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Game jargon causing unwanted consequences
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<blockquote data-quote="Li Shenron" data-source="post: 6152281" data-attributes="member: 1465"><p>Only to a certain extent. When the number of necessary "keywords" becomes too high, if they are heavily interconnected it becomes a burden to play and run the game. </p><p></p><p>If you have 100 conditions over 10 pages instead of 10 conditions on the same page, it might be annoying to check everytime. </p><p></p><p>This is just a remark about sheer quantity, but more important than sheer quantity is IMHO how the interconnections of those "keywords" affect the game. If you too often have cases where you want to use a certain special ability but you have to cross-check being surprised with being bloodied with being fatigued (just to mention 3 conditions that belong to separate areas of the game and thus overlap) to find out if these conditions prevent you to use that special ability by blocking a certain types of actions... personally I think I won't have much fun spending time like that.</p><p></p><p>And the problem I mention is that IMHO it also becomes difficult for the designers to keep in mind everything. Even tho the result on raging barbarians does make sense, I have doubts that they noticed this consequence.</p><p></p><p>Overall, I think that the fact of basing the game design too much on the interaction between technical terms (such as using a lot of "IF X AND Y THEN YOU CAN USE SPECIAL ABILITY Z"), it makes the designers (and some players) feels "smart" but increases the chance for loopholes or other design mistakes.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6152281, member: 1465"] Only to a certain extent. When the number of necessary "keywords" becomes too high, if they are heavily interconnected it becomes a burden to play and run the game. If you have 100 conditions over 10 pages instead of 10 conditions on the same page, it might be annoying to check everytime. This is just a remark about sheer quantity, but more important than sheer quantity is IMHO how the interconnections of those "keywords" affect the game. If you too often have cases where you want to use a certain special ability but you have to cross-check being surprised with being bloodied with being fatigued (just to mention 3 conditions that belong to separate areas of the game and thus overlap) to find out if these conditions prevent you to use that special ability by blocking a certain types of actions... personally I think I won't have much fun spending time like that. And the problem I mention is that IMHO it also becomes difficult for the designers to keep in mind everything. Even tho the result on raging barbarians does make sense, I have doubts that they noticed this consequence. Overall, I think that the fact of basing the game design too much on the interaction between technical terms (such as using a lot of "IF X AND Y THEN YOU CAN USE SPECIAL ABILITY Z"), it makes the designers (and some players) feels "smart" but increases the chance for loopholes or other design mistakes. [/QUOTE]
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