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<blockquote data-quote="Thomas Shey" data-source="post: 8313047" data-attributes="member: 7026617"><p>I guess I just see a kind of important line-in-the-sand here. I'm not particularly attached to scene based resolution, honestly; its based on a set of priorities that I only intermittently share. I'm more interested in having resolution that involves the same degree of engagement for other important elements of a game than combat (and this is not to be interpreted as me disliking combat; I just want things like research, hacking and construction when they're part of the game to have the same depth to it (and do so without engaging with it being a failure state). Whether its scene or individual attempt resolution is, honestly, mostly irrelevant to me; it just happens to be that a lot of games that do this also lean into scene resolution, but that's not the part I care about (and I don't think there's anything intrinsic to the process I'm talking about that makes that so, its just that a lot of designers who are forging into these happen to be interested in both).</p><p></p><p></p><p></p><p>I kind of <em>do</em> see most clocks that way; they just serve some other purposes (suspense and setting timing a way that's player-facing) that has some virtues, but I don't see them as fundamentally interesting in the way I'm talking about (which doesn't mean they can't be <em>made</em> interesting, but it requires a lot more mechanical handles involved in process to do so).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8313047, member: 7026617"] I guess I just see a kind of important line-in-the-sand here. I'm not particularly attached to scene based resolution, honestly; its based on a set of priorities that I only intermittently share. I'm more interested in having resolution that involves the same degree of engagement for other important elements of a game than combat (and this is not to be interpreted as me disliking combat; I just want things like research, hacking and construction when they're part of the game to have the same depth to it (and do so without engaging with it being a failure state). Whether its scene or individual attempt resolution is, honestly, mostly irrelevant to me; it just happens to be that a lot of games that do this also lean into scene resolution, but that's not the part I care about (and I don't think there's anything intrinsic to the process I'm talking about that makes that so, its just that a lot of designers who are forging into these happen to be interested in both). I kind of [I]do[/I] see most clocks that way; they just serve some other purposes (suspense and setting timing a way that's player-facing) that has some virtues, but I don't see them as fundamentally interesting in the way I'm talking about (which doesn't mean they can't be [I]made[/I] interesting, but it requires a lot more mechanical handles involved in process to do so). [/QUOTE]
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