[MUD-Dev2] Risk vs Reward [was: Value]
Mike Rozak
Mike at mxac.com.au
Wed Sep 20 12:12:09 CEST 2006
> Man, I hate being the nit picky terminology guy, but I was under the
> impression that weak and strong choices were based on the outcome of the
> choices.
I'm not trying to be nit-picky either. I see where you're coming from.
Some random comments:
1) I hadn't read much about choices other than from Chris Crawford's books,
which don't mention strong/weak. I suppose I missed a few books someplace.
2) The reason why I use my distinction for strong/weak is because it
explains the "string of pearls" adventure game design. Moving around within
a pearl is weak. Moving to a new pearl is strong because, as a general rule,
you can't go back.
3) I wrote up more ramblings about choices on
http://www.mxac.com.au/drt/Choices3.htm. The doc covers your points about
cosmetic choices, etc. I don't think I applied a specific label to those
sorts of choices... which doesn't matter because I don't really care about
labels. "A rose by any other name is still a cumquat."
Mike Rozak
http://www.mxac.com.au
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