Could there be a reason for that perhaps?.... maybe how much more content you'd have to make to create less fortunate but not severe circumstances for everything the player might try and fail at?
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Show posts MenuQuoteIf not giving the man bread meant he fails to safe your life and you later have no choice but to die, then I'd think that was bad design. If by not giving him the bread it makes the game harder in some way because you don't get his help, then I'd think that was good design.
QuoteAre couples who have children feeding their egos with their child's adoration?
QuoteSo, perhaps God doesn't do this simulation exercise on things unless he needs to,
QuoteFor example, you need to give some bread to a homeless man, in order for him to save your life near the end of the game.
Quote from: SSH on Mon 16/10/2006 12:28:15
I know you were going at rmullen, Helm, but one point is, if God says "here are some laws, stick to them" and then immediately says "Nah, you'll never manage it, I know I'll have to do something else in the end..." then it would hardly seem fair. Part of the Old Testament's purpose is as a "testament" of the fallibility of human nature.
Quote from: skyfire1 on Wed 11/10/2006 22:30:31Someone here needs a lesson in mathematics.
QuoteSome of you are acting like 10 year old boys
QuoteBut when a country violates international treaty, throws weapon inspectors out of their country, makes belligerent remarks about destroying another country, and is implicated in smuggling black-market nuclear technology,
Quotesurely the international community should take notice and use reasonable steps to prevent said country from acquiring dangerous technologies? And use incentives and rewards to encourage them to embrace peaceful means? Iraq, if nothing else, has shown us why we shouldn't invade countries based on what we think we know. But history has certainly shown us that we shouldn't just sit idle and let threatening nations arm themselves to the teeth.
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