For instance, I always assume we are dealing with the worst possible kind of player, these days.
hear hear

For instance, I always assume we are dealing with the worst possible kind of player, these days.
borka wrote:And in games reality it's more like
"You spend 20 hours making yourself safe?
I'll spend 3 minutes killing you."
sadly
considering 56 hours for steel cooking 20 hours is estimated low
Björn Johannessen: Yeah, there’s a lot of water under the bridge
Kitamie wrote:I don't think he actually meant that there would be bridges in the game.
factnfiction101 wrote:^I agree with this guy.
Amanda44 wrote:Interesting .......... I'm intrigued by this section;Björn: The way we’re approaching it, the players will need to – through the event and narration system that I was talking about earlier – players will need to get experiences and trigger them in order to advance in terms of learning. How they trigger experiences is far from obvious. It is not simply that you can develop a mechanistic formula for how to trigger experiences because we have hidden a lot of the information on how the experiences are actually triggered. Which will, from the perspective of the player, hopefully, appear as a mysterious thing that simply happened. And people have some idea as to why it happened, because the experience will be related to something that you did in the game.
Like, you can get an experience for chopping down a tree, for example. But you won’t get it every time you chop down a tree, and hopefully, our idea is to allow players to get experiences but it will not allow them to seek experiences in a particularly theological fashion. Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.
Fredrik: One point I might add perhaps is that, the idea is since not all the characters will have all the experiences, different characters will be meaningfully different.
Björn: Yeah, a lot of the experiences will be extremely hard to trigger and obscure in terms of conditions.
For the first time I actually feel a touch of excitement and am keen to try it out, lol, better late than never .......
Phaen wrote:RIP Homicidal Ninja
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
Björn: ... Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.
Users browsing this forum: Claude [Bot], Google [Bot], PetalBot [Bot] and 1 guest