It looks like you're new here. If you want to get involved, click one of these buttons!
A fascinating question, in my opinion. Particularly, the idea that focused design could have a marketing component is something I've never considered; in my neck of the woods it's somewhat of an established truism that mainstream games' more diffuse approach is a marketing strategy (e.g. look at how D&D5 tries to avoid nailing down its goals or procedures so as to maximize its appeal to a wider audience). In this view, a tool which claims to do everything is likely not to do anything well at all.Bedrockbrendan said:
This is an honest question, do games that have clear goals and achieve them really lead to more enjoyment at the table? I think this is something we often just assume in game design but I don't know the it is always true. It definitely helps marketing to a niche. But when I look at the most successful games that the majority of people play, it seems like they are covering a very wide swath of territory, or at least not terribly focused on a tight set of goals or a single goal.Paul_T said:
What tends to be missing from such discussions, in my opinion, is a certain clarity about the goals of the game. Nail that down, and you can get a sense of how and why we'd want the mechanisms to operate.