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Re: Film Noir Simulation
- To: <email@example.com>
- Subject: Re: Film Noir Simulation
- From: "Laura J. Mixon-Gould" <firstname.lastname@example.org>
- Date: Fri, 09 Feb 2001 08:30:57 -0700
- In-Reply-To: <email@example.com>
- Sender: firstname.lastname@example.org
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on 2/9/01 1:49 AM, Kenneth Lu at kenlu@MIT.EDU wrote:
> Actually, one aspect I'm wondering about is whether I can avoid the
> "high score" style of objective, and make uncovering the connections
> its own reward. That is, I'm trying to imagine a game where there
> isn't necessarily a score at all.. but that there is enough variation
> in gameplay and the dynamically/interactively generated storylines,
> that the gameplay itself IS the objective..
> Of course, I wouldn't mind compromising if that's over-ambitious, and
> work in external motivations as well. :)
Again, I think you are right on the money with this, Ken.
Laura J. Mixon * email@example.com * www.digitalnoir.com
_Proxies_: A Tor Books SF paperback Nov 1999 * ISBN 0-812-52387-3
"At Tide's Turning:" terraforming run amok * Asimov's SF- 4/01
_Burning the Ice_: on a Jovian moon, hi-tech mystery, betrayal & intrigue
A Tor Books hardback 2001 * watch for the webpage!