Let's Talk About Character Resources To Power Abilities


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Serious question: Did the rest of the post not explain "why not" to you? Because when you pull one sentence out of context like that, it reads different than what was actually wrote. So I don't know if you're legitimately wanting another explanation or a clarification. But you're not giving me any context, or anything specific to respond to other than what I think I have already explained. Could you enlighten me about what you're really asking?
 

Serious question: Did the rest of the post not explain "why not" to you? Because when you pull one sentence out of context like that, it reads different than what was actually wrote. So I don't know if you're legitimately wanting another explanation or a clarification. But you're not giving me any context, or anything specific to respond to other than what I think I have already explained. Could you enlighten me about what you're really asking?
The rest of your post was mostly about combat vs non combat detail and depth. That is a wholly different issue.

"Mini games" and "switching modes" allows a game to include elements that are important to play (or at least important to the designers) on their own merits. Forcing games to use the same mechanics for everything gaurantees that some of those elements are just not going to work. Overpowering "core mechanics" are not all they are cracked up to be. Would The One Ring benefit from having Journeys and Combat look the same? Of course not.

So, what I am really saying with "why not" is "I disagree" and "subsystems are a better way to design games."
 

The rest of your post was mostly about combat vs non combat detail and depth. That is a wholly different issue.
Fair. I re-read it and realized I was heavy-handed with some of my word choices. Wires got crossed, too. I allowed myself to get rushed when I should've cooked it longer. I've amended my post, but I'll need to come back when I have more time to put better words together. Or at all.
 

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