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  • I think history has proven that more often then not, that when you abandon the hardcore fanbase, even if you reach initial success, you undermine the products life-expectancy severely. There's so many examples of this in especially computer games, such as MMO's. Remember Star Wars Galaxies?



    I noticed, and that is indeed a good sign. But hard to measure popularity from, as blind faith is common (as well as overly critical stances) among fanbases. It's one thing to be hyped, and one thing to actually actively use the product once it's released. Hype ensures good initial...
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  • Indeed, that is to a large extent my belief also. And my fears arrive from the problems that arise with that approach and mentality. I don't envy them the potential backlash if they fail in that endeavour. But I wonder if trying to make Vampire mainstream through the rpg-mechanics and rules is the right way to go. I'd focus on maybe taking the narrative mainstream, but the game as close to the core of the game's soul as possible. Rpg'ers don't need or necessarily want oversimplified systems, nor complex systems. They want systems that reward them, ST and players alike.

    I've said it...
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  • It's all down to about three simple concepts really, from a developer POV, regarding this matter; Familiarity, Identity and Target Audience.

    As for Familiarity - This is the cornerstone of a lot of disagreements here. Is rules and mechanics familiar enough? Is it backwardscompatible enough? Will it feel Vampire: the Masquerade when played? My take on this is that it's getting better. It was completely off, but these alpha changes made it better. Changes isn't a bad thing, not even major ones, but if they are too severe or drastic it will impact the feeling of familiarity too much...
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IgnyteZero
IgnyteZero
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Last Activity: 09-24-2017, 06:17 AM
Joined: 11-03-2013
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