Brand has some interesting comments about the evolution of RPGs, and how it is now starting to get into territory where it challenges more than just how people play games.

So as we go farther with this it is inevitable that we will come to cross purposes. Where we will build fully-functional, solidly designed, socially negotiated systems that do exactly what they want to do in exactly the way we want them to do it that will at the same time be absolutely unacceptable and unplayable to a vast number of people.

And I don’t mean “unplayable because they won’t give it a chance.” And I don’t mean “unplayable because it goes against what they think about game.” And I don’t mean “unplayable because of what their past games have made them.”

I mean “unplayable because of who life has made them.” And I mean “unplayable because it goes against what they think about life.” And I mean “unplayable because when they give it a chance it causes them active revulsion.”

Read the whole post, as Brand has lots of interesting things to say. I think I can already see hints in some current game theory discussions that certain designers are heading somewhere I have no desire to go, no matter how good their game design ends up being, because their belief systems and goals are just too different from mine. Of course, there’s also every chance that some other designer will make choices that speak directly to what I believe, so I’m not feeling all that worried about it.

Technorati Tags: