draft/elements20sep02.txt
author fabien
Wed, 30 Aug 2006 21:32:44 -0400
branchecjdr
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400 Mise à jour préventive.
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RPGnet <http://www.rpg.net> 	
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://endgameoakland.com/mini_con.html&imageURL=http://www.rpg.net/images/ads/eg-day.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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      Elements
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    Elements of Complexity
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*by Brian Gleichman*
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Sep 20,2002
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    Elements
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Hi, everyone. Welcome to an experiment.
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Seems it was column search time at RPGNet again, and of all things I was
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asked to contribute. Let's take a few moments for the cries of rage to
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calm down a little...
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Now then, first thing up is "what should the column be about?" In my
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case there is a rather obvious choice- the examination of game design
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with a focus on complex and detailed rulesets. After all, that's what I
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do. What are their characteristics? How does one highlight specific
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concepts? How have others' games attempted various things, and where
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have they succeeded and failed?
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At this point, one wonders if RPGNet has any need for such a column at
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all. That's the experiment part. Let the guys in charge know if this is
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a good idea or a waste of space; it's up to you. Isn't it wonderful to
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be in charge?
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First up is a reprint of an article I did for Unclebear's. I've expanded
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it a little (I was working under some space limits originally) and
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present it here to kick things off by defining a few important terms.
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------------------------------------------------------------------------
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    Elements of Complexity
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Go onto any gaming forum and you'll quickly run into someone making the
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comment that a certain RPG is "complex." It's not unusual for such a
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statement to draw replies of disagreement, and it quickly becomes
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obvious that we have yet another case of people using the same word for
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very different purposes.
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Given how common it is to see the question "How complex is this?", I
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think it would be useful to explore the term some. Not only might it
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reduce some misunderstandings, it could even have a direct influence on
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game design.
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It seems obvious to me that complexity in game design is the result of
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various elements- for that is the heart of exchanges like "Rolemaster is
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too complex!" "No it isn't, it's just a d100 roll with some charts!"
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Both people are telling the truth from their POV, and what we're seeing
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is a simple case of different people looking at different specific
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sub-meanings of a single word.
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For my use, the complexity of a game's design can be broken down into
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three elements: *Implementation*, *Mass*, and *Concept*. Each of which
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has its own characteristics and appeal, the highlights of which I'll
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detail below.
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      Complexity of Implementation
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This is how difficult the actual mechanical steps are. Let's look at a
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couple of examples pulled out of the middle of damage resolution:
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/ /
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    * /Example 1: Roll 1d8 and add 1 for every point over 12 in the
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      character's strength. Subtract these points from the target's hit
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      points./
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    * /Example 2: Determine which body location on the target was
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      struck, take the weapon's penetration factor and subtract the
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      armor rating for that location, multiple the result by the
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      weapon's impact factor which results in the final Damage
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      Potential, divide the Damage Potential by the target's location
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      Structure Points to get the damage ratio, cross reference the
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      damage ratio on the Ballistic impact chart to determine the wound
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      level and final effects./
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In implementation terms, Example 2 is far more complex than Example 1.
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It has more steps, and those steps include more types of operations
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(multiplication and division as well as subtraction plus a table
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lookup). And of course we're talking about more than single digit whole
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numbers in the second example as well.
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Games like /Phoenix Command/ are representative of designs with high
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Implementation complexity, as are elements of other systems- such as
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/GURPS Vehicles/ or /Hero System/ Character design, systems that call
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for many to reach for a spreadsheet instead of pen and paper.
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Some people love games with high Implementation Complexity. There are
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entire websites devoted to characters worked up in HERO while others
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spend days designing vehicles for their GURPS campaigns- much of this
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seems to be simply inspired by the joy of creating something and in the
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mastery of the method.
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Yet another common draw for this type of complexity is found in the
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desire of some people to model in detail specific elements of a game.
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Not content with the typical high level of abstraction used in many
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games, they wish to see more detailed influences and a more detailed
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breakdown of events. Combat in Phoenix Command is a prime example of
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this type of thought. Here the desire for detailed objective simulation
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drives the need for complex mechanics.
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      Complexity of Mass
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Rules may be simple to Implement in every case; however, there may be a
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large number of very specific cases, each with their own simple rules.
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/ /
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    * /Example 1: The system defines all one-handed weapons as doing 1d8
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      points damage with a +1 strike and +1 initiative bonus./
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    * /Example 2: This system defines 50 different one-handed weapons
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      each with their own specific damage (a 1d3 to 1d20 range) with
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      strike and initiative bonuses independently ranging from +0 to +3./
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Any game that defines large numbers of simple modifiers (say combat
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modifiers for position and environment and/or attack options) has
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increased its Complexity of Mass. Having large numbers of specific
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powers or spells has the same result- individually each are easy, but in
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total one is looking at a large number of rules, and for many that is
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overwhelming in itself.
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Complexity of Mass is the easiest and quickest to judge; one can almost
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weigh the rulebook (however, be sure to leave out the setting
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information and other fluff). D&D is a good example of this type of
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complexity, as is /Rolemaster/ with its dozens of charts, each of which
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uses a simple d100 + bonus mechanic.
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Why would anyone want to deal with pages upon pages of rules? Two
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reasons come immediately to mind.
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First, some people love options and different ways to approach things.
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How often does one hear something like "My last character was a Paladin,
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I think I'll run a Wizard this time..."? The best way to highlight
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options is to include them in the rules and this produces a simple
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relationship- more options mean more pages of rules. The very rules
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themselves become a reason to expand play. For example, include an
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extensive set of castle building mechanics and someone is going to play
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with them just to do something different.
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A second reason is pride of mastery. It's difficult to master a lot of
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rules and even more difficult to keep them all at your fingertips. To
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some, knowing the rules and using them to achieve a desire outcome is a
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major source of satisfaction in gaming. The more rules to master and
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use, the greater the satisfaction.
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These two reasons drive the design concepts of entire game lines like
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D20 and WoD, a fact easily determined by a passing examination of their
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splat books and other expansions. Indeed, this one element is so
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connected to D&D that the first reaction I typically see in reviews of
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high Mass games is to call them a D&D copy, even if mechanically they
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have little in common.
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      Complexity of Concept
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There are games with few rules, those rules very simple, that are still
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viewed as complex in the extreme, with uncounted possibilities that take
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even the greatest of players years to master.
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Think Chess.
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Mechanically, it's simple to move a pawn. The entire rules for the game
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can be contained on a few sheets of paper. But which pawn to move? What
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will the effect be? Those are questions that are far from easy to
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answer, and the choice can be far from obvious. I refer to these games
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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as Complex in Concept to represent the fact that the difficulty isn't in
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the "how does one do it," but rather in "what does one do and how much
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will it affect."
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In one sense, all RPGs rate high in this area due to their open-ended
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nature. Even so, I tend to limit this to those games where the player is
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presented with a wide number of options under conditions that require a
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great deal of thought in order to find an optimal choice. Games with
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complex tactical environments like /Heavy Gear/ top the list here.
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Complexity of this type tends to draw players who value the importance
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of individual decisions in a challenging environment.
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      Just Plain Complex
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Games can be complex in more than one way, and there is a tendency to
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rate high in others if you rate high in one.
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Perhaps the ultimate example was SPI's game /Air War/, which pegged very
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high levels in all three measures. Over two hundred pages of rules
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concerned solely with jet era air combat, intricate mechanics to
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represent the fine details of aerial maneuver, dozens and dozens of
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aircraft with very specific stats and individual rules, and a very
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complex tactical environment where each choice could alter the entire
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course of the game.
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While any RPG pales in comparison to that Wargame, some examples include
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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/Hero System/ and /Age of Heroes/. A common combination is Mass and
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Concept, with the prime example being D&D with its volumes of rules and
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spell lists (Mass) combined with its detailed resource management
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(Concept).
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      Eye of the Beholder
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Like everything, how complex a game is depends upon who is judging it.
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Every person has different levels of tolerance for each of the above
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elements. Below that tolerance, the game is easy - go above it and it
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becomes complex.
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Additionally different people desire different mixes of complexity. One
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person may like a fairly high level of Mass and Concept and as low a
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level of Implementation as possible. Another may want a game that is the
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complete reverse. Games suitable for each are going to look vastly
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different from each other.
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And of course, there are people who desire low levels of Complexity in
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all three elements. At their most extreme, games for such people become
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completely free form.
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Knowing the complexity desires of your target players (and attempting to
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fulfill them) will greatly impact the choice of what games to play, or
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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how to design your own. And hopefully knowing the core elements of what
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makes games complex will also make it easier to talk about them to others.
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      What do you think? <http://trio.rpg.net/pf/list.php?f=101>
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Go to forum! <http://www.rpg.net/pf/list.php?f=101>
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RPGnet <http://www.rpg.net> 	
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://endgameoakland.com/mini_con.html&imageURL=http://www.rpg.net/images/ads/eg-day.jpg>
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	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
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News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
bdef1afd1170 [svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
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<http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
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<http://www.rpg.net/members/>
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 Available Forums
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* About the Industry <index.php?f=4>*
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	  Forum Folder
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     Topics relating to the industry, ranging from game creation through
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    business.
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* Columns <index.php?f=2>*
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	  Forum Folder
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     Individual discussions for the RPG columns
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* Outside RPGnet <index.php?f=82>*
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	  Forum Folder
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     Forums for discussion of specific things outside RPGnet
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* RPGnet <list.php?f=5>*
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	  Posts: *118469*    Last Post: *02-01-2006 06:30*
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     General discussion about the game industry and where it's going,
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    and other topics RPGnet readers would enjoy discussing. 
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* Tangency <list.php?f=61>*
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	  Posts: *40163*    Last Post: *01-04-2002 19:24*
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     Soapboxes, Personal stories, Rants and Dialogs. Keep it friendly,
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    folks! 
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* The RPGnet Awards <list.php?f=84>*
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	  Posts: *235*    Last Post: *05-20-2004 18:07*
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     Nomination forum for the RPGnet Awards
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* Trouble Tickets <list.php?f=57>*
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	  Posts: *741*    Last Post: *01-03-2002 19:00*
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     Please let us know any problems with the site. Missing pages, bad
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    code, tacky color schemes-- whatever you think is broken. We'll read
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    this and fix things. Thanks!
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------------------------------------------------------------------------
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      Previous columns
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    * Elements of Strategy </news+reviews/columns/elements11feb03.html>
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      by Brian Gleichman, 11feb03
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    * Rationales for Mechanics (or the Case for Designer's Notes)
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      </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
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      14jan03
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    * Layers of Design </news+reviews/columns/elements11dec02.html> by
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      Brian Gleichman, 11dec02
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    * Elements of Tactics </news+reviews/columns/elements01nov02.html>
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      by Brian Gleichman, 01nov02
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    * Elements of Complexity
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      </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
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      20sep02
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      Other columns </news+reviews/columns.html> at RPGnet
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[ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
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<http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
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Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
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Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
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