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Not Railroad, Not Sandbox ... What else is there?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8552427" data-attributes="member: 6790260"><p>See, this dichotomy you present here rings pretty hollow for me. My game definitely has a point (several, in fact--I'm not shy about the fact that some of the elements are in there because I like them or hold them in high regard philosophically), but it's also full of opportunities the players can explore. They may not hear every side of an issue. They may miss out on something, or get a biased account, or choose a side they wouldn't normally ally with if they had access to all the relevant information. What they <em>get out of</em> the points I'm making is up to them--and they, in turn, may make points of their own, inspiring counterpoints from me, ones I never would have come up with myself.</p><p></p><p>It's a story. But it's also a dialogue between the players and me, and the fact that it's a dialogue actually makes the story parts <em>better</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8552427, member: 6790260"] See, this dichotomy you present here rings pretty hollow for me. My game definitely has a point (several, in fact--I'm not shy about the fact that some of the elements are in there because I like them or hold them in high regard philosophically), but it's also full of opportunities the players can explore. They may not hear every side of an issue. They may miss out on something, or get a biased account, or choose a side they wouldn't normally ally with if they had access to all the relevant information. What they [I]get out of[/I] the points I'm making is up to them--and they, in turn, may make points of their own, inspiring counterpoints from me, ones I never would have come up with myself. It's a story. But it's also a dialogue between the players and me, and the fact that it's a dialogue actually makes the story parts [I]better[/I]. [/QUOTE]
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Not Railroad, Not Sandbox ... What else is there?
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