[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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