some players like to MacGyver a lot in the game, that is be ingenious with just about everything, that's why there was always 50 feet of rope around. It's differen tin Dorthk because all of the operable parameters are numerically defined.
In a combat situ. you get to pick quite a few biased random options and get to invent ways to justify them- if you pick distract the enemy- you get the editorialize how you do so- I guess experentially a similar kind of input.
The ingenuity shifts from stuff you'd like to do to rationalizing what's going on.
That separation from what you'd like to do vs. having to explain how this adventure came about is the somewhat subtle but crucial aspect of this game. Two different ways to be interesting- two very different playing experiences. Dorthk focus more on crafting a crazy story about what "is" more than being a resisted protangonist like conventional games.
(egoic destruction, ha!)
Friday, September 12, 2008
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment