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I get that it’s a major taboo to say that a game that is well-loved, popular, played by thousands of people is bad, is a bad design. “Isn’t it just not to your taste?” Well, ok, sure. That’s what I mean. We’re able to use shorthands here.
If we are going to discuss design, and find out together how to make good games… then finding patterns, antipatterns, code smells etc is something we’ll just have to pull up our sleeves and do, kinda unflinchingly.
Why is LCR popular?
High stakes (often real money), easy rules, no prestige, can do other things while playing w/o really caring, anti-elitist…
What are some issues with LCR to keep in mind when trying to design an even better game?
To make it more engaging, more agential [some choices, and some design elements that lend meaning to those choices], less tedious&rote, more varied…
So when you hear me say “bad” then maybe what I should be saying is “great, good, awesome, fantastic, it’s just that… I have some ideas on how to make an even better, even awesomer game, and here are some reasons why, hold on, let me get out my notes”.