你说的没错啊,我不是也写了吗,除非xxx,那你就去做。
你要知道很多原创规则者不是因为我想做我就去做的,而是因为觉得我很屌所以去做的,你稍微把这一版翻几页就明白实际的现状了。
对自己的水平有一个清晰的认知实际上并不是所有人都具备的能力。
But there's a fundamental difference between us:
>You're pretty much saying that you need to be at a certain level before you can write a game.
>I am saying that you can always write a game, though I'd call out your BS if you do it badly.
Point being that
most people really have NO IDEA where they're at before they do anything. (As you have said.)
I got it easy because when I first started doing this, it was before www was even a thing.
I'd probably be just as dumb as some of them are if there was widespread, easily-accessed internet back then. (I'd always say that Internet don't make us stupid, it just make the stupidity obvious.)
I completely agree that it would be far less annoying for me to not have dumb "non-rules" landed right in front of me every week but well, MY definition isn't over yours, and vice versa.
For an analogy you are sort of like: Telling players to never game until they become "good".
>How do they know they're good?
>How do they get good? Reading rules and Watching other people play doesn't necessarily make them good ya'know. That latest new thing was exactly somebody copied the frontend stats of an MMO without caring how it works inside, see how far it gets you?
(And even good players doesn't necessarily make good designers either.)
>And at the end of the day, they probably already think they ARE good, hence why you see them getting so defensive and blamey when we call out their BS.
>And then who defines "good"? CoB is "good" for the CoB crowd for example. Or, maybe, like trying to define a whole country's decade-old established RP-system as "not RPG"? (Anima was pretty bad though, despite it being a hit in Spain BTW... =w= )
There are so many mini-details involved that you just can't broadly say "Don't write original game systems."
Saying this is pretty much you doing exactly what you are telling people to not do, ya'know?