Hadoryu wrote:
I like to refer to that as 'changing the landscape'. Every move in chess substantially changes the landscape that you're playing on. I'm trying to take advantage of that kind of idea, with some randomization involved, with the new combat system for Midkemia Online, but it remains to be seen whether it'll feel fun or not. I only designed the high-level system and the Midkemia team is doing the rest.
As Kavir pointed out, every change changes the landscape, but there's a pretty long continuum there between trivial changes (such as losing 1 hp in Achaea's combat system) and massive changes (making virtually any move in chess) to the landscape. I think the thing to do is mix up moves of small consequence with moves of large consequence.
--matt
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