January 2008
- no levels / temporary levels Timothy Dang
- no levels / temporary levels Sean Howard
- no levels / temporary levels Chris Laponsie
- no levels / temporary levels cruise
- no levels / temporary levels Peter Harkins
- The Illusion of World Size (Was: Player Choice - How Much is Too Much?) Christopher Lloyd
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation Richard Boehme
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Richard Boehme
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Raph Koster
- Specialization Sean Howard
- Specialization Raph Koster
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Michael Hartman
- Specialization cruise
- Specialization Sean Howard
- Specialization Roger Hicks
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Justin Coleman
- Specialization Fred Pseudonym
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Victor Pellen
- Specialization Peter Harkins
On Wed, Apr 02, 2008 at 04:55:03PM -0400, Michael Hartman wrote:
> Once you go down a certain life career path,
> you cannot simply switch to another one after you have already reached the
> age of mastery in the first. This is especially true for the types of
> career paths in your typical MMO type game.
How do these constraints of real life improve the design of a game?
I don't mean to imply that they can't, but realism doesn't necessarily
improve game design and needs more justification than "because it's real".
--
Peter Harkins - http://push.cx - http://NearbyGamers.com - Specialization Michael Hartman
- Specialization John Buehler
- Specialization Sean Howard
- Specialization cruise
- Specialization John Buehler
- Specialization Sean Howard
- Specialization Timothy Dang