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<blockquote data-quote="jedijon" data-source="post: 7725039" data-attributes="member: 49099"><p>Power creep - collectible game:</p><p> </p><p>"Oh man, I paid $50 for this thing that was awesome then and worthless now. When I made this purchase I had no idea that I was on a treadmill where I'd need to pay to win! And, I'm emotionally attached to my old stuff so it annoys me to have to go get new stuff".</p><p> </p><p></p><p></p><p>Power creep - written text:</p><p> </p><p>"I'm intellectually bothered that of these two ideas that share archetypical design space in the mental scheme I assume I share with fellow players one outweighs the other. It's more diverse, powerful, effective. I could easily go ahead and change the old for the new to get these benefits--often for free--but doing so would provoke cognitive dissonance related to the concept of continuity that's necessary to provide enjoyment at a minimum threshold for my suspension of disbelief. As such, the only benefit post-core-released materials provide is in their potential to precipitate opinionated discussions of the merit of their very existence. And, I'm emotionally attached to my old stuff so it annoys me to have to go get new stuff".</p><p></p><p> </p><p>Side light--most of what I'm enjoying is the discussion on leveling up. From a terminology standpoint though, we've just got to mean the stuff we're supposed to buy changes over time. Different philosophies on how characters scale to their environment as a narrative progresses are super awesome!! But, irrelevant to the original topic. Keep it coming!</p></blockquote><p></p>
[QUOTE="jedijon, post: 7725039, member: 49099"] Power creep - collectible game: "Oh man, I paid $50 for this thing that was awesome then and worthless now. When I made this purchase I had no idea that I was on a treadmill where I'd need to pay to win! And, I'm emotionally attached to my old stuff so it annoys me to have to go get new stuff". Power creep - written text: "I'm intellectually bothered that of these two ideas that share archetypical design space in the mental scheme I assume I share with fellow players one outweighs the other. It's more diverse, powerful, effective. I could easily go ahead and change the old for the new to get these benefits--often for free--but doing so would provoke cognitive dissonance related to the concept of continuity that's necessary to provide enjoyment at a minimum threshold for my suspension of disbelief. As such, the only benefit post-core-released materials provide is in their potential to precipitate opinionated discussions of the merit of their very existence. And, I'm emotionally attached to my old stuff so it annoys me to have to go get new stuff". Side light--most of what I'm enjoying is the discussion on leveling up. From a terminology standpoint though, we've just got to mean the stuff we're supposed to buy changes over time. Different philosophies on how characters scale to their environment as a narrative progresses are super awesome!! But, irrelevant to the original topic. Keep it coming! [/QUOTE]
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