> band name
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[color=rgb(0, 153, 0)]Actually, it’s one of Robert Ludlum’s less-known thrillers.[/color]
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> I understand the need for pacing, but grinding a quality up to five, taking the exact same action every time, gets to feel a bit silly.
[color=#009900]We do understand that. There’s a balance to strike here. If we never repeat content, we don’t get best use of it (since people forget content until they re-read it, or don’t notice references or grace notes the first time). On the other hand if you see the same text fifty times in a row, after the third time the words are just static. Mixing it up with other content helps but can be mechanical or difficult to arrange reliably. Deliberately writing more generic, less specific content helps but can lessen the first-time impact of the content. Addressing this is the single biggest goal of the remixing of narrative patterns we’re doing.[/color]
>I think one thing that ought to cost 0 actions is changing lodgings…
[color=#009900]It doesn’t, and probably won’t. We actually discussed this a while back, but decided[/color]
color=#009900 there’s some ludic consonance from moving lodgings being a faff, because you need to bring your toothbrush, okapi, recent mail, etc;[/color]
color=#009900 with coming updates changing your current lodgings may have a more significant effect, at which point spending an action is a resource allocation decision.[/color]
[color=#009900]So why not make it free until (2) kicks in? Because people who missed the memo will be powerfully unhappy when we go from 0 to 1 again - losing something that you’ve been accustomed to annoys you more than gaining something unexpected makes you happy.[/color]
[color=#009900]In the early days of Echo Bazaar, changing areas cost an action - we removed this when reshuffling the map, and although we’d like to add it back to make moving round London a less weightless-feeling experience, we know people will feel cheated, and the small gain in ludic consonance isn’t worth the upset. When and if we add more location-dependent gameplay, we might decide there’s enough long-term gameplay benefit from giving movement a cost again, but we’d rather avoid the pain in the meantime. Discontent from the player base doesn’t always prevent us doing things if we see a long-term good, but it is always something we take into consideration.[/color]
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[color=#009900]But if you do think of actions or categories of actions that you think should be zero-cost, let us know. There are probably things in odd corners that we haven’t considered.[/color]
edited by Alexis Kennedy on 1/27/2012