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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 5276397" data-attributes="member: 46652"><p>Something that occurred to me recently regarding the "storyness" part of the debate:</p><p></p><p>We get save-or-dies from stories. Medusa's petrifying gaze is a story elements, and like all story elements is under complete control of the storyteller. "One glance, you're stone, no save other than maybe looking away at the last moment" is fine in a story, but should it have been translated that way into a game? In its original version is was designed to work with the plot protection "mechanic". Is it really such a good idea to translate one story element over without translating over whatever else it was designed to work best with?</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 5276397, member: 46652"] Something that occurred to me recently regarding the "storyness" part of the debate: We get save-or-dies from stories. Medusa's petrifying gaze is a story elements, and like all story elements is under complete control of the storyteller. "One glance, you're stone, no save other than maybe looking away at the last moment" is fine in a story, but should it have been translated that way into a game? In its original version is was designed to work with the plot protection "mechanic". Is it really such a good idea to translate one story element over without translating over whatever else it was designed to work best with? [/QUOTE]
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