes you learn a new way to roll dice.
3) Neither point 1 or 2 should be construed as an attack upon realistic or emulative mechanics. I'm trying to analyze here, not judge.
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