The argument sort of reminds me of a discussion earlier on, which dealt with quite the opposite. Someone claimed that making historical scenarios was a lesser form of designing, because it didn't require originality - you were just following facts, after all - and that they even should be marked down in the story department because the author didn't think it all up himself.
This present argument strikes me as much the same, even if it is sort of inverted. Even if something has an advantage in some department - a story being invented in its entirety, or graphics more easily gelling together with a certain setting - it is the job of the designer to make it fit. I've seen historical scenarios that were ludicrous, no more than massive armies (very regularly Braveheart-themed) stacked together on a bland map opposite each other and launching into an assault right off the bat. There was no form of any realism present here, even if the units in the game should more than suffice (but when did an army consist of mostly Champions and Arbalesters?).
Similarly, there were fantasy scenarios that had dreadful storyline, with no real creativity.
This is because an advantage in one department does not in any way guarantee the success of a project. If a designer is good, as Ana has just said, he knows what he can and can not achieve, and he will pull it off successfully. Think, for example, of Heroes of Meadowkeep, which actually features Orcs yet cannot fail to pull in the player on a more emotional level than the vast majority of Blacksmith contributions. This is fantasy on a level beyond Ulio or other Ingo van Thiel projects (which are made up, but feature only humans and plausible situations), but it does not harm the project in any way.
Apart from that, there's a serious danger inherent to your argument, Guthan. Guidelines about what you can and cannot design? Seriously, perish the thought. Why would you even want to do that? There are limits on what people can and cannot do, but these are moral - ie no overly offensive content, for example.
Kor |
The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.