Hiya, while I greatly appreciate your effort to help us improve the quality of games we build… I don’t want to turn any idea away just yet (no matter how terribly tropey).
We’re still in the early brainstorming phase of this—and it’s much better just to let the ideas pour out—regardless of how bad they are. Engaging the internal editor too early quashes that natural flow. :)
Also—the games you describe above sound really interesting… but probably too big for what we’ve got in mind to begin with… my little red+blue card game might be built over a weekend, rationalist clue (which would fit your requirements and be totally awesome) - would take months of work.
Lets start with the simple stuff—even if it’s tropey.
“Tropes Are Tools, not clichés. They are plot devices and progressions (similar to but more defined than literary devices) that have been around for a long time because they work, and there’s no inherent loss of complexity through the use of them (most of the time). ”
I never said all tropes are bad. And even saying SOME are bad was only in the context of training rationality. Most tropes are, however, divergences from reality that the human brain are prone to make, and thus looking for them might be useful in making a game more similar to reality. This is different from realism by the way, realism is about fact inside the work of fiction having the same answers as IRL, the reality-similarity we want for a rationalist game however are on the decision theoretical level, and in fact the first kind of realism might be directly bad as it allows players to “cheat” and not find the answers out themselves using the ingame tools.
Anyway, I am brainstorming, I am not constraining the configuration space of possible games, I’m just pointing toward a section of it where it think it might be a good idea to start looking.
Hiya, while I greatly appreciate your effort to help us improve the quality of games we build… I don’t want to turn any idea away just yet (no matter how terribly tropey).
We’re still in the early brainstorming phase of this—and it’s much better just to let the ideas pour out—regardless of how bad they are. Engaging the internal editor too early quashes that natural flow. :)
Also—the games you describe above sound really interesting… but probably too big for what we’ve got in mind to begin with… my little red+blue card game might be built over a weekend, rationalist clue (which would fit your requirements and be totally awesome) - would take months of work.
Lets start with the simple stuff—even if it’s tropey.
besides, somewhere once said:
“Tropes Are Tools, not clichés. They are plot devices and progressions (similar to but more defined than literary devices) that have been around for a long time because they work, and there’s no inherent loss of complexity through the use of them (most of the time). ”
I never said all tropes are bad. And even saying SOME are bad was only in the context of training rationality. Most tropes are, however, divergences from reality that the human brain are prone to make, and thus looking for them might be useful in making a game more similar to reality. This is different from realism by the way, realism is about fact inside the work of fiction having the same answers as IRL, the reality-similarity we want for a rationalist game however are on the decision theoretical level, and in fact the first kind of realism might be directly bad as it allows players to “cheat” and not find the answers out themselves using the ingame tools.
Anyway, I am brainstorming, I am not constraining the configuration space of possible games, I’m just pointing toward a section of it where it think it might be a good idea to start looking.