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<blockquote data-quote="Nytmare" data-source="post: 5970384" data-attributes="member: 55178"><p>It stops a ton of people from reporting the same post, but then unfortunately clutters the playing field after the post is removed. I think that the mods sometimes notice the "warning" post and remove it too, but not always.</p><p></p><p>As for achievements and badges, I would find that to be a little much for my play style, in both a metagame and (to a lesser degree) a gamist sense. For the most part these are things that should be acknowledged because of their in-game repercussions (Congratulations you killed 200 kruthik), and I would feel that having the system in place is either jarring people out of the immersion I'm working to construct around them, or influencing their decisions from outside the realm of character motivation.</p><p></p><p>I think that achievements in general came about as way to include high scores in games (or even sub games) that didn't necessarily have scores to look at or compare. If that's going to be in my game, I want that to evolve naturally between the players or their characters because of what's going on inside the game. I don't want to add to the list of things that they are reacting to, and making decisions because of, that are extraneous to the game.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 5970384, member: 55178"] It stops a ton of people from reporting the same post, but then unfortunately clutters the playing field after the post is removed. I think that the mods sometimes notice the "warning" post and remove it too, but not always. As for achievements and badges, I would find that to be a little much for my play style, in both a metagame and (to a lesser degree) a gamist sense. For the most part these are things that should be acknowledged because of their in-game repercussions (Congratulations you killed 200 kruthik), and I would feel that having the system in place is either jarring people out of the immersion I'm working to construct around them, or influencing their decisions from outside the realm of character motivation. I think that achievements in general came about as way to include high scores in games (or even sub games) that didn't necessarily have scores to look at or compare. If that's going to be in my game, I want that to evolve naturally between the players or their characters because of what's going on inside the game. I don't want to add to the list of things that they are reacting to, and making decisions because of, that are extraneous to the game. [/QUOTE]
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