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Defining fun
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<blockquote data-quote="ExploderWizard" data-source="post: 6257581" data-attributes="member: 66434"><p>Getting a bit deeper into root causes, would you say that it was the failure itself that made things not fun, the relative time it took to resolve a combat that you substantially failed in, or both that was the main cause of a fun deficit? </p><p></p><p></p><p></p><p>Having experienced this with <em>Chartmaster, </em>I can sympathize. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>Do you think that real time between opportunities is the largest contributing factor or does ' failure= no change' mean a lack of fun even if an opportunity to go again comes up every couple minutes? </p><p></p><p>In the event of the latter, what sort of failure consequences do you think would be applicable yet not drive results toward a failure spiral? Nothing getting any worse is about as painless a failure as I can think of.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6257581, member: 66434"] Getting a bit deeper into root causes, would you say that it was the failure itself that made things not fun, the relative time it took to resolve a combat that you substantially failed in, or both that was the main cause of a fun deficit? Having experienced this with [I]Chartmaster, [/I]I can sympathize. :p Do you think that real time between opportunities is the largest contributing factor or does ' failure= no change' mean a lack of fun even if an opportunity to go again comes up every couple minutes? In the event of the latter, what sort of failure consequences do you think would be applicable yet not drive results toward a failure spiral? Nothing getting any worse is about as painless a failure as I can think of. [/QUOTE]
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