tag:blogger.com,1999:blog-19815976.post114000868810229841..comments2023-12-08T02:31:37.539-08:00Comments on Socratic Design: What is the 'Fun Now Manifesto' ?Unknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-19815976.post-1146131974239980232006-04-27T02:59:00.000-07:002006-04-27T02:59:00.000-07:00Heya,Welcome to Socartic Design, Jorge! You may h...Heya,<BR/><BR/>Welcome to Socartic Design, Jorge! You may have a point. Sim is great fun, but let us think about it for a moment.<BR/><BR/>Take Star Wars for example. If you are playing a rebel pilot, which of the next two choices would you rather do: 1)Do math computations to discover how much fuel you will need for your X-wing based on the distance of your trip, more math to calculate how much money it will cost, and then while you are fighting calculate how much fuel you are currently using so you know how much you will need when you get back <B>OR</B> 2) Would you rather just have the game say "refueling your X wing costs 1000 credits per trip" and get strait to the fighting?<BR/><BR/>Perhaps some people would enjoy playing with numbers as was described in the firs choice, but there are also a good many people who don't consider that play at all and who find it very tedious and boring. Rather than making players pass through a lot of small obstacles just for the opportunity to get to the fight, Chris (bankuei) is saying get to the fight right away! <BR/><BR/>That's why it's called "Fun Now." The idea is to remove as many barriers as possible that prevent immediate enjoyment. Some people do like the barriers, and that's fine. However, the play those people enjoy are not the kind of play Chris is talking about.<BR/><BR/>Peace,<BR/><BR/>-TroyTroy_Costisickhttps://www.blogger.com/profile/15025106072717054363noreply@blogger.comtag:blogger.com,1999:blog-19815976.post-1140617003581495072006-02-22T06:03:00.000-08:002006-02-22T06:03:00.000-08:00Heya,I agree wholeheartedly, Chris. In every game...Heya,<BR/><BR/>I agree wholeheartedly, Chris. In every game I design I plan on including explicit instructions to players and GMs as well as usefull tools to carry out those instructions. Hopefully in every game I offer advice on, I can encourage that designer to do the same. Your Conflict Map is an excellent example of a GM tool, btw. I plan to use it. I hope other people do too.<BR/><BR/>Peace,<BR/><BR/>-TroyTroy_Costisickhttps://www.blogger.com/profile/15025106072717054363noreply@blogger.com