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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Lanefan" data-source="post: 9393582" data-attributes="member: 29398"><p>Sorry, but I think you've misread me again.</p><p></p><p>And so I'll be clear: <em>I'm not talking about individual action declaration and-or resolution</em>.</p><p></p><p>I'm talking about playstyle and focus, suggesting that a game that truly does have a rule for everything would by default be agnostic to both playstyle and focus as it could - by having a rule for everything - handle any playstyle and-or any focus with equal ease.</p><p></p><p>And we're then told the game in question was designed with intention of seeking/promoting a somewhat specific playstyle and focus, which doesn't square.</p><p></p><p>======</p><p>Unrelated to your quote above:</p><p></p><p>I should point out that a game that truly has a rule for everything doesn't have to have a bajillion micro-granular rules in order to accomplish this end. The extreme example: "Anything goes, there are no rules" is a single macro-rule that in fact does cover everything.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9393582, member: 29398"] Sorry, but I think you've misread me again. And so I'll be clear: [I]I'm not talking about individual action declaration and-or resolution[/I]. I'm talking about playstyle and focus, suggesting that a game that truly does have a rule for everything would by default be agnostic to both playstyle and focus as it could - by having a rule for everything - handle any playstyle and-or any focus with equal ease. And we're then told the game in question was designed with intention of seeking/promoting a somewhat specific playstyle and focus, which doesn't square. ====== Unrelated to your quote above: I should point out that a game that truly has a rule for everything doesn't have to have a bajillion micro-granular rules in order to accomplish this end. The extreme example: "Anything goes, there are no rules" is a single macro-rule that in fact does cover everything. [/QUOTE]
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