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Warren
Spector's The Rules of Role-Playing
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Always show
the goal. Players should see their next goal (or encounter an
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intriguing mystery)
before they can achieve (or explain) it.
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Problems not
puzzles. It's an obstacle course, not a jigsaw puzzle. Game
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situations should
make logical sense and solutions should never depend on
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reading the
designer's mind. And there should always be more than one
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way to get past
a game obstacle. Always.
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No forced failure.
Failure isn't fun. Getting knocked unconscious and waking
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up in a strange
place or finding yourself standing over dead bodies while
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holding a smoking
gun can be cool story elements, but situations the player
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has no chance
to react to are bad. Used sparingly, to drive a story forward,
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O.K. Don't overuse!
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It's the people,
stupid. Role-playing is about interacting with other people
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in a variety
of ways (not just combat… not just conversation…).
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Players do;
NPCs watch. It's no fun to watch an NPC do something cool.
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If it's a cool
thing, let the player do it. If it's a boring or mundane thing,
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don't even let
the player think about it -- let an NPC do it.
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Have you patted
your player on the back today? Constant rewards will
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drive players
onward. Make sure you reward players regularly. And make
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sure the rewards
get more impressive as the game goes on.
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Players get
smarter so games get harder. Make sure game difficulty
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escalates as
players become more accustomed to your interface and more
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familiar with
your world. Make sure you reward the player by making him
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or her more
powerful as the game goes on.
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Think 3D. A
3D map cannot be laid out on graph paper. It has to take into
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account things
over the player's head and under the player's feet. If there's
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no need to look
up and down -- constantly -- make a 2D game!
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Are You Connected?
Maps in a 3D game world must feature massive
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interconnectivity.
Tunnels that go direct from Point A to Point B are bad;
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loops (horizontal
and vertical) and areas with multiple entrance and exit
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points are good.
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