Re: The Lost Cause of Magic
Kinda depends on the type of game system. OP was asking from a context of RP MUSH gameplay, which is usually more collaborative storytelling than the sort of game system you and I normally think in terms of. That doesn't inherently require quantifiability or balance.
But say your game system is fully automated, and so requires quantifiability, and you posit balance as one of its sine qua non design goals (which no one is actually compelled to do, consequences aside). I agree it's not as simple as in storytelling (collaborative or otherwise), but you're somewhat implying it's not possible, which I doubt. If nothing else, your quantifications and balancing elements do not have to be clearly and technically exposed to the player, leaving room for weirdness, threat and mystery.
Last edited by chaosprime : 05-20-2009 at 03:10 PM.
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