Re: Sickness
Anything in a text game can be monotonous or superfluous: eating, drinking, sleeping, illness, weather, races, classes, skills, spells, reality in general or whatever. But implemented well and in proper doses, any of that stuff can also enhance the gaming experience. I think the problem these days is that too much emphasis is being placed on quantity instead of quality--"how many features can we offer" instead of "how excellent can we make the features that we offer." Heck, much of the stock game information stored on sites like this one is all about numbers of everything, from rooms to races. I'm old-school, myself, and would love to see the industry pay more attention to gameplay.
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