thread: 2012-12-27 : Positioning: the Okay Cycle
On 2012-12-27, Jesse Burneko wrote:
I've been thinking about this a lot lately. That's because there are a few RPGs that have really captured my attention but don't have what I think of really strong reward-cycle focus built into them.
Shadows of Esteren being at the forefront of that list. But also games like Unhallowed Metropolis or even Deadlands: Noir. Just yesterday I discovered ImagiNation whose central concept really grabs me. I look at these games and wonder if the "okay" cycle will be enough for me to get out of them what I want to get out of them.
Maybe this is getting ahead of you but do you see more explicit reward cycles as attempts to "prune" the legitimate move space?
I know that, that is what I keep attempting with many of my own designs. Sometimes the legitimate move space I want is so tight that when I close my mind I can actually hear the vocal intonation I want players to use when announcing actions and speaking dialog.
Or maybe that's running down the wrong road?