anyway.



thread: 2006-02-27 : Unpopular Ideas for 2006 #1

On 2006-03-02, luke wrote:

I like stats because they create an imaginary corporeal body for the player to manipulate.
I like the way Vincent's stats work because there's "space between the notes." There's room to get your imaginative fingers inbetween them and wiggle them a bit. There's room for each player to invest in his character simply through the interplay of the four basic stats. So right away, he's got something do, something clicking in his head.



 

This makes NinJ go "I've often thought that, Luke..."
... that they represent the core of an individual (did I say that earlier in this thread?) but I'm not certain how to really make that work for me. Hence, the really abstract stats in Shock: and the total lack thereof in UtB.

This makes luke go "Sure..."
Some games need them, some don't. Challenging their necessity aids in the evolution of design. However, they are often the front line of your game. They often create the first impression of the character. So concrete concepts aid in creating a concrete image of character, abstract stats risk an abstract concept of character.

This makes NinJ go "Luke, you've just had an impact."
This is awesome. Absinthe takes form before my eyes. Thanks!

This makes luke go "pleased to be of service"
I hope it was a positive impact!

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":