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Sunandshadow's theory of plot-based game design

Started by July 02, 2000 11:15 PM
11 comments, last by sunandshadow 20 years, 10 months ago
quote: Original post by Aversion

Ahh, sorry, but points 6, 7, 8 are suggesting just that:
social training. But you are more geared towards the general "experience" of a game, or that is the impression I get.



I can possibly see that for point 6, although I am thinking more of the player getting raw material to process into their own philosophy than of them getting indoctrinated into the game designer(s)'' philosophy, as I think you''re thinking.

But how is 7 any more social training than you hanging out with your friend doing any other kind of activity?

And I''m just clueless about 8.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

resurection cast

>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>be goodbe evilbut do it WELL>>>>>>>>>>>>>>>
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quote: Original post by Neoshaman
resurection cast


If you''re going to resurrect an old thread, you could at least pretend to add something to it. Thread necromancy for the sake of it is just pointless and irritating.

Resurrection dispelled.



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