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Do players really want balance?
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<blockquote data-quote="pemerton" data-source="post: 9486522" data-attributes="member: 42582"><p>Well, when I use fact I use it the sort of way that is standard in twentieth and twenty-first century analytic philosophy: along the lines of <em>a state of affairs that obtains independently of being the object of a mental state or attitude</em>. </p><p></p><p>You seem to think I can't know it to be true that <em>+1 means subtract 1 is clunky game design</em>. I don't agree: I think that is knowable.</p><p></p><p>Likewise, I can know that adding numbers to compare to a target number is, as a general proposition, quicker and easier than either consulting a look-up table (AD&D) or mucking about with THACO (AD&D 2nd ed).</p><p></p><p>Of course these are generalisations of tendency, along the same sorts of lines as <em>humidity makes hot days more uncomfortable</em>: maybe there is someone for whom this is not true, or some atypical occasion that doesn't fall under this generalisation. Nevertheless, it's more than just subjective opinion: it's a useful rule of thumb that generalises pretty widely.</p><p></p><p>The same for these sorts of features of game design.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9486522, member: 42582"] Well, when I use fact I use it the sort of way that is standard in twentieth and twenty-first century analytic philosophy: along the lines of [I]a state of affairs that obtains independently of being the object of a mental state or attitude[/I]. You seem to think I can't know it to be true that [I]+1 means subtract 1 is clunky game design[/I]. I don't agree: I think that is knowable. Likewise, I can know that adding numbers to compare to a target number is, as a general proposition, quicker and easier than either consulting a look-up table (AD&D) or mucking about with THACO (AD&D 2nd ed). Of course these are generalisations of tendency, along the same sorts of lines as [I]humidity makes hot days more uncomfortable[/I]: maybe there is someone for whom this is not true, or some atypical occasion that doesn't fall under this generalisation. Nevertheless, it's more than just subjective opinion: it's a useful rule of thumb that generalises pretty widely. The same for these sorts of features of game design. [/QUOTE]
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