Hi Tom,
Perhaps the answer to your problem is as simple as  keeping the original 
intent of the game at one difficulty level and add in all those random 
factors people want in  harder difficulties.
That way, everyone is more or less happy.
Although, I have to admit, you surely got to understand that  you cannot 
please everyone absolutely. It is just impossible. In addition, Everyone 
else should realize that other people want to play the game in a certain way 
as well and  should be open minded to everyone elses desires for the game. 
Just because someone enjoys random monsters in the game doesn't mean that 
everyone else does so.
 some give and take  should be considered here.


Come to me and I will give you rest...
Jesus of nazareth 33 AD
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, March 26, 2006 7:37 PM
Subject: Re: you're not sure why?? - Re: audyssey: Monty new audio 
environment.


> Hi Ryan,
> One of the key features of arcade games was bettering your score. For
> example back in the days when i could still see I use to play against my
> family on games like Demon Attack, Space Invaders, and the fun was
> seeing which one of us could get the final highest score.
> That was probably a result of the computer games being limited in what
> they could do at the time. Now, days we have advanced far beyond such
> games, and now it is almost expected to add more randomness, better AI,
> etc to the game. I'm wondering how that can be done, and still truly be
> Montezuma's Revenge. If I did those changes the game would no longer be
> Monty I knew, James knew, or that game at all.
>
>
> Ryan Strunk wrote:
>> Tom,
>>
>> For my part, beating a previous high score was never a sticking point. I
>> enjoy games for randomness factors, story lines, and cracking good
>> challenges.
>> It honestly seems as though those elements have been left out of many
>> recent
>> titles. Most of the accessible games on the market right now seem to have
>> the ability to improve one's score as a sticking point. I would not at 
>> all
>> be annoyed if I played a game with no score whatsoever.
>>
>> Ryan
>
>
>
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