Those might be the \"right people\" for you, but there are many others who will disagree.
So disagree. Why aren\'t they the right people for an RPG? (I\'m not going to ask you why they aren\'t the right people in general, though. That would take a long discussion, which no one on this forum is likely to benefit from.)
Another word for \"rip-off\" is \"classic\" ... it depends on your personal point of view
And, as you might find in another thread, another word for powergaming is \"role-playing\". I\'m serious about that.
There\'s a saying that roughly translates to \"What cannot be said with few words is not worth mentioning at all.\"
Doubleplusgoodthink.
Regarding Zak\'s hideout, he might be a little upset that everyone\'s dropping by, but I don\'t mind. Better that hole than the Gazebo... I can\'t really remember when you dropped in, I\'m afraid. Were you the dwarf who wanted to protect my character\'s virtue, the aimless-looking half-devil or the guy who asked \"wtf\" before running off?
You also said removing \"medieval\" from PlaneShift\'s portfolio might change how people look at it. That\'s not really true, as many people default to thinking \"medieval\" when they see stone houses bound with wooden planks, elves running around and mercenaries getting drunk at the tavern. There\'s so much medieval in this game, you can\'t even walk an inch without stepping on it.
Now, I believe you were actually serious about d)... You argue that a populated, original setting would be impossible to achieve. There are several problems with this argument. First, a lot of people can interpret things. Some can\'t - it\'s a tragedy of nature, but we have to live with it. For example, suppose you were asked to role-play a sentient ship in the middle of space... You wouldn\'t. You would instead role-play something between what that sentient ship should be like, and what a human is like, unless you can understand how the sentient ship actually works. Another example of this is crystal hunting: people don\'t even need to know why crystals spawn in the world, they just learn that they get treats for picking up enough of them. The randomness of spawns and the fact that other players might have already picked up those on the crystal-hunter\'s path can lead to operant conditioning, that wonderful psychological trait that keeps people coming back for more (of the same boring drivel). If you allowed people to play a space-invaders minigame while they bored, all of it using the built-in HUD, they might just agree to become turrets for your sentient ship.
This is also related to the inevitable \"fluff\" of a game, novel or whatever... When people are playing or reading, whether they go on doesn\'t depend too much on whether the plot is weird or familiar. They go on for a lot of reasons, though - some of them emotional, other intellectual. They might not care about the strange customs of a far-off planet, but they might feel disturbed when it came on the threshold of annihilation. As long as you focus on people\'s desires, rather than their expectations, you\'re bound to entertain them.
The third problem, which I can\'t see how you could have missed, is the excitement factor. You say that novelty is something not many people enjoy, at least not when it\'s broad enough to cover the entire game. Yet people played tetris, and it wasn\'t remotely similar to any other game... By your accounts, no one would have played it, except those mindless fanatics who are \"into\" novelty. I\'m confident that many people, once they received a taste of the original, will continue to enjoy it, just as people can become skilled role-players once they\'re introduced to the \"art\".
You also assume that alienating a large number of people is necessarily a bad thing. When you\'re trying to address those people who either can embrace originality or have already done so, you don\'t want the people who \"can\" to be influenced by people who \"can\'t\". Armageddon worked by these rules, and look how many people they have. As it turns out, a lot of players were willing to get into RPing... A lot of others might be willing to embrace an original setting. If that setting isn\'t just original, but also encourages originality, you\'re going to get some pretty spectacular results.
as much as I think you are correct when you say more inspiration/creativity is needed, there\'s no use ranting about it, because it will not happen anyway
Imagine, for a moment, that the same thing was said about education - that people wouldn\'t learn basic maths and litarcy. Not only is this terribly false, it\'s also false that they would have to be forced to do it: according to statistics, a lot more people in America were literate before the first four years of school became mandatory.
One of the reasons you find so few fantastic games is that their designers don\'t think in terms of encouraging fantasy in their players - they just place it in their own creations and hope for the best. Originality is a meme that nobody\'s tried to spread yet, despite the fact that most of the audience practically depends on memetics.
Anyway, you keep talking about \"commercial\" stuff. Since when did they matter? Not since Warcraft 3 was invented... AoS is actually much more popular than that Dune 2 clone with pretty graphics. Not since Rogue and MUD, either... In fact, not even since the legend of Ghilgamesh.