thread: 2005-04-21 : Planned Endings

On 2005-04-23, C. Edwards wrote:

The three games I've designed so far (now if I'd just, you know, add 100lbs of polish to them) have built-in rules for when the game ends. That's not to say that there's automatically closure of the situations in the SIS, in some cases yes and in some no. In one or two of them it's explicitly stated that closure isn't a necessary requirement.

Regardless, I think that knowing at least roughly when the game will end allows the players to sync their choices and narrations to fit the pace and eventual end point of play.

Pre-determined endings tend to be, IMO, more conducive to creating "dense" play experiences. Lots of drama, lots of tension, lots of stuff happening all over the place. I don't need closure of situations in the SIS but I do need play to be firing on all cylinders when the game ends.



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