thread: 2012-07-12 : Video Q&A
On 2012-07-27, Alex D. wrote:
This is quite unrelated to the Seclusium, but, your answer made me think of something that I can't quite articulate.
I guess the best question is (you're in software, right?), where do you see the place of modularity in game design? Have you written about this somewhere? We all know how modern software designers fetishize modularity... (this is, of course, only half-a-joke.)
On my end, a hypothetical "Seclusium" roleplaying game where I can take the, say, "seclusium creation rules" and use them in various ways, with other systems or adventures or whatever, is far more useful to me than a system where I can't do that. Of course it is! (other people may disagree)
(None of this excludes or precludes in anyway the usefulness and importance of a system where all the pieces work together very well, of course. I'm not saying a hypothetical game with seclusium creation rules all tied into the whole game system is bad. And this probably all ties into your posts on subsystems anyway.)
- Alex