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Old 10/12/2006, 05:10 am   #7
Oilers99
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I read your post on the other thread, but didn't reply because I didn't really have anything useful to contribute. Still, I think you make excellent points - I actually made mistake #3 quite blatantly in my last independently-made adventure.
That's funny, because the way I see it, providing access to the entire gameworld at once isn't necessarily a wrong thing. For some games it works. Exploring doesn't always mean accessing new territory.

--Erwin
There are some perks involved. It's very easy to modulate the number of variables, as at any one given time, the number of possibilities should be about the same. It also breeds familiarity with the game's world, and allows the player to more naturally react to puzzles. Still, you run a very high risk of things getting very old, very quick. There are ways to work around that. If you have a world that is very dynamic, constantly changing, constantly presenting new possibilities, then having a world that is open all at once can be quite beneficial. I imagine it's quite difficult to design that way. Unless you're creating with a divine touch, things will likely get old for the player at one point or another. So yeah, you could open up the entire world at once, but because the difficulties associated with keeping it fresh consistently, I'd say that's a path that should only be taken when there's a good reason.

I'm totally wrong? Ack, my ego is destroyed...
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