quote: Original post by kseh
I keep forgetting about the value of replay value. But still, a firecracker is only entertaing the first time it''s lit.
Yes, but nitro, nukes, and dynamite in dozens of different combinations can be VERY entertaining. (Meaning the sum of all the interactions is greater than a single part. )
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In a CRPG a player is more likely to get away with using pre-existing knowledge. Yeah you can experiment and make sure that you have the stuff you need when the time comes... but you''re still limited to the interface and what the programmers planned for.
You''re right. I guess what I''m talking about is more the kind of gameplay you get from combinatorics. I keep thinking about Starcraft as one shining example. Incredible longevity, simple graphics, and great gameplay because the permutations were so interesting (esp. against another human).
The strength (for me) is that you get to do the experimenting. You get to try to control the outcome. The gameplay is made up of tons of interesting decisions you make as you try to control how things turn out.
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I guess that illusion I mentioned before is just that suspension of disbelief thing mentioned so many times before. If it''s there, then the player is gonna think he''s in control.
Yeah, I think that if your illusion is REALLY good then you can encourage players NOT to peek behind the curtain. But I was just pointing out that that''s pretty hard to do for the segment out there that wants control, and wants to experiment, AND wants it to have a significant impact on the game.
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Just waiting for the mothership...