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Posted By: TonyLBYou've seen those people with WWJD wristbands? They're roleplaying all the time.
Posted By: TonyLBYou've seen those people with WWJD wristbands? They're roleplaying all the time.
Posted By: TonyLBThesmallest possible pieceis hugely small. It's as fast as a thought. We do itall the time. We refer to a model of a person inside our own head, and simulate their reactions.
Posted By: Doug RuffSome people really want the traditional, long campaign sort of fun, and you won't be designing for these people.
Posted By: Doug RuffSmall social footprint gaming is the first sort of gaming: it's accelerated gaming, and as well as being great in its own right, it's more valuable to people who don't have much time to invest in the first place. For people who do want to make a sizable time investment in their campaign, both times of gaming are goodand these people are not the core market for small social footprint games(in italics because it's the point I wanted to make first time around, not because you won't get it otherwise.)
Posted By: VaxalonHm.
You know how there's a kind of cycle to long-running games? Mike's IRC Heroquest game has 'phases'...
Well what if a game had EXPLICIT cycles? "At this point, the game is over. Feel free to start another game, however, and re-use characters from this game in your next one, as they are after some interval of time."
Posted By: Doug RuffHowever, there's another approach to the problem, which is "let's improve the 3 hours and 40 minutes so that it is as fun as the 20 good minutes". The play is still as slow (in story pacing terms) as before, but it's quality slow gaming.
(Minor diversion: I think this is part of the reason that "story" gaming and "immersive" gaming don't mix. Diversion ends.)
Posted By: TonyLBStraight up, larger social foot-print means more of a barrier to entry. A higher barrier to entry means less people will enter. Less people willing/able to play a game with me means less gaming, and thatsucks.
Posted By: Doug RuffI think this leads to an interesting marketing dilemma: do you try and compete with the large games (D&D), the small games (Jungle Speed), or with the whole market?
Posted By: RogerTony said:People are sitting around and I say "Hey, how about a game of Jungle Speed."
If I may ask, what leads to you say "Jungle Speed" and not "PrimeTime Adventures"?
Posted By: RogerIf I may ask, what leads to you say "Jungle Speed" and not "PrimeTime Adventures"?
Posted By: Doug RuffI would find this "footprint" idea a lot more useful if it describes the minimum amount of time or effort required to guaranteepayoff...
Posted By: Doug RuffIf your payoff is to riff creatively with your friends or compete with them for kudos, then small footprint.Not necessarily, no. No matter what your "payoff" is, if you join up with a Burning Wheel game that's planned to run eight sessions it's simply not cool for you to say "Okay, I got my fun in the first fifteen minutes. Let's do something else now!" Yes?
Posted By: TonyLBSmall social footprint isn't about making games better for the folks who are happy to commit to eight hour sessions every week until they die. It's about making games possible at all for the folks who won't commit to more than "Well, we're here right now, and we've got an hour to kill before I have to get to the metro."
Posted By: eruditusThe activity would be something parents would regularly drive their children to week in and week out, buy uniforms, and coach on the side.On the one hand: "No sweetie, you can't play on the playground, we need to get to your Intensive Game-Prep class, and then I need to pick Toby up from violin lessons." >shudder<
Posted By: Doug RuffTony: I'm rejecting what I perceived to be an analysis made in the post that started this threadOkay. I'll reject it too. Not because it's a straw-man: I think it's an accurate assessment of what I was implying and thinking at the time. But you're quite right that it's incorrect, and I like where we are now better than where I was then.
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