totally OT but this song is funny, i heard it on the way into work on the radio hehe http://www.youtube.com/watch?v=hajTNlooZKE On Fri, Jun 26, 2009 at 11:15 AM, CiD <screamingdazeez@xxxxxxxxx> wrote: > > That's a good goal to strive for when designing. I believe role playing > games do this best when there are consequences to your choices and actions. > Mass Effect really nailed this with subtlety by forcing you to deal with > every word you said. For example: if you threaten someone who is tough as > nails and your skill in that style is not high enough you lose out on the > opportunity for a dozen more dialogue lines and experience points and may > even fail the quest (if it's a minor side quest). > > I have played Mirror's Edge. Although I never felt any emotional > attachment to the game on any level, it was a fun little first person jaunt > through the rooftops of a city. I never felt like being an achievement > whore so I skip out on a lot of those achievements not built into the game > for in game rewards. > > --- On Thu, 6/25/09, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > > > From: Chris Riccobono <crysalim@xxxxxxxxx> > > Subject: [project1dev] immersion in games > > To: project1dev@xxxxxxxxxxxxx > > Date: Thursday, June 25, 2009, 2:41 AM > > This is a nice short post about how a > > person felt while playing > > Mirror's Edge. I've never played the game, but a few > > things I've > > heard about it sounded kind of interesting. I don't > > plan on playing > > it, but this particular experience is really something > > important in > > games, and it really reminded me of what we're trying to do > > here. > > > > > http://www.gamasutra.com/blogs/MartinNerurkar/20090624/2102/No_Murder__Mirrors_Edge.php > > > > > > > > >