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<blockquote data-quote="FireLance" data-source="post: 3673328" data-attributes="member: 3424"><p>Let me preface my comments by stating that I run very challenge-focused games, and so almost everything in the games I run can probably be classified into a problem, threat, resource, or reward.</p><p></p><p>That said, I think the more important idea here is the need to include active elements in a game, but these active elements need not be limited to problems, threats, resources and rewards. A game that included only (or mostly) these four elements would likely be a very challenge-focused game (like most of mine). However, an exposition- or interaction-focused game might have other active elements that do not fall into any of these four categories, e.g. an NPC that has no game effect apart from being an interesting conversationalist.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3673328, member: 3424"] Let me preface my comments by stating that I run very challenge-focused games, and so almost everything in the games I run can probably be classified into a problem, threat, resource, or reward. That said, I think the more important idea here is the need to include active elements in a game, but these active elements need not be limited to problems, threats, resources and rewards. A game that included only (or mostly) these four elements would likely be a very challenge-focused game (like most of mine). However, an exposition- or interaction-focused game might have other active elements that do not fall into any of these four categories, e.g. an NPC that has no game effect apart from being an interesting conversationalist. [/QUOTE]
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