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November 8, 2012
 
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November 8, 2012
 
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Blogs

Roberta Davies's Blog

Roberta Davies's Comments

Comment In: Making Failure Fun [Blog - 11/07/2012 - 09:12]

I 'm reminded of a ...

I 'm reminded of a pithy statement that I think is from Richard Rouse 's excellent book Game Design: Players want to be judged, as long as they 're being judged fairly. r n r nI 've been playing Dungeons of Dredmor a lot recently. And dying a lot. But ...

Comment In: Six words about role-playing games [Blog - 11/05/2012 - 07:22]

Build a world and live ...

Build a world and live therein.

Comment In: The Advantage of a Linear Game: Control [Blog - 10/17/2012 - 04:08]

I can 't really add ...

I can 't really add anything to what 's already been said, but speaking as a proofreader I just wanted to congratulate you for spelling tight rein correctly.

Comment In: Social players don't want to read your text -- or do they? [News - 11/08/2012 - 03:57]

Players never want to read ...

Players never want to read screenfuls of text when they could be playing instead. r n r nBUT players are always eager to get information when they know they can use it. That 's the point. If they need information, and are aware that they need it, and you give ...

Comment In: The benefits of making your players suffer (and maybe throw up) [News - 11/08/2012 - 06:33]

I 'm prone to motion ...

I 'm prone to motion sickness. There are a LOT of games that give me nausea, at least occasionally. r n r nWhat do I do when I find a game that 's guaranteed to make me sick immediately, every time That 's right, I put it down and never ...

Comment In: When is it Time for Quick Time? [Blog - 09/24/2012 - 10:48]

I agree, fighting QTEs work ...

I agree, fighting QTEs work well because they 're an optional bonus. Hit the button and you 're rewarded with a spectacular move, and possibly some other kind of bonus extra experience points or whatever . Miss the QTE, or choose not to bother with it, and you can carry ...

[More Roberta Davies Comments]   

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