I suggest robots
-MillsJROSS
-MillsJROSS
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Show posts MenuQuoteA collary to that is that you should never ignore or disallow obvious and maybe unexciting, but very sensible solutions, like buying tools or destroying obstacles. A convulted series of actions might seem more interesting at design time, but at play time it is often just frustrating, especially if there'd be an alternative path in real life that just doesn't work in the game.
QuoteFor commercial adventures I can understand the desire to add puzzles to pad out the game and make it appear longer.
QuoteI like O Fortuna, but it somewhat irritates me that so many people seem completely oblivious to the rest of the piece.
QuoteThat's movie world. In game world, it's about gameplay.
QuoteGenerally, the term "gameplay" in video game terminology is used to describe the overall experience of playing the game excluding the factors of graphics, sound, and the storyline. The term "Game mechanics" refers to sub-elements of the gameplay, but particularly the primary control and movement features of the game (thus excluding things like level design or AI).
Quote from: Radiant on Sat 20/05/2006 19:45:34
[Quote from: MillsJROSS on Sat 20/05/2006 19:14:14I'd say that Crighton's suspense is more character-driven or story driven, and you actually get the answers you're looking for, as opposed to Brown's implausible mysteries. But ymmv.
To me this book ranks similar to the works of Michael Chrichton. His writing style doesn't necessarily do anything for me, and I consider it weak. But he makes the book suspensful enough for me to keep going through. The only difference between the authors is that Chrichton seems to have more accurate research.
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