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Rampant Games - How Should CRPGs Deal with High Level Gameplay?
Jay Barnson has updated his blog with an entry about how crpgs should handle high-level gameplay. He thinks high-level characters should have the ability to change the rules of the game itself, he gives an an example using an old D&D Module called Necropolis. Apparently, this D&D module is harder than most D&D modules - Jay Barnsom gives an example if a party needs to choose between to doors not knowing what's behind these doors:
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need to live up these 5 things; here # 4: Quote:
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Right, but shouldn't your enemies have access to the same toolset? They should see you coming and be able to "cheat" their way to victory just as readily.
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I imagine it *could* be done that way, but I don't see that as a necessity.
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Very hard to see what this article is about how how it could be applied to computer video gaming.
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The computer is not such a GM to declare a bug/exploit unfair. Only developpers through patching can do that. Quote:
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There is also no cheating in video gaming, at least in SP. All the program can refer to is the lines of code. If the lines of code allow it, it is allowed by simple application of code facts. The article handles delicate notions that are hard to apply to video gaming. |
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