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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Hussar" data-source="post: 6343228" data-attributes="member: 22779"><p>I completely disagree with your conclusion. If lethality can be mitigated by the players of the game to the point where it becomes extremely rare, then the game is not terribly lethal in the first place. IOW, if the characters are rarely dying, then there is a low chance of death in that game. Why there is a low chance is irrelevant. The fact that it is the players who can mitigate this to the point where the game is rarely lethal leads me to believe that the game is more about following Emerikol's lead than anything else.</p><p></p><p>But, yes, this is completely besides the point. Pulsiver is in no way discussing difficulty in his blog post at all. He's comparing sandbox to linear games, calling sandbox games like Sid Meier games Interesting Decision Games and linear games Wish Fulfillment games and pointing to the fact that the majority of top selling games fall into the latter category. </p><p></p><p>And we see this in D&D as well. Paizo has built an entire business around selling wish fulfilment (by this definition) modules to gamers. An adventure path is exactly the same as something like Mass Effect - linear with a cool storyline. Which rolls around to Emerikol's problems with his player. It sounds like the player is looking for a linear game where you know what's going on, whereas Emerikol is running a more sandbox game where the players are expected to drive the game.</p><p></p><p>So, no, this is just sandbox vs linear with a funny set of glasses. It has nothing to do with one being easy and the other being difficult.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6343228, member: 22779"] I completely disagree with your conclusion. If lethality can be mitigated by the players of the game to the point where it becomes extremely rare, then the game is not terribly lethal in the first place. IOW, if the characters are rarely dying, then there is a low chance of death in that game. Why there is a low chance is irrelevant. The fact that it is the players who can mitigate this to the point where the game is rarely lethal leads me to believe that the game is more about following Emerikol's lead than anything else. But, yes, this is completely besides the point. Pulsiver is in no way discussing difficulty in his blog post at all. He's comparing sandbox to linear games, calling sandbox games like Sid Meier games Interesting Decision Games and linear games Wish Fulfillment games and pointing to the fact that the majority of top selling games fall into the latter category. And we see this in D&D as well. Paizo has built an entire business around selling wish fulfilment (by this definition) modules to gamers. An adventure path is exactly the same as something like Mass Effect - linear with a cool storyline. Which rolls around to Emerikol's problems with his player. It sounds like the player is looking for a linear game where you know what's going on, whereas Emerikol is running a more sandbox game where the players are expected to drive the game. So, no, this is just sandbox vs linear with a funny set of glasses. It has nothing to do with one being easy and the other being difficult. [/QUOTE]
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Community
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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