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<blockquote data-quote="howandwhy99" data-source="post: 5040836" data-attributes="member: 3192"><p>I think I see your disagreement. It sounds like you are saying too easy or too hard of odds for success make a choice no longer meaningful. This makes sense, but I still disagree. </p><p></p><p>Of course, choosing a dungeon level to explore is hardly the only choice going on in a game. The core game is not one of combat attrition anyways. Engaging in combat need only be indirectly relevant to a game, if the players choose not to. The actual game's scope is vast given the variety of possible methods available to players to overcoming any given challenge. It is not the odds of only one tactic, but the complexity of a challenge across all means to overcome it that determine its' difficulty. Needing to stay on one dungeon level only appears as an empty choice, a given, when the game is approached in a solely hack and slash or equally monotone style. Rather success is rewarded by thinking outside the box.</p><p></p><p>Allowing players to choose their own difficulty level is the only meaningful choice, IMHO, given the alternative. This choice offers intelligent players a means to face odds most players would avoid. It also allows inexperienced players to seek safer ground to maintain the degree of achievement they enjoy.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5040836, member: 3192"] I think I see your disagreement. It sounds like you are saying too easy or too hard of odds for success make a choice no longer meaningful. This makes sense, but I still disagree. Of course, choosing a dungeon level to explore is hardly the only choice going on in a game. The core game is not one of combat attrition anyways. Engaging in combat need only be indirectly relevant to a game, if the players choose not to. The actual game's scope is vast given the variety of possible methods available to players to overcoming any given challenge. It is not the odds of only one tactic, but the complexity of a challenge across all means to overcome it that determine its' difficulty. Needing to stay on one dungeon level only appears as an empty choice, a given, when the game is approached in a solely hack and slash or equally monotone style. Rather success is rewarded by thinking outside the box. Allowing players to choose their own difficulty level is the only meaningful choice, IMHO, given the alternative. This choice offers intelligent players a means to face odds most players would avoid. It also allows inexperienced players to seek safer ground to maintain the degree of achievement they enjoy. [/QUOTE]
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