by Montag451
Paul G wrote:
I would rather discuss why it doesn't work for you than THAT it doesn't work for you.
Really? So far, all you've discussed is how we're all wrong unless we accept your way of thinking.
I think Matt Shinners put it best:
To get the theme to work, you're putting a whole lot of effort onto the gamer that should instead be the work of the designer. I shouldn't have to come up with an explanation for this stuff - it should shine through in the design (unless you're specifically designing a Rory's Story Cubes-type game, which isn't even hinted at as the intent here).
In short, to do what you're imparting to this game, all I'd have to do is release a bunch of cards with pictures of superheroes on them. Then, turn a card over and tell a story that includes that picture! No numbers or rules needed.
When I purchase a game that has a theme as a main selling point, I expect the designer to take some time to actually make that theme come across inherently in the design.
In short, to do what you're imparting to this game, all I'd have to do is release a bunch of cards with pictures of superheroes on them. Then, turn a card over and tell a story that includes that picture! No numbers or rules needed.
When I purchase a game that has a theme as a main selling point, I expect the designer to take some time to actually make that theme come across inherently in the design.
If they wanted to make a more abstract story game with DC characters, they would have. That's clearly not what they set out to do. Think of it this way: they set out to make a cake, and we were all excited to get cake; they failed and made a muffin instead, but we didn't want a muffin. You might feel it's still a great muffin, but we're looking for cake.