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Tag: choice

Balance, Symmetry, and a third thing

By Kit
|
May 13, 2013
| No Comments
| Game Design

A few thoughts intersected the other day. Let’s see if I can get them down. Here’s the short of it: balance is a canard. You don’t want balance, at least not in an RPG. You want interesting choices. Balance is a response to one kind of failure of interesting choices, that of a dominant strategy. […]

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Choice establishes Meaning

By John
|
May 14, 2012
| No Comments
| Play Process

More and more these days, I am fascinated by the power and role of decisions. Decisions create buy-in, generate unexpected outcomes, and provide drama. As I’ve come to see it, most of all, decisions provide meaning. But not all decisions create meaning—to do that, a decision needs to be personal, needs to have weight, and […]

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Crunch Appeal

By Austin
|
August 12, 2011
| 9 Comments
| Game Design

Recently, I joined an Exalted game a friend of mine was running. After nearly a year of indie-only play, I came to the game with fresh eyes. I was surprised once I got into it, though, at my comparative lack of frustration at the long list of obtuse rules. Don’t get me wrong, many rules in […]

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I Hate Mooks

By Austin
|
March 28, 2011
| 6 Comments
| Game Design

So in the Dragon Age computer/console games, you fight these endless hordes of faceless monsters called Darkspawn. The hero of the story must kill their leader in order to neutralize the giant horde of them that is threatening the ambiguously middle-ages european landscape. These monsters are the giant threat that the hero must deal with, but […]

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Choices, or Why I like Failure

By Kit
|
February 18, 2011
| No Comments
| Game Design

This week, Rob Donoghue has been posting a compare-and-contrast about video games and tabletop games. On Tuesday, he said something that’s been brewing in my head for a bit. The key point from that post, for my purposes, is that video games are very tolerant of failure—there’s almost no cost for failing, just the time […]

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