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
- Specialization Michael Hartman
Peter Harkins wrote:
> How do these constraints of real life improve the design of a game?
They might not. But I was replying to someone who said not being able to
change a character's career path was "absolutely insane."
> 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".
I agree completely. I am not a big fan of realism as a justification for
any game design decision. Believability and internal consistency are
important, but realism is often a poor justification for anything.
But the point was, it is not "absolutely insane" for people to choose
one career path that is a permanent choice for that specific character.
--
Michael Hartman, J.D. (http://www.frogdice.com)
President & CEO, Frogdice, Inc.
University of Georgia School of Law, 1995-1998
Georgetown University School of Foreign Service, 1990-1994
- Specialization Michael Hartman
- Specialization John Buehler
- Specialization Sean Howard
- Specialization cruise
- Specialization John Buehler
- Specialization Sean Howard
- Specialization Timothy Dang