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<blockquote data-quote="Vraal" data-source="post: 8920332" data-attributes="member: 7037837"><p>I really like how silver works in <em>Spire: The City Must Fall</em>, treating it sort of as a stat that can be rolled against. It removes the number tracking of precisely how many coins you have and instead just assumes you can make regular small purchases, and then larger purchases have an element of chance to them that might decrease your silver stat. I know I'm not using the words the game itself uses to describe this, hopefully someone can correct me if I'm explaining it the wrong way.</p><p></p><p>I'm also a big fan of advantage/disadvantage from a game you've probably heard of, it's a really effective way of changing the odds on the fly to convey favourable or unfavourable circumstances.</p><p></p><p>Also gotta mention "connection" from <em>.dungeon</em>, a game set in an MMO. You have health, though it's sort of superfluous as you can just respawn; connection is what actually matters, a group resource that slowly dwindles, representing the forces of the exterior world trying to draw you away from the game and your friends and back to dull reality. Really gives the game a sense of "we're acting like this summer is going to last forever but deep down we're all desperately afraid that it won't"</p></blockquote><p></p>
[QUOTE="Vraal, post: 8920332, member: 7037837"] I really like how silver works in [I]Spire: The City Must Fall[/I], treating it sort of as a stat that can be rolled against. It removes the number tracking of precisely how many coins you have and instead just assumes you can make regular small purchases, and then larger purchases have an element of chance to them that might decrease your silver stat. I know I'm not using the words the game itself uses to describe this, hopefully someone can correct me if I'm explaining it the wrong way. I'm also a big fan of advantage/disadvantage from a game you've probably heard of, it's a really effective way of changing the odds on the fly to convey favourable or unfavourable circumstances. Also gotta mention "connection" from [I].dungeon[/I], a game set in an MMO. You have health, though it's sort of superfluous as you can just respawn; connection is what actually matters, a group resource that slowly dwindles, representing the forces of the exterior world trying to draw you away from the game and your friends and back to dull reality. Really gives the game a sense of "we're acting like this summer is going to last forever but deep down we're all desperately afraid that it won't" [/QUOTE]
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