REhorror
Educated
- Joined
- Dec 22, 2023
- Messages
- 726
See?it takes gamer acumen to recognize that blindly trusting your enemy lets you inside their camp for higher challenge and, potentially, better loot. being denied that is anti-games.Does it take foreknowledge to NOT blindly trust your enemy?there is no challenge involved in picking whatever route the designer has decided to randomly choose as the one in which the game does not shit on you. it takes foreknowledge only.A toy, or whatever else, can be used to challenge the player.Maxie is correct. The point of the game is to be a game--a toy. It's not an exhortation. That said, you're both making the same argument. I don't think Rehorror was saying the treachery would be automatic loss for the unarmed player, just significantly more difficult than had the player made a better choice. That difficultly might even result in the scenario being unwinnable for the player.
A child gets easily bored by a toy if it does anything it wants. This is why Rubic cube and or even kiddie chess and games manage to hold the child's attention.
No, it takes basic thinking.
And again, you can just reload and try it over, except the ones stupid enough to do it learn a valuable lesson of NOT doing whatever your enemy tells you to.
No, you are encouraging people to be stupid, and then when the stupid people realize they are stupid, you are faulting the game designer for teaching them a lesson.
Nope, doesn't work for me. Being smart = rewarding, being stupid = get punished, this is my philosophy regarding how to solve a game.
You can intentionally make the game more challenging by being stupid, but you should never ever get rewarded for being stupid.
This applies to the world at large too, and why the world is getting DUMBER.