quote:
Original post by Wavinator
5. The game''s rules shall be immutably self-consistent. No designer cheating, no removing items from the board for memory management, no teleporting / backfilling enemies unless they could have actually gotten there in reality.
7. The player can use any combination of objects to solve puzzles that could be used in the real world
8. The player can tap any resource they could in the real world, including family, police, military, etc. and these resources will respond with the same level of verity that they would in the real world.
9. The player can take any action they could take in the real world, thus using their own creativity rather than the designer''s notion of how a problem is to be solved.
If you remove saves, but create ridiculously constrained choices that stop players from recovering from failure, then you''re portraying a lie of another type: The lie of the limited choice.
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Just waiting for the mothership...
Good points!
Yet again, you seem to have got a good idea of what I''m suggesting.
This thread is in part about pointing out what we take for granted as part of our games. Such as point 5.
point 7. I can just imagine being Mario the plumber and hiring some climbing gear before I go on my next "quest".