Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Nicolas Weeger
If the human players were spending bunch of time doing calculations (like in live action games), then simplifying such things may make more sense. That is the point, I think: a fun game isn't a calculation game. So why put calculations we don't need? :) Likewise, if the game was much

Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Mark Wedel
Nicolas Weeger wrote: Likewise, if the game was much more an adventure game, then maybe not having stats would make more sense (by adventure game, I mean games where the focus is on exploration and solving puzzles, like say myst, and not killing things). Maybe that's somethine we should

Re: [crossfire] What about a gameplay revolution?

2008-12-15 Thread Mark Wedel
Andrew Fuchs wrote: 2008/12/14 Nicolas Weeger nicolas.wee...@laposte.net 1) Don't give out stats to players. Don't give HP/SP/GR/ whatever. Only give hints about the health (you feel very bad, you bleed a lot) and such things (with great effort you take the armor, but fall on the ground trying