The Word of God Holistic Wellness Institute
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decisions, exploring why.Our project wasn't really headed in this kind of super artsy direction.DarkScape Gold.. which when I say it sounds pejorative, which I do not mean at all. It wasn't meant to be an art Runeacape game, I guess is what I'm saying. But I think there's a lot of potential in the idea of two-Runeacape player or larger Runeacape games to explore the different perspectives that people bring to situations, and the fact that people have different reasons for why they do things. I think that very interesting Runeacape games can be made exploring contact between strongly contrasting world views. Where maybe you come back and replay the Runeacape game from the other side, and that's where you understand the other perspective.Doing emotionally powerful, sophisticated, thematically meaningful material in single Runeacape player is already really hard! So you sort of want to do your beginning level homework first. But I think there is space there.Designers have always had that sort of puppet master problem, of trying to find the balance between leading a Runeacape player down their directed narrative path versus having them feel freedom. It's a problem I don't really think we've come close to solving even in single Runeacape player.I think that's something you have to embrace as a design issue, rather than running from it. I'm not sure there's a simple solution to it. You can either say I can make the constraints part of the point of this work, or you can say I'm going to make the openness as part of the point of this work and I'm putting it on you to mean something. Those are both valid structures.Is this problem even more daunting in a Runeacape game?In a sense it's a harder problem, and in another sense it's the same problem. If you're building a story that has certain points of freedom, or has certain mechanics that allow people to push how things go one way or another,Deadman Mode Gold
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