In the Game Design section
Thanks for the help with the correct words! I'll be doing a little work on it each night and it should turn up in the January (i got goods spellings todays

The reason why i'm using the seesaw is becasue it's something everyone will understand. Also because the theory is a attempt to help build a solid foundation for my understanding of Game Design.
An example of the fulcrum in work is exactly what Dwaftsoft is working on with the "Freeflowing combat system", it's an example of making a fulcrum that is less contrictive and thus increases a higher achievable skill level in the game for the player. Where as the "lever/plank of wood" is what the player could use in the game like a sword or a spell. The "Lever" or "Plank of Wood" is what sits across the fulcrum, did i just say that? ummm. Hows that for an explaination of an explanation

So basically if you make the fulcrum more free-willed then it will "more likely" be harder to balance the game.
Definition of Progress: Durability control (see Financial interests of stockholders)
Edited by - Paul Cunningham on November 16, 2000 4:28:20 AM