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Made in au
The Dread Evil Lord Varlak





 jmurph wrote:
But all of this is business analysis, not game design, and the two shouldn't be conflated.


Definitely. The point wasn’t to open a debate on the reasons for GW’s successes and failings, but to put game design in a better context than ‘sometimes crap sells’, like the McDonald’s analogy seemed to argue. Even if a game design isn’t great, there’s lots else going on that makes people buy and enjoy games.

Anyhow, because I can’t help myself, GW’s success came because their model of a monthly in-house magazine and branded stores was the best retail model in the pre-internet wargaming world. But once the internet came and companies could show their games and minis to anyone interested for close to nothing, then the high cost GW model became a very bad system.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in ca
Deadshot Weapon Moderati




I think of game design as a commercial venture as much as anything. I think it's important to consider whether a particular feature of any game is a benefit to the consumer.
   
Made in it
Fresh-Faced New User




ITALY

Back to the "averaged die", I found, just for fun, this schema for a d20:

1 face showing "1"
2 faces showing "2"
3 faces showing "3"
4 faces showing "4"
4 faces showing "5"
3 faces showing "6"
2 faces showing "7"
1 face showing "8"

that, is, more graphically:

1
22
333
4444
4444
333
22
1

this would be the choice to go when you feel that the d6' outcomes universe of just 4 results is too limited for your game model, and you would benefit from improving them to as much as 8, at the price of having a dice type that may be unfamiliar to some players and harder to manufacture.

But this is just a mental excercise, as with the classical 2d6 you would have even more averaged outcomes with two very obvious kind of dice
   
 
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