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<blockquote data-quote="I'm A Banana" data-source="post: 7649701" data-attributes="member: 2067"><p>...one of these days, I'm going to have to devote an entire article toward <em>fiero</em>, but at this point, for this article, there's no real examination of what it means to "win." It could mean accomplishing a character goal, a bigger number, or just avoiding a loss for another night. This article isn't concerned with loss as "the opposite of winning," as much as it is concerned with loss as "You have something you want to keep, and I am going to take it away from you." That's not always your character, but I believe that it's reasonably common for a character to have at least a small element of this, given that most characters contain at least some emotional investment that can then be loss if the character is forever gone. </p><p></p><p>The opposite of that kind of loss would be "You have something you want to get, and I give you some of it." For this article, it doesn't matter what that something is, as much as it matters that certain playstyles emphasize simply not giving it to you, and other playstyles emphasize <strong>taking something you want from you</strong>. If you play the game for big numbers, perhaps you get ever-increasing penalties. If you play the game for storyline purposes, perhaps your character becomes more marginalized. If you play the game to tweak options, perhaps you actually loose options, becoming a simpler character.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7649701, member: 2067"] ...one of these days, I'm going to have to devote an entire article toward [I]fiero[/I], but at this point, for this article, there's no real examination of what it means to "win." It could mean accomplishing a character goal, a bigger number, or just avoiding a loss for another night. This article isn't concerned with loss as "the opposite of winning," as much as it is concerned with loss as "You have something you want to keep, and I am going to take it away from you." That's not always your character, but I believe that it's reasonably common for a character to have at least a small element of this, given that most characters contain at least some emotional investment that can then be loss if the character is forever gone. The opposite of that kind of loss would be "You have something you want to get, and I give you some of it." For this article, it doesn't matter what that something is, as much as it matters that certain playstyles emphasize simply not giving it to you, and other playstyles emphasize [B]taking something you want from you[/B]. If you play the game for big numbers, perhaps you get ever-increasing penalties. If you play the game for storyline purposes, perhaps your character becomes more marginalized. If you play the game to tweak options, perhaps you actually loose options, becoming a simpler character. [/QUOTE]
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