Is developing character failure as an option which is interesting/fun for the player *ever* going to be compatible with such a fear factor? It strikes me that they are mutually exclusive unless one can have that fear incorporated within the interesting failure - but it's not the visceral fear Simon and others may be missing. (Perhaps they should adopt more extreme sports.)
Is that clear as mud?
Perhaps the useful question is...does HQ give you a white knuckle ride? If so, when, if not, why not?
Sam.
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