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Kicking the tires vs. puncturing the tires; being effective vs. breaking the game
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<blockquote data-quote="Lanefan" data-source="post: 9111759" data-attributes="member: 29398"><p>My guess would be most if not all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>First challenge: define "broken".</p><p></p><p>For some, even the slightest imbalance between characters (or even an appearance of imbalance) is broken. For others, characters can be out of balance to rather imposing degrees before they even see the game as cracking, never mind breaking.</p><p></p><p>And that's just between characters. Beyond that: some see a game as broken if it's in general too easy to "win" or succeed, others if it's too hard. For some, a game can be or become broken by its pacing and-or advancement, be it too fast or too slow. For some a game can be or become broken by too much or too little attention being paid to minutae. And so on.</p><p></p><p>Is an unbreakable game really possible? Technically, I suppose it is, but to work as intended it'd a) have to be so tightly rules-ed down that any player-side creativity would be crushed; and b) exclude many players who would see it as broken by some definition before even engaging with it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9111759, member: 29398"] My guess would be most if not all. :) First challenge: define "broken". For some, even the slightest imbalance between characters (or even an appearance of imbalance) is broken. For others, characters can be out of balance to rather imposing degrees before they even see the game as cracking, never mind breaking. And that's just between characters. Beyond that: some see a game as broken if it's in general too easy to "win" or succeed, others if it's too hard. For some, a game can be or become broken by its pacing and-or advancement, be it too fast or too slow. For some a game can be or become broken by too much or too little attention being paid to minutae. And so on. Is an unbreakable game really possible? Technically, I suppose it is, but to work as intended it'd a) have to be so tightly rules-ed down that any player-side creativity would be crushed; and b) exclude many players who would see it as broken by some definition before even engaging with it. [/QUOTE]
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Kicking the tires vs. puncturing the tires; being effective vs. breaking the game
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