Yes it is rather like that here. It’s so bad most probably won’t even get your reference. Time to take a swig from the flask under my desk at 8 in the morning. The stress of dealing with these yokels will do that to you.Forget it, Basshead. It's Chinatown.
I describe my GURPS Everything campaign from the 1990s. By "everything", I mean I allowed the players to use any skill or ability from any GURPS sourcebook. Fun times ensued.
I talk about the reasons it can be hard to add new features to a game after it ships.
Is that an avocado muffin?
Why does he live in the Christmas mood over month before Chritmas?He took some selfies for his community tab on Youtube. Enjoy the close-ups
He really likes cooking, I believe?He took some selfies for his community tab on Youtube. Enjoy the close-ups
He's Santa Claus and has to prepare everythingWhy does he live in the Christmas mood over month before Chritmas?He took some selfies for his community tab on Youtube. Enjoy the close-ups
No silly, that's Tim Cain.Is that an avocado muffin?
That does indeed sound dreadful.A hardcore action JRPG with unskippable cutscenes sums it up.
Good number of people here might take issue with his distaste for specific hardcore elements (e.g. lack of character respec, attributes/skills with no explanation or easily-discernible effect, the ability to enter a permanently-unwinnable game state).That does indeed sound dreadful.
People who want that are demented and shut be put downability to enter a permanently-unwinnable game state
I don't mind those, besides the attributes/skills one since that'd fall under poor UX rather than it being a matter of game design difficulty.Good number of people here might take issue with his distaste for specific hardcore elements (e.g. lack of character respec, attributes/skills with no explanation or easily-discernible effect, the ability to enter a permanently-unwinnable game state).That does indeed sound dreadful.
The hypothetical anti-Tim Cain RPG
A hardcore action JRPG with unskippable cutscenes sums it up.
Disagree if we're talking about stuff like not having unkillable NPCs (which is incline).People who want that are demented and shut be put downability to enter a permanently-unwinnable game state
I'm talking about Sierra adventures where 5 hours later you realize because you didn't give that one bird a dongle you can't winDisagree if we're talking about stuff like not having unkillable NPCs (which is incline).People who want that are demented and shut be put downability to enter a permanently-unwinnable game state
I'd blame that on particular bad game design rather than it being something inherent to just having a game where you can end up with permanently-unwinnable states.I'm talking about Sierra adventures where 5 hours later you realize because you didn't give that one bird a dongle you can't winDisagree if we're talking about stuff like not having unkillable NPCs (which is incline).People who want that are demented and shut be put downability to enter a permanently-unwinnable game state