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Where are the heirs to the 32 page adventure format?
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<blockquote data-quote="FallenRX" data-source="post: 8782993" data-attributes="member: 7033472"><p>Yup.</p><p></p><p>The reason empty rooms are important to game design is its supposed to convey that not every room is worth searching, and that searching a room takes time and is a risk(because it can be trapped or have monsters with no treasure). If made with this in mind, it changes the dynamic of the game, becuase once the idea that not every room is supposed to be explored is set, it fundamentally changes how adventures are made and designed to being more non-linear, because there are many ways to go, and not all of them are worth it, the players will be more selective, and will likely avoid content, which means you cannot design your dungeon in a linear manner with the idea they are supposed to see everything, you must design your game with the idea that somethings may be missed, this naturally leads to less linear dungeon design with many ways for the players to get to their goal, because you cant expect them to want to see everything, which leads to more dynamic games, and more player choice and freedom.</p><p></p><p>Once you learn this, you become a better adventure designer because you being to design your adventures beyond linearity, but more modular and dynamic, and nonlinear where choice is important and encouraged.</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8782993, member: 7033472"] Yup. The reason empty rooms are important to game design is its supposed to convey that not every room is worth searching, and that searching a room takes time and is a risk(because it can be trapped or have monsters with no treasure). If made with this in mind, it changes the dynamic of the game, becuase once the idea that not every room is supposed to be explored is set, it fundamentally changes how adventures are made and designed to being more non-linear, because there are many ways to go, and not all of them are worth it, the players will be more selective, and will likely avoid content, which means you cannot design your dungeon in a linear manner with the idea they are supposed to see everything, you must design your game with the idea that somethings may be missed, this naturally leads to less linear dungeon design with many ways for the players to get to their goal, because you cant expect them to want to see everything, which leads to more dynamic games, and more player choice and freedom. Once you learn this, you become a better adventure designer because you being to design your adventures beyond linearity, but more modular and dynamic, and nonlinear where choice is important and encouraged. [/QUOTE]
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Where are the heirs to the 32 page adventure format?
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