thread: 2006-03-20 : Creating Situation: a practical example
On 2006-03-31, Vincent wrote:
Explicitly address it I don't know, but implicitly, practically any game you could name. To see it, compare the game's resolution rules with its reward rules. How much resolution per reward cycle? From there you can easily figure out how much action it takes to resolve a character's interests.
You know how irritated some people were by Battlestar Galactica's season finale? It wasn't just a big jump in time. It was more importantly an abrupt departure from how much action the show had, up until then, allowed per conflict of interest.
This makes JCL go "you mean..."
I was the only one who liked the season finale?
I was getting anoyed with mid-2nd season. It started to seem like bad porn: every episode was just a new random pairing.
The last couple episodes of the season redeemed it for me.
This makes VB go "I liked the season finale A LOT."
But I haven't seen the few episodes leading up to it, so don't tell me.
This makes NinJ go "Oh, man, great episode."
That's all.